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TygerxEyes

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  1. PhesojSS & Torm, ​I tend to take the approach that I have contributed to be a Beta Player and I will share my thoughts with the hope that they are read. I will post later about alternative systems for multi-class (really Dual Class from Classic AD&D as true multi-classing involves divided experience and parallel class advancement) which I do not believe can be incorporated especially in the initial release (but who knows) with the hope that Obsidian will pull-out feedback that works for them or that they see the logic in... for future games PoE-2+ or PoE-3 or whatever. ​One of the reasons I wrote (as you noted is that Wizards and Spell Casters were, IMHO, were nerfed quiet hard to accommodate 'per encounter' requests and multi-classing because of their approach to multi-classing (kinda' like the WoC AD&D E3+ d20) rather and other alternatives. ​I figure I paid to help... which might include 'bug identification' as well as 'feedback on play and game mechanics' - so I will offer such comments and reserve the right to be critical later if I feel it necessary - taking the "if you do not offer comments (or vote or whatever) then do you have a right to complain after the fact." If I participate in a positive fashion, I might just get some things changed, even if just some of them, and, as noted, then the right to be critical review (positive and/or negative) or note what I regard as weak points in PoE-2 or PoE-2+ (DLC/Expansion) - so, I feel perfectly comfortable. ​One of the advantages to my age is I have been around RPGs since D&D was in paperback (Blackmoor, Gods Demi-Gods & Heroes - still own copies) and Judges Guild existed (own pristine copies of several original City States) and have played under various systems AD&D, D&D, Arcanum, Palladium, Arduin (Paperback & E2), Call of Cthulhu, and so on. So, Obsidian is the developer and has a lot of game design experience and exceptional talent in graphics and software and video game development... but I feel very comfortable with my experience, comments, and feedback. ​Regardless, I do appreciate your thoughts and comments - you might be right with no changes though in absence of any feedback no changes will be made. ​ Cheers & Appreciate Your Thoughts... ​ Why not?
  2. In order to accommodate the request for multi-classing, PoE-2 has resulted in major and significant changes to many of the classes including massive changes in spell casters (wizards, priests, druids). In truth, I think that these have diminished the classes in significant ways which is a little disappointing for myself personally... as I thought the wizard, priests, and druid classes were really nicely done by the end of PoE-1. I am aware that some of these massive changes are also the result of players who did not like "per rest spell casting limits" and wanting "per encounter casting limits." In any case, I will offer some thoughts on those matters at another point. ​PART I: WIZARD SPECIALISTS - Opposing Schools Limited, But Not Restricted Without changing the overall structure of things, I would like to offer several observations regarding Wizard Specialists. First, I would like to suggest that rather than be restricted from certain spell schools that, like their more powerful versions of spells from their specialty school, they have significantly weakened spells within their two opposing spell schools which they would not gain access to until they are +2 levels. So, Wizard (Evokers) would not access 2nd Level Spells from Conjuration and Transmutation Schools until 5th Level (when they have access to 3rd Level Spells from all other schools). Special Note: 2nd Level Conjuration and Transmutation Spells are still consider 2nd Level Spells but remain grayed out and cannot be learned or used until caster is higher level (+2 levels). ​Reasoning: In traditional table-top games where entire school or schools are restricted, for example AD&D, Wizards had access to a lot of spells at each level which meant even with complete restriction of school(s) there were a lot of spells to choose from at each spell level (e.g., PH E1 Wizard 1st Level Spell List included 30 spells then by PH E2.0 1st Level Spell List included 45 spells). In addition, AD&D (and similar games) almost always provided a vehicle and means for wizards to research their own spells - further increasing the number of spells that they could place in their spell book and access-memorize-use. In AD&D, Wizard Spells tended to be drawn from a single school though there were a good handful of spells that were drawn from (involved) 2 (and in some cases 3 schools