-
Posts
92 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by vanyel54
-
I'm not really fond of level scaling but with POE2 becoming more open it could be useful and/or mandatory. And when we talk about level scaling, people seems to think about a basic system where you could do any fight of the game at any level. You could do a more complex level scaling whit a lot of parameters. Ex : define min/max level for each mob to manage all the cases - your 2 level kobold could increase to a max level of 5. - your 12 level dragon could level to the level of your team (no max for the boss)
-
1) Calling ridiculous min-max builds is your opinion. It's not mine. Each player choose the way he wants to play. 2) In the current state, the cipher will be less effective than in POE1. That's a fact. The same for the druid. 3) For the multi-class spell/physical, it's a penalty. Ok why not, you could say it's logical to have slightly less impact than a single class. I don't' like it but I could understand this point of view.
-
There was no "Muscular mages" in POE1. Might wasn't Strength. But I agree with you that the interactions scripts with Might wasn't well written. Actually, with the new STR/RES model, you have finally your Muscular Mage. Rod, scepter etc... are visibly so heavy that they need muscles to boost damage While I'm 100% behind this statement, I find it somewhat of a struggle to apply it to attribute mechanic design. Yeah, I kinda edited my post to elaborate on that a little more, but the main point of that was A) there seem to be two competing designs working at cross-purposes in the stats right now and B) Jojobobo kinda suggested reverting back to Might because that 'seems to be popular'. Your stats proposition seems good but i think that's a lot of work and change. And honestly, POE2 was a sequel. People expect to find the same mechanism as in POE1. And when i say i prefer reverting back to Might, it's not from popular pressure. I'm not opposed to the change but Obsidian need to resolve the impact of it. Actually there is problem with the hybrid class (goodbye cipher), ranged weapon bonus (high STR for rod damage boost doesn't make change). As i have said before, it seems strange to introduce multi-class at the same time you separate the boost damage ability.
-
If it works like in PoE1 then definitely no. 6s should be for spells with instant effects like Fireball (i hate overused examples) Blast of Frost. A spell with both instant effect and AoE is even better candidate for long cast time. But a spell that hits random single enemy and needs a lot of time to reach its full potential? No. Oh sorry i was thinking about Relentless storm I agree with you that a 6s spell must have an immediate and meaningful impact on the fight. So yes i could pay 6s for a blast of frost but not for a fireball. The problem is that we will have hard times to found candidates for a 6s time in the early levels
-
Great work, I'm in for the v2 ! And as Dr Hieronymus has already said, a 6s spell must have a real impact on the fight (returning storm ?). Additionally, if we stay in the STR/RES (vs MIG) model, we could give a speed bonus to the cipher class and use faster casting categories (0s 1s 2s 4s). I thinks chanters too must be able to cast faster (because that already have to wait to cast it).
-
@wormerine: sure, in the last beta version the pace of the fight has been reduced and a wizard could cast some spells. It's not enough but it's a start...
-
Obsidian should think first about the player and less about balancing. 9s casting time is a no-go sign for me. There is no fun in watching a casting animation (and being interrupted). It could be accepted for some exceptionals spells that have a big impact on the fight but not for half of them. It's a game first and it should remain fun.
-
On some of my characters, the action icon is wrong and not on the good character : And, as i a have the IA disabled, there shouldnt be any icon as i have not given any order at this time.
- 1 reply
-
- 1
-
With the killing of the vancian casters, Obidian seems to have made a poor decision. - Obsidian will surely reduce casting times (with so many voices asking for it). But when all your spells are done, your casters will soon be reduce to auto attack. And with the resolve/strength change, you have (another) problem. - We could also increase the power and penetration of the casters You still have the problem of interrupt. And with this long casting time, you change completely the art of fighting. No more hope to land a CC at the start of the fight, you will have to rely on tanks. And honestly, what is the fun of looking a casting animation of 9 seconds ? The more i play and think about, the more i regret the per rest system
-
If Obsidian want to get rid of the muscle wizard why keep the rod/wand based on strength ? That doesn't seems logical. And the patch justification for the change seems really "short thinking". Oh yeah Resolve seems to be really dumped now, so lets change everything and see what occurs With this change you beat down the hybrid classes (melee/spells) at the time when you introduce the multi-class. Really strange...
-
A very quick plea for Obsidian (combat speed)
vanyel54 replied to Starwars's topic in Backer Beta Discussion
We have to see how things evolve in the next update. It's not really that clear in the twitch, it seems there goal was to have only two speed as in the beta. I completely agree with you. It's really hard for me too to play at this speed (or you have to make a full team of auto-attack guys). -
The druid's claw were a bit OP in POE1. I like it sure but i could understand the need for a little nerf.
