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Arddv

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Everything posted by Arddv

  1. I think you misunderstood TS a bit. PoE takes itself too serios compared to BG, not compared to a AAA bestseller. Imagine scale of "fantazyness" and take BG2 as a zero. So on this scale Fallout4 and DA:O are like +40 and F:NV is -20. PoE on this scale is -100, because it is too realistic in terms of consequences of actions, too close to real life. There are no easy choices that lead to obvoiusly good or bad outcome. There's no magick word that would make all Dyrwoodans happy in the end, no Save-or-Die Spells of Ultimate Doom, no long forgotten artifacts that give simple answers to the questions of life, universe and stuff. Just actions, consequences and an eternity of unanswered questions... just like in RL. And many gamers come to RPGs to find that feeling of specialness, ability to influence the whole imaginary world all by themselves, and they are naturally frustrated with what they find in PoE. The goal of a game designer here is to find a fine balance between realism and fantazy. And BG2 team did that perfectly. The opposite side of the spectrum is the DA:I with it's egomaniacal nonsense.
  2. I thought you must return armor to Osric to get the shop and be able to continue with the Dozens, hmm.. I must have been wrong.
  3. As you might have noticed I never said that current system should not be improved or changed to the system that supports the playstyle better. I merely stated that reworking it completely you have a big risk of "pouring out the baby with the water". There is a rather definite concept of what the Wizard should and should not be capable of (in role-playing community I mean). The "soul" of the class. And if some highly advanced, ultra-intuitive and precisely balanced resource system ruins that "soul" I say make a new class for that system. YMMV ofc.
  4. Oh.. I see.. So the consequences of one of the rare 'good' choices my bleak walker did got suppressed by a Diving helmet? Strange design desicion.
  5. I released them on my only playthroug so far and never saw the outcome of that choice. What was that crazy thing?
  6. Unless you want the breastplate from the Rogue Knight quest.
  7. I really don't get the reason of the whole argument. This is the ROLE-plaing game. I play this kind of games to saturate my imagination with the experience I cannot get in RL. And CRPGs must provide a framework for this experience. If I play a Fighter I want to choose some equipment and feats, point him towards enemies and enjoy the slaughter he causes with as little interferance from my part as possible. Maximising passive abilities and minimizing active/sircumstantial abilities is the way this class is meant to be played. If I play a Wizard/Sorc, I want to be able to solo ANY encounter in the game with the careful selection of spells and their sequence, but at the same time - not to be able to do this EVERY encounter. So the game must provide some attrition/resourse system. There MIGHT be systems that do this better than Vancian casting, but none of them are mentioned in this thread - all of them either try to hide simple and user-friendly "casts per level per rest" integrs into some vague "mana per rest + mana per encounter" numbers or try to turn Wizard into something else. On the other hand I welcome any NEW approach that game developers can present, like what Obsidian did with Chanter/Cipher/Monk.
  8. Could you share your wiz tank build pls. I just finished my normal playthrough with story companions (where my greatest achievement was soloing sky dragon with Aloth at lv 16 lol) and now I want to try PoTD with 4 man party - Cipher MC, Chanter tank, Wiz and Priest offtanks. All Melee and armored.
  9. While we are at this - what would be the better option: a) To use Steadfast in offhand - immunities, outmaneuvering, uses any WFocus and can strike faster due to TWF + TWStyle b) To use some small shield like Little savior. The core idea is the caster that alternates between melee strikes and casting to prolong his buffs and steal AS - cast, hit, cast, hit and so on.
  10. This means that a caster with Spelltongue (1.15), Gauntlets of SA (1.15) and DAoM (1.5) will have 1.15*1.15*1.5=1.98 recovery bonus (ie almost no recovery in clothes) that will be reduced by 0.35 penalty of durganized plate = 63% recovery reduction with 10 Dex? Well, that is pretty good for armored caster. Thx guys!
  11. Hello everyone! So, after some extensive reading I figured out how attack speed bonuses and maluses work, but now I'm completely lost on what recovery reduction bonuses work on spellcasting? With weapons it's rather easy - you multiply bonuses from equipment (gauntlets of SA) * bonuses from weapon itself (speed ench, durganization) * the highest from active buff/modal (Alacrity of Motion, Frenzies, Swift Aims and such) * TWS talent if applicable and deduct it from recovery time that is modified additively by armor + TWF + flat modifiers like Vuln. Attack. Then what is left is multiplied by Dex bonus. And while I have some misunderstading with the place of Bloodlust ability and shield durganization in this equation this is irrelevant, because you can reach zero recovery without them in any armor. The main question is: Which of aforementioned apply to spellcasting? Do weapon enchantments apply (I figure they don't, but...), do Gauntlets of SA work, maybe shield durganization? I want to make plate-wearing combat wizard but I hate the idea of using DAoM only to negate heavy armor and no ways to further improve spellcating speed. Need clarifications please.
  12. Then 'maybe' being intellectually lazy about theism doesn't automatically mean being intellectually lazy overall. 'Maybe' people disregard theism as unworthy of speding their intellectual resourses on, and concider that world would be better if everybody stopped thinking too much about 'gods' and started thinking about things they can actually analyse, study and change.
  13. Another option is to roleplay the whole party. Ie you create 3-4 party members and roleplay each of them as "your own"(they can be members of a family, or pirates on the same ship and a love triangle - possibilities are limitless), but one of them turns out to be the Watcher.
  14. Ok, so, as I understand, earlygame you go hatchet+shield+light armor for casters, whatever+shield+heavy armor for tanks, dualwield+heavy armor for DPS. Then what is the point of all armors besides full plate and robes? Special abilities? And where can you find full plate in earlygame?
  15. @DreamWayfarer Well, reading through this builds I indeed figured out some core concepts like: go heavy armor for dualwield, medium armor for 2h/sword'n'board, light or no armor + high dex for ranged; nothing beats sabers in DPS, close second are BotEP and Tidefall for specialised builds and so on. But it took me hours. I think I spent more time reding this forum than playing a game.
  16. Hi everyone! New PoE addict here. Just started playing last weekend and got totally sucked in. It is almost like it was with BG1 and IWD back in 90's when I was a kid.) But I'm a bit overwhelmed with all the new mechanics and choices availible. I would be eternally grateful if some experienced PoE vet compiled a quick database of 'do's and dont's' for each class or archetype. Some spines for the commonly efficient builds that can be used with 'blue' mundane items and can be further improved or narrowed by the player themselves. For example: 1. Fighter. 1a. Sword'n'board tank - preferred stats / talents / equipment type. 1b. 2h offtank/dps - same ...; 2. Wizard 2a. Blaster - stats / talents / noteworthy spells 2b. CC mage - ... 2c. Gish wizard. Because all this highly minmaxed builds are undoubtly awesome ... on a 10th playthrough, but doesn't help new players that much.
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