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ShakotanSolari

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Everything posted by ShakotanSolari

  1. Probably tired of being treated like a freak by ordinary people. Also, some family issues. I'm sure all the times Durance called her "Bird woman" didn't help much either.
  2. Holy crap lol, definitely something strange going on there, combat log shows 60 dmg... Maybe multiple damage numbers displaying on top of each other, making it look like one number? Maybe the game is displaying the proper damage that should have been rolled in the log but applying a different number on the enemy? Either way I think this looks like a bug, should probably post it in the bug reports.
  3. You can. Here's the best semi-official (Josh on Reddit) account that I know of on this topic: Yeah I recall Josh mentioning this in a recent stream, he compared it to the Dragon Age Keep website. Personally I like this approach because it means I don't have to do a whole other playthrough of PoE1 just to see the impact of those decisions. The only thing I wonder about is how a character's dispositions will be affected, I can see that being a difficult thing to directly transfer over to Deadfire.
  4. Yes please, I find myself mousing over character portraits more than I'd like to, especially trying to keep track of buff timers with combat speed being at full pace as it is now.
  5. This may be the most important and life-changing thing I've ever read on the internet.
  6. I think it would be nice if there were an option to see exactly how higher power levels will effect each ability or spell simply by looking at it's description.
  7. Pillars 1 had a few weapons and items that increased crit damage, personally I prefer that method over linking it to an existing attribute. I think crit strength is fine as it is, and adding another layer to it would only create more balance issues and lead to the possibility of players abusing it.
  8. Fun!?!? But video games aren't supposed to be fun... In all honestly though, I agree, we should be able to use that pistol in melee somehow, whether shooting a single shot at point blank or smacking someone upside the head with it or whatever. The way it is now just seems... boring.
  9. In one of the backer updates they showed a new animation for the pommel strike ability (which apparently didn't make it into the beta), and idle animations were emphasized as a selling point so I would find it hard to believe that we aren't getting more varied attack and ability animations as well come full release. Remember that the backer beta is primarily being used to test gameplay concepts and balance issues, there are plenty of visual and aesthetic elements that have been intentionally left out.
  10. This is very strange to me, and especially in the case of using the pistol at range as it just doesn't make any sense why someone should be able to aim and shoot a pistol faster when holding a sword in their other hand than when they are just holding a single pistol. I think this bonus should only apply to weapons of the same type (i.e 2 melee or 2 ranged weapons). Playing devil's advocate, nothing about wielding two weapons, both melee or both ranged, logically makes you attack faster than a single weapon, either. Actually, with some melee weapons, it certainly does. Lets say I'm swinging a mace in my right hand, I miss, I reset my shoulder and bring the mace back around for another swing, now if I had a mace in my left hand as well, I could carry that momentum through and strike with the left mace while simultaneously resetting my right shoulder for another strike, effectively doubling the rate of my attacks.
  11. This is very strange to me, and especially in the case of using the pistol at range as it just doesn't make any sense why someone should be able to aim and shoot a pistol faster when holding a sword in their other hand than when they are just holding a single pistol. I think this bonus should only apply to weapons of the same type (i.e 2 melee or 2 ranged weapons). For the same reason I don't really like the suggestion of the single weapon talent affecting them either, as the added accuracy, in my mind, reflects the wielders ability to stabilize the weapon by using two hands when necessary or by being able to move without the hindrance of an encumbered hand. From a logical perspective, being able to seamlessly transition between ranged and melee is benefit enough of wielding a sword and pistol and it needs not benefit from dual wield or single weapon talents; however, from a game balance perspective this may make it seem kind of weak compared to other options so there may be no real incentive to ever do so under those circumstances (aside from the fact that it looks cool ).
  12. Agreed. Correct me if my interpretation is wrong but wasn't the original vision behind skills in PoE about them being universal, about them not being at all class-specific? If I wanted to make a fighter who was really stealthy and good with traps, or a really athletic wizard I should be able to do so, is that not why all classes have the same number of skill points and access to all skills? The idea of giving bonuses to certain classes/backgrounds, even if only a minor +1 or +2, seems to contradict that concept entirely and what we end up with is a system which guides the player towards a pre-determined result while attempting to maintain the notion of freedom. To do-away with class skill-bonuses altogether is the best option - allow the player to experience true flexibility.
  13. The only way I could see this working is by reducing the amount of power source available which to me seems like a bad idea, and potentially even more harsh than the current method as I find the power sources to be a little shallow as they are (especially with many abilities costing multiple points, but according to Josh some of those costs are being reduced in the update). I think this would only encourage rest spam even more - I don't mind going into a fight with no health, but go into a fight with no abilites?? no thanks. Not to mention this really wouldn't effect single class Ciphers or Chanters at all as they don't really have any per-encounter abilities.
  14. Agreed, I would love to see this feature added if possible, though I doubt it's something that would be implemented so late in development.
  15. To be fair, the Black Jacket as it is now is ideal for gun-switching builds, isn't it? Extra weapon slot for four guns, extra weapon proficiency lets you use a wider variety of guns, and lack of Constant Recovery may hurt a front-liner, but isn't much of an issue for someone standing on the backline. The problem is that is pretty much the only thing the Black Jacket is good for right now, yet the class description describes them as "being skilled with a wide variety of weapons". Something more substantial than quick switch and an extra proficiency/weapon set needs to be done to really do that description justice and make giving up constant recovery a worthwhile sacrifice... either that or just change the class description to "black jackets are skilled at carrying lots of guns".