-
A very quick plea for Obsidian (combat speed)
vanyel54 replied to Starwars's topic in Backer Beta Discussion
Slowing melee recovery will render many weapons proficiency nearly unusable (as if they weren't already). -
A case for not adding general abilities to Proficiencies
vanyel54 replied to KDubya's topic in Backer Beta Discussion
@Answermancer : i couldn't agree more As it has been said many times, it's perfectly logical to have rogue with two weapons expertise, paladin with weapon and shield etc... The root of the problem may lie in the fact that these classes are fighters. So they need also fighter talents. what is a rogue if not a dirty fighter ? what is a paladin if not a religious fighter ? what is a barbarian if not a savage fighter ? Perhaps Obsidian should have rename this class and add more personality to it. -
A case for not adding general abilities to Proficiencies
vanyel54 replied to KDubya's topic in Backer Beta Discussion
I have clearly the same feeling. It could bothersome to click all the abilities at the start of the fight. Example with a devoted/hellwalker : click disciplined barrage, click switf strikes , click knockdown and go for the fight Let's wait the return of the slow mode and we'll see. -
What is the problem with misses of the new system ?
vanyel54 replied to theBalthazar's topic in Backer Beta Discussion
Yeah some weapon proficiency are really bad. Really strange choice from Obsidian to force you to take something It's really not my definition of RPG where you must have choice above all. And not restricted choices. -
What is the problem with misses of the new system ?
vanyel54 replied to theBalthazar's topic in Backer Beta Discussion
Talking about missing, someone actually used the weapon proficiency "Rapid shot". With -20 accuracy, it's miss fest . Obsidian should rename it "Blind shot"... The same for the pistol i think. A penalty of -20 accuracy is huge. And we haven't any more grazes to justify an effect on hit. That doesn't make sens to me. -
A case for not adding general abilities to Proficiencies
vanyel54 replied to KDubya's topic in Backer Beta Discussion
"O my god, if you give weapon focus to everyone we have to re-balance all the game !" So a full fighter/barb/ranger party is clearly unbalance actually then ? Because every power user will multi-class with one of these actually. And honestly, i don't think the game is balanced for every crazy party we could make. What about a 5 beckoner party we will spawn 30 wurms ? When the spell casters are back from the nerf-oblivion, we will surely have some other debates... Clearly, some class are really penalized by the lack of accuracy. Want to make a ranged cipher ? Go take the weapon proficiency of your choice. Oups, you loose some accuracy (-20 WTF) and you have no means to increase it. Too bad. The same with the Rogue. Who will play a single class rogue actually ? With this distribution of capabilities, obsidian seems to push us to the multi-classing. And from a role play point of view, it has been said many times but there is some strange choice : Paladin without weapon and shield, Rogue without two weapon style, Weapon focus only for barbarian etc.... -
[BUG] Second non-interactable animal companion.
vanyel54 replied to AwesomeOcelot's question in Backer Beta Bugs and Support
I have the same bug with 2 rangers and 4 companions... Here is the savegame : https://www.dropbox.com/s/xta987fer4ftbyy/Shezael%20%28Beach%29%20%28b94a702b-e106-40f5-83e9-1c900d8e6f2d%29%20quicksave.savegame?dl=0 -
A very quick plea for Obsidian (combat speed)
vanyel54 replied to Starwars's topic in Backer Beta Discussion
You're right. With this speed you just can't control the fight. For the time being, in concentrate on beefy characters. But it's clearly not my play style -
Removing non class specific talents was a bad idea
vanyel54 replied to Boeroer's topic in Backer Beta Discussion
Exactly. When you level up a single class in POE1 you have way more choice than in POE2. It's not a feeling, it's a fact. But keep these new abilities as player choice. We should be able to play a paladin with two handed but in this case, the multi classing with fighter make sens. The same with rogue and two weapons style... And integrate slayer and defensive boos talents for everyone. I'll give the elemental talents for the casting classes (well for the priest only the fire one ). The problem is what to give to the cipher or the chanter ? -
A very quick plea for Obsidian (combat speed)
vanyel54 replied to Starwars's topic in Backer Beta Discussion
As i have said in another thread, the combat speed is way too fast for me. And please dont suggest reduce recovery with this current speed is a solution. It will be worst. We really need a way to slow down everything (and not only the movement speed). And it doesn't only concerns the spell casting (almost useless at this time if you want to do some crowd control). In POE1, i have to wait to cast my chanter invocations, here it's the opposite Well it's a beta...