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Roda

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Everything posted by Roda

  1. Same bug here. I cant believe the amount of bugs Im experiencing in a game long time released.
  2. And one year later here I am with the same bug in a new game. Worst even, cant even deliver the quest to queen Onekaza, nice work guys.
  3. He dosnt for me. He just stop chanting while fighting. Deactivate IA dosnt work either.
  4. I want to learn about rekke origin and past. Dont care Ydwin really, not interesting at all but welcome if they turn her into a companion too. Ydwin didnt make it because they made the mistake of let her for the end of the campaign, people that didnt like her design were not relevant, it simply was too late (a mistake by developers as I see it, too many useless pledges before her). As I see it sidekicks are an example of wasted effort if they dont improve them to companions, even companions are a little bit short compared to other isometric old rpgs (some dialogues and a simple and plain quest, done, miss Durador so much). You can get a personalised character more worth it and charismatic that most of them.
  5. Yeah, I think if you dont ask for an alliance to Alleto before advancing in A Sinking Feeling quest its ruined.
  6. This is what I had to do to finish the quest without siding with one family (at least worked for me): 1-Dont inform what you have found about the heist. 2-Talk to Ezzali and ask her for the families struggle. Tell her that Atello wants to talk and procede to de reunion in Atello's house. 3-Succed in the negotiations to make an alliance. 4-Go talk first to Ezzali (Dont talk to Atello yet. This is very important.). She will tell you that she does not forgot the debt she have with you and will give you a mace. 5-Go talk to Atello and make sure you have the requisites to hit Martino (not because its needed, but because someone has to pay for this bug) and agree to save Belda. 6-Go to the vault, kill all, loot all and dont forget to save Belda. 7-Talk to Atello. Martino will ask to kill Ezzali. Say you are not there for that and then select "It suposse I must trust you?" or something like that. End conversation. 8-Talk again to Atello. You will notice he has been brainwashed, its happy and loves you. He gives you something if Im right, I think... If you talk to Ezzali nothing bad happens, If you talk to Martino tell him that both families rock and ignore him. The only thing I could not fix its that if you talk Atello again he will ask you if Ezzali family its already dead. I dont know if its important or not in the future. I cant see any quest involving the families in my questlog either. Hope it works for you guys.
  7. I cant believe such a basic feature its out of the game. Its really like sail in a storm playing this game, and each day gets worse. Well it dosnt surprise me, since funding 80% of forums request for changes or info were ignored. Still a good game...for now.
  8. Some time ago I asked if you would implement a pistol+one hand modal so you can alternate both of them at melee. Are you still considering it or can I assume that you discarded it and its not going to happen?
  9. The only change I would make it is the next one: CON: increase weapon damage (stamina to maintain the quality of physical attacks or something like that) in addition to the base bonus. RES: spell damage and healing. STR back to MIGHT: small bonus to spell/heal and weapon damage.
  10. Turn back to might (decreasing the damage you gain to spell and weapon damage) and add the next one: CON: increase weapon damage (stamina to maintain the quality of physical attacks or something like that) RES: increase spell damage Just an idea.
  11. You have a fairly solid argument there, but the main flaw with that idea is the fact that multiclassing already makes the character worse at both classes due to how the resources mechanic works. Making them spread out their stats on top of having less power-resources would make them extra worse in comparison. They will already be getting all their abilities slower, and wont be getting their top-level abilities, so forcing them to have lower relevant stats is essentially kneecapping them. As for making big changes to the stat system, IMO it should not be done in Deadfire. Not this change nor any other drastic core stats change. Deadfire was sold as PoE 2, people expect consistency of core stats and mechanics between sequels. If this was supposed to be a different series with similar core mechanics then it would be fine, but such a drastic change should not be made to the core stats of a sequel. The third game in a series mixing it up might be acceptable, but definitely not the second, not this soon. I suposse it depends, I have not problem at all with the change right now, but I inderstand your point. Anyway what I wanted to say is that I preffer the bigger changes now instead of close to the release date, maybe I didnt make a good job explaining myself xD. About the resource system thats what I was talking about in the previous post. I neves liked the idea of malus to compensate. Thats why I im on the side of unique resources for single class instead of bonus to single class or malus to multi class. Right now I would never play a single class, Its boring as hell and their bonus isnt needed at normal difficult levels (time could prove me wrong). Thats why I think single class should be removed or changed to something more appealing at the same time you remove the malus from multiclass. But lets stay real, its a little difficult to make any of those because of the resoure mechanic...maybe POE3. And remember that these changes are not definitive a all. So we can go back to might anytime. I tested and have not problem at all with any of the two but I preffer strenght/resolve (or a third option).
