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SaruNi

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Everything posted by SaruNi

  1. You’re defending the “bad build” that Josh is warning against. You may want to consider that the person who designed the game is saying that isn’t a good idea. But whatever blows your hair back. He admits he's never tried any caster-caster multiclass and doesn't cite any telemetry data. I guess it's possible that lashes affecting spells is unintended and they've just never bothered fixing it. He also seems to think that a Wizard/Priest multiclass would want to go with Wizard DD and Priest inspirations for self-buffs... even though the Priest inspirations take a long time to cast and the vast majority are AoE, while Wizard self-buffs are fast cast/no recovery and self-only.
  2. He's just saying it's easier to step on your own toes if you multi-class, say, a Wizard and Druid and pick spells doing the same thing. In that case, you may as well be doing a single class. But, if you are picking complementary spells you'll potentially be doing very well, from a min/maxing point of view. That's probably true of almost any multi-class though, just more so with wizards because you are only picking spells, not really passives.”I have a wizard fire spell and a druid fire spell and they both suck more than if I just had one”Actually it is: "I have a wizard fire spell and a druid fire spell and now they sucks unless fighting creatures weak to fire".No. Which is better: two fireball spells, each of which can be sorta empowered or one fireball spell that you can empower to the hilt? “The former is sub-optimal, but hey it’s your game.” That’s all he’s saying Which is better: the bonus damage from +2 power level (for being single class) or the bonus spell damage from +20% wildstrike lash (or +60% spiritual weapon lash)? Which is better: getting access to the higher level Wizard fire spells we know of so far---Wall of Fire, Flame Shield, and Torrent of Flame---or getting access to 4 more fast or medium cast fire spells? WoF and ToF both have long casting times and require special positioning. If not cast to initiate combat ToF has a high chance of interrupt because you need to be within 2.5 m of your targets. (Of course an even better answer is: also taking non-fire spells so you're not screwed against fire resistance....) *sigh* Please don’t move my goalpost and then call it a counter argument. “not bad, just underpowered, and only in cases where the player specifically selects redundant abilities. there's really not much we can do about that unless we design all 11 classes to have 0 overlap with each other. e.g. you could make a druid/wizard and insist on only selecting AoE reflex-targeting burn/freeze damage spells for both classes because both classes have access to those things. i'm not sure why you would, but it is possible and allowed. i think it's also important to note that because multiclassing is inherently more complicated, we discourage inexperienced players from building MC characters. during character creation, there is a pop-up that explains this clearly.“ Still not sure exactly what you're trying to say. You mean, in contrast to single-class Wizard or Druid, a multiclass would have enough AoE burn/freeze options to pick only those spells, and then be limited when facing resistant enemies? Okay, fair enough. But your other argument---"which would you rather have, one more powerful fireball or two weaker fireballs"---is more complicated when applied to the actual game, especially with the druid/priest lashes boosting spell damage more than +2 power levels, and higher-level spells having longer casting times or being more situational.
  3. He's just saying it's easier to step on your own toes if you multi-class, say, a Wizard and Druid and pick spells doing the same thing. In that case, you may as well be doing a single class. But, if you are picking complementary spells you'll potentially be doing very well, from a min/maxing point of view. That's probably true of almost any multi-class though, just more so with wizards because you are only picking spells, not really passives.”I have a wizard fire spell and a druid fire spell and they both suck more than if I just had one” Actually it is: "I have a wizard fire spell and a druid fire spell and now they sucks unless fighting creatures weak to fire". No. Which is better: two fireball spells, each of which can be sorta empowered or one fireball spell that you can empower to the hilt? “The former is sub-optimal, but hey it’s your game.” That’s all he’s saying Which is better: the bonus damage from +2 power level (for being single class) or the bonus spell damage from +20% wildstrike lash (or +60% spiritual weapon lash)? Which is better: getting access to the higher level Wizard fire spells we know of so far---Wall of Fire, Flame Shield, and Torrent of Flame---or getting access to 4 more fast or medium cast fire spells? WoF and ToF both have long casting times and require special positioning. If not cast to initiate combat ToF has a high chance of interrupt because you need to be within 2.5 m of your targets. (Of course an even better answer is: also taking non-fire spells so you're not screwed against fire resistance....)
  4. He's just saying it's easier to step on your own toes if you multi-class, say, a Wizard and Druid and pick spells doing the same thing. In that case, you may as well be doing a single class. But, if you are picking complementary spells you'll potentially be doing very well, from a min/maxing point of view. That's probably true of almost any multi-class though, just more so with wizards because you are only picking spells, not really passives. But Wizards have grimoires, so they're not necessarily so limited by spell selection on level up. Multiclass does get more total spells, though it's only 1 or 2 iirc. Since most spells with faster casting times are clustered at lower levels and multiclass gets twice as many lower-level spells (because of the 2 spells / level limit) it could be a significant advantage for fights of medium length....