cf., Guards & Wards Spell) schools (e.g., Alteration, Necromancy; Alteration, Enchantment; Abjuration, Conjuration/Summoning, etc.,). In less restrictive campaigns, Wizards were granted buffs when their mastered school was involved (less restrictive) and (even less restrictive) could all spells involving multiple schools even when opposing school was involved provided the spell did not exclusively involve opposing schools). Moreover, AD&D released a several volume series called Wizards Spell Compendium - Vol 1-4 (or something like it...) which contained every bloody spell they created including tons from the Dragon Magazine... so a lot​ was multiplied by several factors (e.g., by the Wizards Spell Compendium, Vol 3 - the possible available spells on the lists for 1st, 2nd, 3rd Level Spells were will over a 100 spells at each level). In PoE-2, Wizards have a pretty small selection of spells relative to table-top games like AD&D, most spells are single school spells, and wizards are not able to research new spells to further deepen the number. Now, I am not saying that these limits do not make sense in the computerized variation - of course they do... but that means these limits make complete school restriction (let alone two​ schools) a much bigger deal and not at all the same as the balance in table-top and paper-pencil game like AD&D (as above 30, 45, and 100+ depending). So, I believe a single​ school, let alone a two school restriction does not balance out with so few spells and unbalanced array of spells in the various schools Moreover, PoE-2 does not have a balanced number of spells from each school at each level and some specialists would have access to notably fewer spells per spell level, too. So, PoE-2 school restrictions (remembering it is not even a single school but ​​two​ ​schools​) is not equivalent in terms of a balance. By allowing specialist classes a somewhat delayed access, Wizard Specialists never gain the highest level spells with the +2 level delay (e.g., 9th and/or 10th level spells). If you want a more restriction, you might limit their access to restricted schools to an even lower maximum spell level (e.g., specialists can only learn up to 5th level spells in opposing schools or​ maybe it could be intelligence dependent Specialty Wizards with Intelligence of 9-13 could only learn Opposing School Spells up to 4th level, Intelligence of 14-15 = 5th, Intelligence of 16-18 = 6th, and Intelligence = 19+ = 7th or whatever you might decide). ​By allowing them weakened versions, Wizard Specialists (Enchanters) could still learn and use weakened spells from opposing school(s), but these schools would be harder for them to learn (+2 levels higher as above) up to maximum spell level limit (as above): OPPOSING SCHOOL SPELLS - Specialists May Use Very Weakened Versions, But Are Not Barred From Opposing School - Rough Ideas : - Effects: - 30 to -50% (Range, AoE, Effects) - Interupt -20% - Opponents Resistances +20% - Duration: -20 to -30% On Non-Instantaneous - Damage: -30 to -50% (Round-Up) ​MASTERED SPELLS: ​Wizard Specialists should be restricted to mastering (memorized/non-tome spells selected) spells from their specialty. It not only makes sense ~ after all, what self-respecting specialist would masters spells outside their most loved and preferred school (duh), but it also provides a slight advantage and/or incentive to be a generalist who can choose any spell to master. SIDE NOTE: TRANSMUTER SPECIALISTS consider Wurm & Drake rather than Ogre (Creature Level increasing as Spell Caster Level Increases so balance with party/class levels) though I use Wizards normal Hit Points (not Wurm/Drakes) ------- PART II: WIZARDS (GENERALISTS)​ - Consider minor advantages and incentives. ​Wizards, who chose to remain generalists, should have some of minor advantages and incentives. Wizards (Generalists) should be allowed to master (memorize/non-spell book) spells from all schools. In addition, Wizards (Generalists) might gain access to, and automatically learn, Arcane Assault (1st Level), Arcane Veil (2nd Level), and Arcane Slam (3rd Level) as their benefit for remaining generalists. Optionally, Wizard might be able to cast these spells 1 x Encounter (or for more restricted ability limit - cast any one, rather than each one, of these spells 1 x Encounter) which would not effect spells used per encounter, but additional uses for generalists would require them to have spell page in tome and use a regular per encounter spell casting. Generalists learn this while their colleagues learn their school specialists special powers. Specialists might not be granted any access to these three spells at all - cannot learn or use them (more restrictive) or (less restrictive) might be allowed to learn them just like any other spell, but do not automatically gain or learn these spells but instead must find, learn, and write into book and get no free use. Problem​ - Not sure how, Illusionists and Evokers feel about not having access to Arcane Veil, but oh well... unless my previous suggestion for specialists is implemented whereby they would have delayed access to weaker versions of whatever spell. 