  12. This is . . . actually a really good point. For single player games this is usually exactly how you want the balance to go -- in something like Skyrim, it makes sense to have players balance versatility vs. specialization in a 1 for 1 tradeoff. The difference I'd point to is that PoE is a party-based game, and in a party based game specialization is inherently rewarded -- all else being equal, it's usually better to have one dedicated healer and one dedicated tank than to have two paladins. So you actually want to give hybrids a slight boost, relatively speaking. Compare with medium armor -- Sawyer has commented in the streams that the game gives medium armors a slight stat boost, because normally people either go lightest-possible or heaviest-possible, so you have to give the medium armors a boost "above curve" to get anyone to use them at all. Another good example is the "power level" mechanic -- dual class characters don't have a 50% power level, it's more like 75% to 90%or so (I think? somewhere in there). You are right there. Sometimes I forgot the party factor xD, but we cant have the resourses from all classes in a party (and we have a 5 man party now) so yes I think that what you say its true to a certain level reducing the value of the multiclass; but having a pure priest and a half priest for example can still give you some versatility. You can apply this to a lot of multiclasses, they will give you always more versatility even within a party. But what you said brings another big problem I have right now: Do I chose single player only because they hit harder (just an example)? It could be, but I dont like it. I would prefer to chose to be single class because I have access to unique and "usefull" resourses that multicass cant. That way you would not be forced to apply a malus (stat distribution, less powerfull abilities, etc) to multicass to compensate. Make single class an unique option with unique resources and not some bored class that only hits harder or heal better or hug thicker trees. Single class would be just as fun and multiclass would not feel lame (not sure if it is the right word). Thats what I think. I didnt knew the medium armor info. I like it.
  13. This argument appears over and over again, and I really don’t get it. I imagine that when you create a multiclass character you want his skills to supplement each other, not overlap. You won’t create a mage/fighter, who will focus on DPSing with weapon while DPSing with spells, rather one who locks enenemies down with fighter abilities to DPS with spells, or CC with spells to DPS with weapons, or cast magic weapons/buff yourself to DPS with weapons etc. The difference is that with Might, you have the choice to make (for example) a fighter/cleric who is good at both fighting and healing, or a fighter/wizard who can both cast damage spells and fight with a blade. You *can* specialize if you want --- and make, say, a summoned-weapon fighter -- but it isn't directly encouraged by the system and the failure to specialize isn't penalized in the same direct way. With Str/Res, though, you're limited; you can make a fighter/cleric, but you'll need to choose between fighting and healing; you can make a fighter/wizard, but you'll have to choose between offensive spells and offensive weapons. \The game appears to be allowing you to make more diverse and open character builds by implementing multi-classing, but if you actually try to make a character that's good at more than one thing, you'll get penalized due to the stat system. People get excited about multi-classing because they want to make more diverse and varied characters, not because they want new ways to get locked into the same narrow roles. It's similar to the argument for allowing all classes to pick open talents; in some ways, despite multiclassing, Deadfire has made some moves that effectively restrict build diversity (I'd specifically point to the Str/Res change and the elimination of open talents). In the original game, it was relatively easy to take any single-class character and build them to fit multiple roles (fighter and healer; crowd control and offensive damage; weapon damage and spell damage; etc.) . If Str/Res and no open talents remain in Deadfire, it'll be harder, despite multiclassing. Said another way, a PoE 1 Cleric with stacked Might and some weapon talents looks likely to be better at both fighting and healing than a PoE 2 Fighter/Cleric with points split between Might and Resolve looks to be at either. Of course the Deadfire Fighter/Cleric can choose to specialize in either offensive damage or healing . . . but then they lose effectiveness with the other, and functionally end up less of a hybrid than their PoE 1 predecessor. There have been a lot of people posting that they just want to re-produce their characters from the first game in the second, and Deadfire was marketed & fig-campaigned on the premise that you'd be able to do that. A certain amount of change is inevitable and to be expected of course, but I don't think it's unreasonable for people to expect the fundamentals to be broadly similar. I see stats spread as a must for multiclass. As I said in almost every game multiclass system gives you more resources in exchange of power (you can see that in abilities right now). You "can" fight and "can" heal, but you cant do it as good as a pure one. I dont see the problem with 14-14 instead of full 18 in might for example and I cant see why a character wont be worth like that. I think people are overreacting right now, but maybe I am wrong. Stats spread Its always good for a system in my opinion, stacking things into one stat with a multiclass system could be less apealing but almos sure it would be problematic. As for the small changes vs big changes I think this is the moment to test big changes. It would be very me bad to test these closer to the release I think.
