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rhugga

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Posts posted by rhugga

  1. Ciphers are perceived as one of the weakest classes by many, builds that still work rely heavily on a few select spells ( mostly whispers of treason).

     

    Some said they are weak because their biggest benefit in poe1 - their unlimited resource pool - is no longer an advantage now that most classes have per encounter spells.

     

    But I haven't seen any good suggestions how to fix them. By changing individual spells? Or is there something that could be done as a general measure?

     

    Some ideas:

    Start with full focus (except ascendant)

    Bigger damage bonus?

    Faster focus generation?

     

    I always multi cipher with my tank (fighter usually)

     

    Ditto for chanter, I always multi it with one of my ranged strikers

     

    Makes the game very easy though.

  2. I've refrained from putting forth a critique like this until I had more experience with the game, but at this point I feel ready to say that my big problem with Deadfire is not bugs (they'll get fixed), not companions (they're fine, I like the writing), not even difficulty (subjective, and adjustable), but the basic non-responsiveness and awkwardness of the game in the paused state is really bad.

     

    I'll give some examples. Note that most of this is specifically in contrast with PoE1, which I just replayed.

    • Auto-pause triggers before effects actually resolve. This makes it extremely difficult to make decisions in combat, because while yes, the character is free to receive new orders, you don't necessarily know what those orders should be. On more than one occasion, I've found that Aloth or Xoti completes an offensive spell, and when I try to pause a second time to see what the spell actually did, I end up unpausing a second auto-pause. It makes fights extremely frustrating.
    • Auto-pause in general is haphazard at best. I suppose this might be a bug thing, but "target destroyed" in particular is broken and doesn't appear to work a significant portion of the time. Many attack-based abilities seem to have problems triggering auto-pause, which is especially bad since those abilities do not seem to trigger engagement or set the character to follow up with normal attacks as they did in PoE2.
    • In many cases, the action indicators do not respond to new orders when they are given, making it difficult to determine what's happening, if a character can't perform an action, if they've cancelled out of the action, etc. This becomes a serious problem in terms of positioning, as very often neither the movement targeting reticule nor the little footprints icon displays when a character is told to move. It also causes issues with spells - on several occasions I've abandoned casting a spell by accident, but still lost the resource, because I could not tell whether my character was casting the spell, waiting to cast the spell, or what.
    • While I like the classification of immunities and resistances by attribute, presenting them in this way is extremely awkward. In PoE1, I could look at an enemy's visible info, and know which abilities they were immune. Here, I can look at an enemy's visible info, and know they're ... resistant to Might afflictions and immune to Dexterity afflictions, which I think includes Stun, ooh, lemme check, oh Stun is Might and wait is Prone Dex or something else and etc.
    • I want to put in a special note about micro: some people complained that PoE1 had too much micromanagement, but my experience was that the management aspect was actually quite organic and felt natural (if tedious during trash mob fights that shouldn't have existed). Here, the micromanagement is dramatically worse not because of encounter powers, not because of greater complexity, but because the game is so very unresponsive. In light of this, reducing the party size strikes me as the exact wrong way to reduce micro, since clearly the problem is with the interface.
    • Edit (remembered another thing): Some GUI stuff is strictly inferior to PoE1 - notably, why doesn't Carnage have a visible AoE indicator?

     

    Because it's 0500 at time of posting for me and I need to eat breakfast, this is not a full list of complaints (If anyone wants that, I can fire up the game and do a couple of fights and articulate the rest). But in general, my experience has been that the biggest problem with PoE2 is the flow and structure of combat. The game mechanics are in many ways strictly improved from the first game, but the implementation of those mechanics is extremely gawky, arguably even more so than during the later stages of the original's backer beta.

     

    I really, really like this game ... in theory. But when combat is such a big part of the experience, decipherability is important, and in this case I can feel its lack.

     

    tl;dr Please, please fix the auto-pause timing for "ability used" to trigger after initial hits and damage are confirmed, such that the outcome of the action can be seen and selection for new abilities doesn't go into an invisible queue. Make it as it was in PoE1. It will make the combat a lot smoother.

     

     

    It needs to be action-point/turn-based, otherwise it's just an arcade style joke.

  3.  

     

     

     

    What are you on about?

     

    *pulls out box of crayons*

     

    When you press TAB, it highlight items you can interact with. If you've already interacted with said item, the highlight color is amber... if you haven't interacted with that object yet, it is blue.

     

    If you try and loot an object containing cannonballs, for example, and your ship has max cannonballs, you can't loot them.. and the color of the highlight remains blue. So hours of gameplay later you waste time rechecking stuff you forgot you already tried to loot.

     

    Lol, yea I know how that works. So you want the game to lie to you? What if you run out of, say, cannonballs and knew there was a place you didn't loot yet to pick them up and they are all marked as looted? Your suggestion goes against the entire system. I myself am completely fine with leaving things incomplete, unlooted, unmarked. God how much pain would I have to endure in life if I couldn't.

     

     

    My god you are one clueless simpleton. Holy cow.

     

    Just run along little kid, you're obviously salty and having a bad day.

     

    Lol, so much hate.

     

     

    I know right? millennials...

  4.  

     

    What are you on about?

     

    *pulls out box of crayons*

     

    When you press TAB, it highlight items you can interact with. If you've already interacted with said item, the highlight color is amber... if you haven't interacted with that object yet, it is blue.

     

    If you try and loot an object containing cannonballs, for example, and your ship has max cannonballs, you can't loot them.. and the color of the highlight remains blue. So hours of gameplay later you waste time rechecking stuff you forgot you already tried to loot.

     

    Lol, yea I know how that works. So you want the game to lie to you? What if you run out of, say, cannonballs and knew there was a place you didn't loot yet to pick them up and they are all marked as looted? Your suggestion goes against the entire system. I myself am completely fine with leaving things incomplete, unlooted, unmarked. God how much pain would I have to endure in life if I couldn't.

     

     

    My god you are one clueless simpleton. Holy cow.

     

    Just run along little kid, you're obviously salty and having a bad day.

  5. What are you on about?

     

    *pulls out box of crayons*

     

    When you press TAB, it highlight items you can interact with. If you've already interacted with said item, the highlight color is amber... if you haven't interacted with that object yet, it is blue.

     

    If you try and loot an object containing cannonballs, for example, and your ship has max cannonballs, you can't loot them.. and the color of the highlight remains blue. So hours of gameplay later you waste time rechecking stuff you forgot you already tried to loot.

  6. I just did a play-thru with 4 of my toons dual-classed and it was a cake walk. 

     

    Chanter/Fighter - straight OP. A tank that provides constant buffs (which are hella OP) and even damage auras

    Priest/Monk - straight OP. A healer that can take down enemies or knock them away with ridiculous buffs too boot

    Druid/Ranger - ridunculously OP.

    Barbarian/Rogue - GOD MODE

    Then a vanilla wizard thrown in for giggles.

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