  5. Any idea whether the devs take a Spring / Easter vacation? Easter is April 1st.... Hopefully the next beta will be released before then. Reverting Strength back to Might doesn't seem like it should be too hard since they just have to change it back and tweak some related things a bit, right? But there are other things to fix....
  6. https://twitter.com/jesawyer/status/975553952929296384
  7. Yeah here's one of the Tumblr posts: https://jesawyer.tumblr.com/post/165191293231/hi-josh-i-was-wodnering-if-all-companions-will Seems needlessly limiting. Are they worried about balance issues? Wonder how Serafen will be a dual wielding gun barb with just the base class....
  8. Some of the companion/sidekick class options have predetermined subclasses. Most of them seem to be unique to the character but one sidekick is listed as a Conjurer. Someone claimed that class options without a predetermined subclass don't allow you to pick a subclass, but I haven't seen any clear indication of that from Obsidian (anyone have a link to it if it exists?).....
  9. Why do you assume "Philosopher" in this context refers to present day academic philosophers? Socrates or Plato (or Aquinas, or various ancient South or East Asian philosophers) would be better models. And in terms of ordinary people skills, academic philosophers---whether "analytical" or "continental"---would not be considered "diplomatic" at all, because many people (depending on culture) can't stand having their beliefs and hypocrisies rationally critiqued. It's what got Socrates sentenced to death, after all.... The relation between philosophy and religion is and has been vexed---from Socrates to the present. Knowledge of rational critiques of religion is not the same as knowledge of the details of religious dogma or mythology or rituals. In PoE, the "religion" skill primarily implies the latter. (Incidentally, a glance at empirical data confirms my impression that the majority of academic philosophers are agnostic or effectively atheists---and those who aren't generally have a non-superstitious and abstract or immanent redefinition of theism which most religious people would probably consider essentially not believing.) But metaphysics, sure.
  10. But don't Consecrated Ground and Lifegiver Druid give much more healing?... are the advantages of chants over spells really that great in this context?
  11. Would be fun to have a higher-level summons or summons upgrade that lets you summon a more powerful entity but at expense of not being able to control it (except maybe with charm/dominate...) so that it also attacks your party if in range....
  12. Maybe they're still figuring out what to do about Strength and Resolve, and waiting to release the update on that account? But I wish they'd update us about the update....
  13. Pallegina's only multiclass option will be Paladin/Chanter... Paladin will probably be a unique subclass, Chanter subclass is unclear. (As an avian godlike, couldn't she get some sort of special bird-related singing abilities?)
  14. With the prospect of major changes like Strength reverting back to Might, many beta testers are going to be reluctant to play until the change happens... and if it's not going to happen soon or before release, they should let us know.
  15. We've been bamboozled gentlemen, should I get our pitchforks ready? Not really, Beta build was released in early February. There was no promise of a new beta this week from Obs, Weren't we promised an update on the first Thursday of every month? The early February update was on February 1st, which was in fact the first Thursday....
  16. Doesn't Brisk Recitation let you increase the phrase resource faster than an ordinary chanter? 3 seconds vs 6 seconds. The extra +1 cost requires an additional 3 seconds per invocation: 3 phrases: 12 seconds vs 18 seconds 4 phrases: 15 seconds vs 24 seconds 5 phrases: 18 seconds vs 30 seconds Of course that's not taking into account the initial phrase count which iirc tops out at 4 in the beta. So regular Chanter has the advantage of being able to cast 4 phrase invocations immediately. If they both use 4 phrase invocations ASAP, we get the above scenario but with +3 seconds added to each troubadour time (still significantly faster than chanter for all after the first). Alternatively, if they both use 3 phrase invocations as soon as possible: 0 seconds: Chanter 1 invocation 1 phrase, Troubadour 1 invocation 0 phrases 3s: T 1 / 1 6s: C 1 / 2, T 1 / 2 9s: T 1/3 12 s: C 2 / 0, T 2 / 0 (Chanter casts second invocation, Troubadour casts second invocation) 15s: T 2 / 1 18s: C 2 / 1, T 2 / 2 21s: T 2 / 3 24s: C 2 / 2, T 3 / 0 (Troubadour casts third invocation) 27s: T 3 / 1 30s: C 2 / 3, T 3 / 2 (Chanter casts third invocation) 33s: C 3 / 0, T 3 / 3 36s: C 3 / 0, T 4 / 0 (Troubadour casts fourth invocation)
  17. Yes, but chanters by themselves don't have any way to negate Confusion---none of the chants grant resistance to intellect afflictions, none of the invocations give intellect inspirations, etc. A Chanter and a single-class Paladin and/or several characters with afflliction resistances should be able to handle afflictions pretty easily without a priest. But without that, having a single-class support/healing Chanter (Skald probably) take on a Priest's role is certainly theoretically possible if complicated---curious how effective it is in practice. None between level 1 and 9. In POE1, the chanter counter for confusion/charmed/dominate was only available at level 13 (required WM1). Also, checking all the classes, none of them can deal with all 6 categories. The Priest cannot counter Dexterity afflictions and outside perception and strength, everything else is single target inspiration (no resistance to, no immunity to). But Priests (and multi-class Priests) of course have Suppress Affliction (AoE with duration)... granted, limited to 2 per Priest, and the base duration is only 10 seconds. And single-class Paladins have Liberating Exhortation (20 seconds base duration, but single target).
