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lpro

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Everything posted by lpro

  1. To restate, the priest needs much faster cast times for inspirations/condemnations and all around better inspirations since all but a few are terrible and quickly outmoded. Even giving all the options per encounter would only currently give you...mostly bad options per encounter, as evilcat said, except a few level spells that are mutually exclusive but actually decent. Healing can stay more or less the same although is in need of a bit of a relook considering how slow watchful presence is, for example, and damage spells are fine since nobody expects the priest to shine there. But if the priest is going to be a viable support/buff class, its needs to have actually good inspirations and ones that don't take forever for pathetic benefits. Devotions for the faithful is currently the //only// good one, practically. As other posters have noted, the basic issue is that priest was not revised to go along w/ the new inspiration system; other classes quite apparently /were/ revised. It's just an oversight that Obsidian should rework. Edit: I looked over the POEI priest again and it actually had a lot more heals, while the inspirations were almost always...better?
  2. I'm not a hardcore/habitual POTD player, but battlemage was an enjoyable build to play. I built a Battlemage around Dexterity, Perception, and Intellect, originally intending to use a summoned 2-hander. However, these seem to be bad, excepting perhaps the Martial Lance. By lvl 12, I had switched to dual-wielding Modwyn and the Gravecaller from Crookspur. This potentially lost me dps since knockdowns are primary attack but the advantage was that knockdown always was ready before a big attack from a boss. Program AI behavior so that your PC casts Llengrath's Displacement, Llengrath's Safeguard (apparently the two Llengrath spells stack deflection bonus), Ironskin, and Citzal's Martial Prowess in the endgame. Then program disciplined strikes. All of this takes basically 4 seconds and then you program to charge into battle. This would be tedious without the AI behavior programmer but it goes off seemlessly in reality! My cumulative recovery and action speed for the 1h weapons at this point could be brought down to less than 2s per swing, because I also had quick switch and started combat using the pistol from RDC that buffs recovery, plus Modwyn seems to stack up action speed bonuses. I was in full plate and had an armor rating of around 15-18. This battlemage was extremely good at killing all spellcasters and only went down twice. At the end of the game, my total damage was around 80k and I had been knocked out 2x. Aloth (single-class Wizard) had damage of 90k but had gone down 8x even though I also programmed him to buff defenses using the same spells and he had the good grimoires (Ningauth, Concelhaut, Arkemyr). I had to micromanage Aloth not to hurt the party and constantly to get good spellcasts.
  3. To make the priest a competitive support class, the devs should dramatically hasten cast/recovery time for AOE inspirations/condemnations. Also, speed up the cast time of all single-target or self-inspirations. Minor avatar should be 2 seconds. But some of the spells need to be revisited because they become utterly obsolete. As is, it just disappoints me that Cleric multiclass has nowhere near the potential of the Battlemage and Priest is utterly relegated to support class while unable to ever achieve the general tanking ability of...a single-class Wizard.
  4. I disagree w/ the OP. On my first run, on veteran, Aloth easily took it away in dps. Although a spell mastery passive would be good. That said I find the subclasses annoying -- I played a POTD run up to level 8 as an evoker but it's just boring since all you can do is nuke. And I find it frustrating that when leveling a wizard you have to essentially keep in mind the contents of your grimoires or you derive no benefit. I could see though that the spell limitation --even w/ empower--might make solo runs as single class wizard difficult to impossible.
  5. So will they do anything about CON being a basically useless stat? One notion: --chars without high constitution should suffer from serious fatigue in the course of a single episode of combat --I know there was a fatigue mechanism in original POE but it didn't seem to kick in unless you never rested. In order to resolve CON being meaningless, fatigue should already be taking effect in the course of a single encounter. It made no sense that my low con paladin tank could keep it up under incredible battering in the original POE while wielding a two handed sword or a sword and shield and heavy plate even though by all rights the frail paladin ought to have been tiring and becoming sloppy--he had 8 con! This could lead to gameplay tradeoffs--high might/lower con melee characters would be able to dish out serious melee damage, initially, but fatigue in the course of combat, becoming slower, less accurate, and hitting less hard. High CON/average might characters might not be capable of the same feats of incredible damage, but could last longer without suffering loss of performance in the longer encounters. This is ordinary common sense in that your low con rogue could do a lot of dps using 2h weapons and keep it up but anybody wielding two axes or two sabres would need some more CON to keep laying on the hurt. Perhaps STRENGTH could mean damage but CON should be a prerequisite for sustained exertion in melee combat. Of course, you'd have to balance out melee so that making CON work like this would leave melee characters still viable since they would be dependent for DPS on two or even three stats. Does anybody else have suggestions for making CON less meaningless?
  6. I am experiencing issue w/ just conditions 1-3; I started a new game post-patch and post-deadfire DLC and started getting the full pink screen issue --everything was basically fine until Stalwart but WM is unplayable. I don't think this requires a pre-patch save. Not able to find my save game files although I followed the directions on the threat "How to Report"... sorry!
  7. Just an inquiry---has anybody sorted this out? I'm unable to keep going on my game since the issue has rendered White March unplayable.
  8. 2016 Macbook Pro; Intel Iris Graphics; Steam. Base game works but WM content does not work. This appears to be an outcome of the patch. I was able to do the Deadfire update and even play the base game though; there are some occasional pink effects. Stalward in WM is all pink.
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