  16. Agreed, these kinds of changes seem good in theory, but in actual practice the effect they have on game mechanics does not, in my opinion, warrant the added level of complexity that arises from their implementation. If anything I actually think the fact the Pillars uses a single accuracy stat for all attacks is one of it's better features, especially in Deadfire where multiclassing and hybrid builds are such a dominant feature - I want my character to be just as competent at swinging his sword as he is at slinging a fireball etc.
  17. From a logical viewpoint I like the idea of using perception to detect hidden secrets and traps, but mechanics would also make sense for finding traps. It stands to reason that a character who knows how to create and place traps themselves would also know how to spot them. From a gameplay perspective I think it makes more sense to have everything to do with traps tied to a single skill, as others have mentioned, potentially requiring multiple characters to deal with a single trap, or building a single character to specifically deal with them just becomes tedious. A problem also arises when you consider that a characters perception will only reach a certain maximum throughout the game, this makes it difficult to balance the required perception to detect a trap as the game progresses into higher levels. I would suggest that a high perception be required to find hidden things as it is now but perception or mechanics could be checked to detect traps. This would still give some incentive to bring a character with high perception for hidden loot but not make it mandatory to survive so long as someone has a high mechanics skill.
  18. The choice of ogre seems very strange to me and from a lore standpoint it doesn't really make any sense at all (unless I'm missing something?). Honestly the only wizard subclass bonuses that don't seem odd or out-of place to me are evoker and illusionist.
  19. As it is right now, cipher multi-class is pretty good for any damage dealer for the added penetration and soul whip bonuses, but aside from soul annihilation being really broken, cipher spells are a little underwhelming at the moment and nothing really jumps out at me as synergizing well with a ranger.
  20. I'm having a really hard time seeing how you can fix this without either giving Ciphers a ****load of free extra stat points or massively re-designing the class. Ciphers require weapon damage to function. Without it, they can't get focus. I just counted, and out of the 29 Cipher powers in the Beta, roughly 14 of them -- i.e., approximately half -- are damage powers that do damage and will be effected by Resolve. So Ciphers now have different stats for weapon damage (mandatory) and for spell damage (core class function). On top of that, they need Int for CC durations and Area of Effect on their powers (near-mandatory), they need Perception to hit (absolutely critical, since missing *either* while gaining focus or while casting means no spell effect happens). They also can't neglect Dex because it's effect on action speed means it's a damage stat both for weapons and for casting. So their only real dump stat is Con, and you can only take so many points off of Con before you start getting oneshotted. So everyone else in the game gets a dump stat, except Ciphers. And that's on top of all the other changes which have functionally nerfed ciphers (the removal of Grazing hurt them more than any other class, for the same reasons that Perception is important, as above; they have all the general caster problems where cast times are longer than power durations etc; the generalized move to per-encounter casting made the focus system a liability rather than advantage; etc. etc. etc). I'm not sure I know how to make a cipher under the proposed system any more. There's just not enough stats for them to be effective. Even if you decide to go pure crowd control, enough crowd control cipher powers have damage components that dumping Resolve is a poor long-term choice, and without a dump stat, you can't raise the other stats high enough to be effective, because the game is balanced to at least some degree around the concept that characters will have stats appropriate for their jobs. Yeah, as if ciphers don't have it bad enough already... I'm sure they'll still be viable on lower difficulties if you just spread stats out instead of min maxing, but gunna be pretty troublesome trying to play one on PotD. Seems like ciphers are destined to be relegated into the realm of mediocrity.
  21. Well, according to Josh bad builds is more important than no dump stat, but i don't think this goes very far to solve that problem either. A single class rogue with 20 resolve is still gunna be just as useless as it was before he had all that extra spell dmg. Edit: okay new character concept: a Trickster rogue with maxed int and resolve, extra quick item slot, and maxed arcana who just uses scrolls
  22. Honestly, I was pretty excited about this feature when it was first announced, I'm the kinda guy who gets bored very quickly of running around the same static town a hundred times and seeing nothing change, anything to liven the place up and make it seem more... natural is good! That being said, the village honestly felt exactly the same to me both day and night, none of the important npc's went home to sleep, the bunch of dudes chillin on the beach at midnight was weird, vektor was still selling his goods (He is a Vailian though, coin is more important than sleep to those guys right?). I hope this is just something that has yet to be fully implemented in this area, or maybe something that will be more noticeable in the larger or more populated areas.
  23. Removing deflection from resolve is the best idea right now imo. To solve the obvious "tanky wizard" problem, as well is to combat the fact that it just makes no sense from a logical perspective and never did. How does mental strength and willpower stop someone from getting hit? Maybe next time my boxing coach tells me to parry an attack I'll just think really hard about his fist not hitting me in the face and see if he misses... Might (sorry, STRENGTH) or Dex just seem like more logical solutions to house deflection. Dex probably being best as far as gameplay is concerned as it would still force some choice as to whether you want raw dmg or defense. Or just go with Aramintai's suggestion and do-away with deflection from attributes altogether, I like that too.
  24. Same. Also it would be nice if they changed the name of prone seeing as it, you know, doesn't knock the enemy prone...
  25. Personally, I am against adding additional enemies while the fight is in progress (unless summoned or added via visible and predictable mechanic), especially when planning out use of your abilities is a thing. I might also have flashbacks to DA2 endless spawning enemies trying to make combat exciting. BTW. Loving your portrait. Shadow Tactics was such a delightful surprise. What's not exciting about enemies literally falling out of the sky!? I see where you're coming from though, taking into account the limited ability usage in pillars it's certainly nice to know how many enemies you're fighting each time, but I think it provides a certain level of strategy having to worry about the occasional summoned add or stealthed rogue appearing etc, I'm not talking DA2 levels, just maybe the odd one to make the player really think about character positioning and skill usage at the start of combat. And yes! I picked up Shadow Tactics on steam sale on a whim and fell in love with it haha
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