  18. Yes, but chanters by themselves don't have any way to negate Confusion---none of the chants grant resistance to intellect afflictions, none of the invocations give intellect inspirations, etc. A Chanter and a single-class Paladin and/or several characters with afflliction resistances should be able to handle afflictions pretty easily without a priest. But without that, having a single-class support/healing Chanter (Skald probably) take on a Priest's role is certainly theoretically possible if complicated---curious how effective it is in practice.
  19. ??? what difficulty did you play on? It's not that potd isn't possible without a priest, but tons of fights get ridiculously annoying when you're charmed repeatedly or perma frightened in dragon fights. I can't imagine the game somehow being easier with no party wide means of removing crippling afflictions. Played on normal, but I suspect Veteran is similar considering I don't bother min/maxing/optimizing and only rest when health gets too low. My without Priest party deal with affliction by having a Chanter (support chant/invocation) and Paladin (Liberating Exhortation mostly). Healing was the druid and paladin, but I need more healing with the druid party (killed stuff faster in the first playthrough). I haven't tried Chanter support in 3.0 yet, but it has even more tools to deal with afflictions via chants and invocations and unlike a Priest, they aren't per-rest. How bad would it be if the Chanter was a Skald, and thus had to pay an extra +1 for each defensive Invocation he cast? From my Deadfire beta experience, the Skald is the better Chanter for casting any Invocations, that +1 cost for not-offensive invocations isn't much compared to how fast they gain phrases via crit with the right build. Also, Chanter, in the beta, currently have 4 of the 6 affliction group covered by chants (bundled in group of 2). Invocations either provide inspirations (which cancel all afflictions on the same attribute regardless of tier) or outright immunity to certain afflictions (immunity to dex, immunity to resolve). The mass charm invocation presumably counters enemy charm/dominate too. Chants: Resistance to resolve and constitution afflictions Resistance to strength and dexterity afflictions +fortitude and +will defense Invocations: Immune to dexterity afflictions (+ strength inspiration when dexterity affliction "cleared") Immune to resolve afflictions Strength and resolve inspirations Dexterity and perception inspirations Mass Charm However, the resistance chants will only downgrade 2nd and 3rd tier afflictions by one. So chanter abilities so far can't negate Confused or downgraded Constitution afflictions (tier 1 or 2).
  20. "Berath - Cannot multiclass with Bleak Walker, Kind Wayfarer, or Darcozzi paladins. Eothas - Cannot multiclass with Bleak Walker paladins. Magran - Cannot multiclass with Shieldbearer, Kind Wayfarer, Goldpact, or Darcozzi paladins. Skaen - Cannot multiclass with Shieldbearer, Bleak Walker, Kind Wayfarer, or Darcozzi paladins. Wael - Cannot multiclass with Shieldbeaer, Kind Wayfarer, or Goldpact paladins." Pretty sure that hasn't changed....
  21. Confusion in Pillars 1 caused: Every 6 seconds the afflicted randomly starts to: attack their allies behave normally do nothing move into a random direction Can you offer some insight into how the Berserker's Frenzy affects him? Does he randomly do nothing or move in random directions? Does he randomly switch targets while attacking? Also, your example talks about Berserker + Stalker, but for Stalker to gain bonuses he has to be within 4m of his pet. Wouldn't that mean that he would be at risk of attacking his own pet from time to time? Confused is changed in PoE 2, it no longer makes u lose control of your character. PoE II Confused: -5 Int, cause friendly fire when u do AOE attacks. That's it? No other effects?? Bear in mind, Carnage is an AoE effect... though it only applies to melee weapon attacks. Confusion's friendly fire also affects jump spells/abilities like driving flight and the fury druid storm blight form's ranged attack.
  22. Wish they'd waited until assassinate was working from invisibility before nerfing it. The switch from +100% all damage to +50% crit damage is severe.... In the previous patch damage modifiers (like resolve) for DoT ticks without attack rolls depended on the state at the time of each tick, so iirc it was possible to have the assassinate damage bonus apply to the DoT tick of attacks made outside of stealth if you then became invisible.
  23. After save overwrite, neither the overwrite save nor the original save appears in the save files that can be loaded. Bug isn't just with the title not displaying, since the save itself is absent....
  24. Wall of Fire also now doesn't cause combat to start when it attacks or hits an enemy. Same for Wall of Force. And when pre-cast it seems they only last for two ticks rather than 30 seconds. Pre-casting the wall and seal spells outside of combat had been working before iirc, but there had been a bug where they'd immediately become invisible. Their tick would still be there though.
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