1ST LEVEL SPELL: Arcane Assault [Evocation ?] - Weak Instant Short Range Missile Attack (Raw Magic) 2ND LEVEL SPELL: Arcane Veil [Conjuration] - Gained Automatically Like Priest God Specials (Still Each Casting Is At Cost) ​3RD LEVEL SPELL: Arcane Slam [Transmutation - Not Sure How This Is Not Evocation But Okay] - (Now 3rd) +0.5m Radius of Impact w/Damage 18-30 points (bumps due to increased level from 2nd to 3rd) ------- ​DISCLAIMER: In all honesty, I have never found enjoyment in playing specialists casters so I will still opt for single class Wizard (Generalists) over all else... but these are observations for balance given extreme difference between Wizard Specialists in AD&D (Paper-Pencil/Table Top) and PoE-1 (Computer).
  3. While I agree on the business... I would add that Kick Start has provided the foundational dollars for much of this particular series. In addition, I believe that your premise is an opinion "porting them to consoles... earn more money..." (yes, probably, though where is the initial funding... again KS), "they can use it to make more (and) better games." (in most cases history does not support this conclusion at all). While Obsidian may prove to the be the exception, more often than not it results in crapper games with less options and most things watered down to deal with controllers. ​So, personally, I do not prefer it... I am curious how many KS folks are primarily PC players (and maybe secondarily Console Players). It is not that I would not like to share a great game with console players... I just do not like the kinds of compromises that tend to come with such sharing....
  4. Great-ish though, in truth, kinda sad simply because... I have seen more games ruined in watering everything down for console play to the point of stupid. In truth, I play PC games for a reason as while I own Steam Controllers and such for my big screen TV for the occasional visitor or arcade-level game... I do my serious gaming on a PC.
  5. Greetings, I use to be able to track my health appears skitish as at times it works and at times it does not register the changes in Health on Icon. In attached, NPC has died - Character Icon (bottom) shows 99/99, floating windows (large left and just above Character Icon) show 0/75. You can also see the Mirrored Image issue I reported earlier (superimposed on the character as the spell is still active).
  6. What seems strange to me is the reason you would take an offensive spell. Instead, Wizard might load spells they are unlikely to need more than 1 of per combat - Shield, Mirror Image, Healing, etc.,. Personally, I would chose: 1st - Shield (No Question) 2nd - Bulwark Against Elements (Fairly Good) Infuse Vital Essence (My Choice In Case Priest Not Nearby) Mirrored Images (Okay But Depends On 3rd) 3rd - Delerious Alacrity of Motion (Not Bad But...) Llengrath's Displace Image (Since I Did Not Use Mirrored Image) 4th - Flame Shield (My Choice) Iron Skin (Good Choice) Minor Grimoire Imprint (Not Bad... But I Know Most Spells So, Eh) Minor Arcane Reflection (Okay, but how many spellcasters are you fighting) What is my thought process? Simple, I get one per combat and I use offense spells in the main course of a battle, but I do like to protect myself.... protections last a while... so one-off per battle works great and my other 4 main slots are set to hard core offense in the main. 1st Level Chill Fog, Minoletta's Minor Missiles, Slicken, Thurst Of Tattered Veils (MASTER: Shield x1 per Combat) 2nd Level Bewildering Spectacle, Bulwark Against Elements, Combusting Wounds, Fetid Caress (MASTER: Influse Vital Essence x1 per Combat) 3rd Level Choncelhaut's Drainging Touch, Expose Vulnerabilities, Minoletta's Bounding Missles, Noxious Burst (MASTER: Llengrath's Displaced Image x 1 per Combat) 4th Level Confusion, Minoletta's Concussive Missiles, Ninagauth's Shadowflame, *Open* (Varied Depending On Situation - but more often than not... Minor Arcane Reflection, Maura's Writing Tenticles, Wall of Flame) (MASTER: Flame Shield x1 per Combat) I drew this list from my Path of Damned which required heavy crowd control and temporarily increasing my numbers via confusion and bewildering... mixed with damaging spells. Oh well, to each their own... just my two cents... .