  14. Multiclass it is always punished by stats distribution in every game, I cant complain about that, another motive to chose a single class (and we need lots more). I like the resolve change. I see this as wizard vs sorcerer from D&D. Might goes well with the sorcerer background, while for wizards it takes some resolve to cast their spells in the heat of the battle while keeping their focus. And I like wizards a lot more . Really, multiclass need to lose at some point vs single class or single class needs to gain a lot (fun and variety, not power) or remove single class. I see this as a plus for chose single class over multi. And of course we cant forget how well it fits resolve for healing instead of might (even if you can have some arguments for it). Exactly. Dump stats is next. Weeee for the past! This is how progress is always made Dump stats was always here. Just there....right into resolve among some others.
  15. I was doubting and thats why I asked for opinions, I suposse it is not that was as I was thinking after reading some interesting and justified answers. Thx a lot for the replies! Lets wait and see how resolve and might changes work.
  16. What do you think about the fact that you can dump 1 or 2 attributes to 3 and completly ignore them without killing disadvantages making a character with other attributes outstanding and sometimes making a game breaking char (18-20 its an example)? Looking opinions.
  17. Combat needs a slow mode to recreate in the battlefield and take small decisions without the need to pause all the time. Pause its needed too, I dont want to see the one removed because of the other. You can take away fast mode. If I use it usually means Im bored with the combat and no fast mode can make me stay at that point. I cant undestand why do you remove or try to change so many things that worked fine when you had so many things too fix and they are still there.
  18. Beign realistic I think it dosnt fit here. No real army ever used dual wielding because it is the worst thing you can do in a combat. You need insane amounts of training to be even realiable and someone with a shield or a weapond with more range and the same training can stil kick you ass easily. Even in duels the off-hand was almost always used as a parry element, throught a main gauche or a Buckler but rarely for attack (some techniques). So I would see realistic equiping a blucker or very small weapon ganinig a deflection bonus maybe? But hey dual wielding its cool and we are in a fantasy world soooo lets go wild. From the realistic point of view weapon+firearms would only work as a starting shoot and then engaging at melee (as someone said in this thread) but again we are in a fantasy world, and for the sake of fun builds it would be nice to gain a free shoot between X melee attacks at melee. Or maybe an activated abilitie that shoots (Gangplank style ). What I want to say it is that I'm on the side that thinks we can sacrifice "some" realistic aspects to gain some fun builds. PD: forgive my english.
  19. Yes, thats why I think one general or (maybe figther?) talent that grants a free shoot "even at melee" between "x" melee attacks if you have a blunderbuss or pistol equiped could be great. Or maybe replace a fighter subclass bonus as the one from black jacket. A pirate could be a concept example?
  20. "If" it chagens to alternate shoot and melee while you stay at melee maybe add a talent that reduce firearm recharge while offhand or something like that (instead of the 20% bonus because as dunehunter said it sounds a little bit weird). Or maybe a free firearm attack between "X" melee attacks?
  21. As a club? I was thinking of hammer hits alternating with blunderbuss shoots but after rethinking it maybe it would take ages to reload and shoot again.
  22. I made a character with the concept a melee combatient that alternates hammer and blunderbuss attacks. The idea was staying at melee range. What I found was that the character completly ignores the blunderbuss if it is in melee range and attacks only with the hammer as it was only the hammer equiped. It is a bug? Working as intended? (would be a shame).
  23. I would love to see javalin, axe and throwing knives in poe 2. I dont care about ammo, but it should have enough talents, classes, abilities, etc so we could create a character around the "throwing weapon" concep . Otherwise would get old so soon.
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