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Ancelor

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Everything posted by Ancelor

  1. Ι really hope they balance the weapons (or the penetration system). If what I'm reading in different threads is correct, Ι will end up making barbarians and paladins wielding daggers and stilettos
  2. please make it happen. in poe it bothered me more than it should be. it was the reason i was only using full helmets
  3. Dragon age origins had it quite right. Armor = DR Shieled = Deflection (defense) Additional dexterity = additional Deflection (defense) which makes sense from a mechanical standpoint
  4. Especially for rp reasons, intellect is more mandate for a capable fighter than bare muscle. You fight with your mind, your body follows. Strength makes you hit harder not be more efficient. Intellect = magic has nothing to do with rp, since the use of magic is defined by the worldbuilder him/herself. There is no magic in real world to make comparisons. D&D tropes must die yesterday. Can’t disagree with that. You’re right. In any case it’s really hard to have a direct equivalent to what is applied in reality in a game. The only think I liked from the old DnD structure is the clear distinction between physical and mental attributes (except charisma maybe). Now, how those affect a characters battle prowess I’m happy to debate. But when building a character I like to know if I’m upping a physical or a mental stat
  5. Fighters will need Resolve to make their Constant Recovery good, while currently that was covered by Might and Intellect for the duration Everyone needs Intellect (maybe not Rogues?) to have a good duration on their buffs. I think most of the complaints for roleplaying reasons of Might controlling spell damage could have been alleviated if in the dialogues there were two entries for Might. One could have you intimidate via picking up the table at the bar while another option could have been for you to conjure up a fireball to pass from hand to hand or something like that. Scripted scenes could have for the same Might a choice of you picking up a heavy door or you blasting it with a spell. i think having Might stay as it is and having Resolve affect the duration of afflictions would work out a lot better. Everyone might not want to pump Resolve but you'd be punished for dumping it. meh, I've made perfectly good Monks and Rangers without intellect too. My beef now is that Resolve seems too important for different reasons. It just affects too many things. The affliction reduction is a great suggestion. Removing deflection from attributes could work too I think.
  6. just going to repost my thoughts from the other thread: I never really liked that one stat was responsible for all sources of damage in a character. Might meant that your character would be equally capable of landing a powerful blow with either his bare fists or by summoning a lightning bolt. RP wise this never made any sense for me. With this change now, though, resolve seems to be a very heavy stat as it includes anything a mage wants and the much required deflection for melee classes. I’d either remove deflection from the attributes overall and assign it to just equipment. (From a mechanical point of view the most appropriate attribute for deflection is dexterity for me anyway). Oh and anyway having dump stats is all but normal for me. There’s absolutely no reson for a battle hardened fighter to sharpen his intellect as a mandate to be more efficient in battle for example (unlike a battlemage).
  7. I never really liked that one stat was responsible for all sources of damage in a character. Might meant that your character would be equally capable of landing a powerful blow with either his bare fists or by summoning a lightning bolt. RP wise this never made any sense for me. With this change now, though, resolve seems to be a very heavy stat as it includes anything a mage wants and the much required deflection for melee classes. I’d either remove deflection from the attributes overall and assign it to just equipment. (From a mechanical point of view the most appropriate attribute for deflection is dexterity for me anyway). Oh and anyway having dump stats is all but normal for me. There’s absolutely no reson for a battle hardened fighter to sharpen his intellect as a mandate to be more efficient in battle for example (unlike a battlemage).
  8. Isn’t having weapon related modals too restrictive? I mean a paladin would have to forfeit his aura to use them. Unless class abilities are no longer modals
  9. a melee single class priest? it was pretty doable in POE1 now without any global talents it hardly seems possible
  10. You still have access to all the weapons proficiency (where most modals used to be universal talent in POE1), all 3 shields have defensive modals and base accuracy is the same for all. You can still make a battlecleric, is it going to hit harder than a Fighter/Rogue without using a buff, no, but it didn't in POE1 either because their accuracy sucked. Ι used to take weapon and shield and the deity weapon talent in my Priest coupled with aggrandizing radiance. let's see if the options in POE2 will allow something similar. we're still in beta so I'm just waiting
  11. as someone said in POE the generic talents made different classes look too similar in combat at times. However I fear that linking passives with classes only and leaving some classes without any will make multiclassing mandatory if you want your character to feel potent in combat. overall: where's my priest's god weapon talent?????
  12. so.... no universal talents apparently and no passives for priests. My battlecleric seems less possible now
  13. From Josh' description it sounded like a bit of an overkill for me. Does it work fine for you who played the beta?
  14. so overall I can't take weapon and shield style for every class? Goodbye tanky builds for everyone
  15. now I'm more hungry than ever for the sequel. All changes seem spot on to me except for the DR/Penetration. Seems overdone for my taste
  16. I'm aminly talking about passive abilities that will make the character able to fight from the frontlines while being able to cast spells too
  17. true you don't need to multiclass to melee/spell but now we have way more options. I was playing a melee Priest in the first game but now with the addition of Fighter or Paladin levels I can make him even more effective
  18. will we be able to reach the level of something like minor avatar if we multiclass though? Can't wait for the class details to be out
  19. Since multiclassing would be the most anticipating feature in Deadfire and since I’ve always had a soft spot for warrior/mage hybrids; what would be your ideal melee/magic combination? Of course currently I am theorizing with the classes as they are in the original POE. Initially I was thinking a Barbarian/Wizard multiclass specializing in self buffs before wreaking havoc in the front lines. But afterwards I was leaning more towards a Fighter/Priest hybrid using the fighter’s passives for survivalability and endurance while supporting from the frontlines. Adding some god weapon talent too it can be really effective in attack too. What about your ideas?
  20. I wouldn't mind trading an aura for a personal self buff for each encounter... would change my role as a paladin. Alternatively we could keep the aura and it would be suspended when the gold shield is active. More flexibility this way
  21. one thing that disappoints me is the restriction of protection spells for Eothas. If anything I think protection fits his portfolio best compared to other gods
  22. Issues I had with D:OS - Story was lacking too basic - Characters were too comicy for my taste - World aesthetic was not imersive for me Issues I had with POE - Too much reading too little voice (especially when voice acting was great were available) - Hectic battles, with too much going on at the same time, to notice everything - Levelling and crafting need serious rework Overall if I could have a game with PoE’s story, atmosphere and class system but with DOS gameplay I would be so happy J
  23. One of the things that bothered me in the first game was that apart from acc and deflection all other defences were not influenced by class (a rogue had the same reflex as a priest and a barbarian the same fort as a wizard). I can understand that this was made for balancing reasons but to me seemed at least strange. So now that we have multiclassing in the table and the multi classes will gain the average of the two original classes, does that mean that we have different starting stats and progression for acc and all defences in the single classes? Or it is mentioned for the initial acc and deflection stats like in POE 1?
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