  7. Greetings, I am not sure whether what I am reporting is as much a bug or not fully developed; however, I have noticed a few problems that seem recurrent in my experience: ​Mirrored Image ​(see first attached image)​ - you will noticed in the attached image that their are ghost-like, headless male bodies - one just above the pool and the other just through the door to the room below the hallway - these ghost images have just started to appear as the result of my female elven mage casting the spell "Mirrored Image" and persist. It appears that they are linked with the one pet I have - Desert Wurm Hatchling (though maybe all pets). Reasons for suspecting: (a) before I found the dragon and 'equipped' it no problems; (b) after the headless ghost body appears the dragon's position is bound to it rather than my character; and © after reloading the game the next day, the headless ghost bodies are gone, but there are two dragons in those locations... plus, despite it being equipped, there is no dragon flying around my character... unless I remove and reequip the dragon then a third dragon appears flying around me. Saved Games ​(see first attached image) - when I save games, I can type the name of a new game into the save, but it just uses the default game name and not what I typed into the spot... ​moreover​, the games are not ordered by date and time, and do not seem to be ordered by name either... they are in a hodge-podge... well, that's what it seems to me, because, at first, I thought the game was no saving my games anymore, then I noticed they are in the list - just all over. In the attached file, I pulled these from fairly far down in the save list. Custom Formations - while they can be created and will be retained by the game while I play, they are not retained within the save file as I must recreate them every time I reload the game whether quick save/quick reload within a game session or hitting "Continue" or just loading from the game menu after exiting the current session to main menu or returning after quitting the game. I hope this is helpful
  8. Please make this your forum signature. I want to reread it everytime you make a post. Sure... why not, at least, for a little while anyway... Well, I am not sure that's a "yes" though it is a very positive sign . I did not know Josh's resume included classics like Ice Wind Dale I/II and Neverwinter Nights - very cool. Frog Helms are a jousting knights best friend though I do not believe I have seen one at the 'jousting' tournaments at the Fall Renaissance Festival in several years though they remain fun to watch ("Jousting" remains the State of Maryland's Sport). "What are we going to do tonight Tiny Animat?" "Same thing we do every night Baby Lagufaeth!" Ah!!! Pinky & The Brain - a fav! ------ Maryland Renn Fest - Video: https://youtu.be/HgXXyQQrovY (Maryland State Sports - http://msa.maryland.gov/msa/mdmanual/01glance/html/symbols/sport.html)
  9. I am glad that folks shared their thoughts on the matter (and hope, if others want to, they do...). On a personal note, I love pets in real life. While I never really got the purpose (beyond trophy, swag, or window dressing of your home) of non-functional pets in game where party gets smoked by breath weapons, fireballs, lightning bolts, and other such... I did come to the conclusion long ago that they were probably here to stay and so engaged in radical acceptance (lol). While I would never complain should pets not appear in a game, I am fine with them when they are a part of the games I play (like who cares - don't like them then don't pick them up, buy or sell them, and pretend they are not there...). When they were a part of the game and my mind went into immersion mode, I asked myself... okay, so I find these little guys on my adventures, what would my character do. As I am not an evil human (much less goblin), I would not make cat stew or dog steak. I doubt I would leave them in a dungeon to starve or feast on the carrion left behind from my battles... I would probably rescue them and set them free, give them to a family or farmer, or just care for them in the keep. In real life, man domesticated feral animals because they could be invaluable for example - for keeping pests in check (and thereby disease from insects, mice, rats and other vermin... moreover, well trained dogs as alarms (barking), herding farm animals, protection, etc.,. ​So, on my ship, I would love a few mousers and having a couple baby drakes flying about the masts or sitting on the rails around the captains wheel - you know little places where they make their homes - why not. If they provide powers or perks fine, I would carry one about - probably build a little side pouch on my backpack where they could ride or scramble up and into during battle. Even on the ship, they could provide perks - the black and white drakes could dive bomb foes causing no damage but acting like 'firecrackers' (aka distraction). In fact, foes moving into any area with pets inhabiting your ship should saving throw of some type OR suffer from 2-5 seconds of distraction as animal quickly darts or scrambles for cover - cats or dogs in barrels, drakes swoop around before heading to the top of the masts, spider skittering across the deck before darting under pile of ropes, and so on... in truth, if you are raiding a ship, turn the corner and a dog scampers across your path - there is a fairly good chance you are distracted. Of course, in the zany world of Pets in Pillars, what I would not likely do is... stuff one (much less all of them) in the airless hole of my stash squished in between armor, blades, potions, and food (lol). With one of two likely results, "Ew, Steve the Spider got squished between the +2 Shield and +3 Barbed Plate!" or "DARN IT! FIDO! Did you eat all the jerky AGAIN! It's dog bone soup, tonight." ​I mean, one could even incorporate the concept of a pet or so, into the game - farmers or open market vender who sells food might purchase a good mouser or pet dog (barking dogs chase foxes, provide alarms, and such) and/or give you a discount if gifted one, hunters or villagers an appropriate hunting dog or feral feline, or even after rescuing a family and noticing their children have had their favorite pet(s) slain... giving them one of yours for benevolence and kindness reputation points (or you could selfishly keep them all to yourself - lol). You know... one or two side quest hooks not PC becomes Pet Smart. ​Well, in any case, I am sure there are a lot of ways to consider things... glad my thought has generated interest and different thoughts. Cheers... ~M~
  10. Did you play recently a PvE version of multiplayer game? I like Starcraft. Blizzard is a big, talented company with lots of cash to spend. Playing unscripted game of starcraft against AI isn't an engaging experience (though its much better than it was years ago.) The AI isn't up to snuff to analyze your behaviour in sensible way and react. You write as if AI was capable of thinking by itself. It's not. And its a game we are talking about. Simulating natural human behaviour and reactions will be much tougher to achieve. So lets say the game would allow prebuffing, and would make certain creatures recognize danger - beatles would attack you no matter how prebuffed you were, merceneries might decide to run instead, if they "sense" you are too prepared for them. So... how does it work as a game system. What does this system add to the experience? It is supposed to make you prebuff before "more inteligent" enemies to avoid combat if you wish so? If that's the case how do you limit resting to make sure players won't prebuff before every fight. What useful tool does this system give designers when creating quests. Is it a clear and engaging system for players to interact with? Will enemies running away will be satisfying for players. Won't they miss key loot? Do devs write dialogue to support those behavours? How variations does it need to become predictible and boring. Are those behaviours hand scripted or generated (it was supposed to be a tough fight but you have 5 mages in your party and they all prebuffed and you have no more spells but the game thinks it can't kill you so they just leave.) What does identifying items have to do with anything? So yeah, you had to identify an item before using it, or pay for identifying them. Its a cool system. But neither BG or PoE have an economy to balance that. Money is a non issue. So what is the gameplay purpose of identifying things? "you need inteligence to indentify an item!" "What if I don't have enough inteligence?" "Well, nothing really." "So what's the point?" "Well, it was in Pen&Paper. Doesn't really do anything in this game, as you can leave whenever you want but we still implimented the system. Seemed like a good idea at the time but we really don't know what to do with it" I am still trying to figure out what game you want to play and I can't figure it out. What if the intelligent foes are very intelligent with stealth and tracking ability... might they not wait until your prep went down? or run away, hide, and then hunt you down hours later when most intelligent beings would know your prep is down?
  11. Honestly, Eder's conversations seem too grounded to be anything too psychoactive... I know boring wet-blanket answer.
  12. I will begin by saying that the concept of pets (let alone horses) in many fantasy role playing adventure games make little sense as they would pretty much get hurt all the time, would frighten and run-off (probably get lost or hide) which is all you really need after fighting off 3 trolls and being roughed-up and knowing several more are coming you're really looking for the stupid cat you just found that ran off...? Plus, what mundane cat can out run a Winter Wolf whose breath weapon pop icicles it... little flying baby dragons sure until you find a griffon or winged gargoyle, right? Try stealth movement with playful puppy... lol. Plus, said little puppy is an easier grab for a lone or two goblin than your party, right? Let's face it - it's gaming fluff and pets are really reward and trophy items. Even so, I get it and I like finding and rescuing the little guys, too. I would, however, love to see my stronghold be their homes. It is a concept that has been done (e.g., the Space Monkey Thing in ME3). I mean... who travels around with a space monkey in tow and underfoot on adventurers and raids. Really? In PoE, I would have loved to have been able to give them to the Warden (to hold in like an inventory item box... so,, yes, you could get them back if you did want to take them on adventures and trade them around) who would care for them in the keep... but when you gave them over to the Warden - the pets would populate the keep in various places - the library, different parts of the courtyard, kitchen, prison part, etc., so they each had their little spots, safe at home-base. In this slightly more realistic way, I would be the rescuer of pets who I would give a good safe home after all your keep is really a functional trophy item, too - yes, it has function and benefits, but still a trophy.
  13. PRE-PREP & SURPRISE First, with regard to pre-buffing your party, I know that I could do just that in the classic and award winning father of this style of party (vs single player) game Baldur's Gate. Yes, I am that old and I have played D&D & AD&D Table Top. I never noticed that it unbalanced the game, especially when the enemies were often pre-buffed. ​Unfortunately, to add such a feature in at this stage of the game would require a little more than a little computer time (depending on how complicated and/or balance you wanted it to be... because it was left out of the larger system (and within the game theory-and-mechanics). It would be a bit more realistic for the game - to determiner prior to every encounter - surprise status of sorts - whether the party was detected/heard allowing the enemy to pre-buff. So, intelligent creature rooms would have to have two pre-encounter states: (1) Standard No Buff & (2) Prepped & Buffed State - which would trigger according to 'surprise' status - of course, for PCs that would suck, if all the thieves and assassins in a room were invisible when you entered and your entire party is hit with multiple crushing poison backstabs... lol. ​When I read the arguments against this concept, I find them a little hard (IMHO) as I have played a number of games from Baldur's Gate (and all the related AD&D Games), Drakensang, Dragon Age, Mass Effect, Elder Scrolls (Daggerfall to Skyrim), Arcanum, etc.,. It might be how I am reading the comments (and misunderstanding them), but some folks suggest that it is not possible without screwing-up the game mechanics - but it has been done with some success. It is not a completely unreasonable request and compromises could be reached - maybe allowing only certain spells, only L1 and L2 spells, or allowing only 1 or 2 buff spells per character... and it has been done pretty successfully in other games; however, the problem is... the game system was not originally designed to include these features/options and depending on how complicated you want the balances to be... it would involve a lot of additional computer programming which might be better spent on more content and encounters and richer story lines... right? ​BEST ARGUMENTS AGAINST (IMHO): "No Surprise" Mechanic - Casting spells is not a quiet endeavor and without a chance of being overheard or attracting the attention of nearby foes or wandering monsters... the argument that you can always prep in unrealistic fashion holds a lot of weight. ​"No Foe Senses" - Building on the concept above, as the game stands now, other than line-of-eye within the visional zone (aka you are not longer in the fog-of-war zone and visible to the foes... you can never be heard. You can literally be right around the corner without a door or other barrier to obstruct sound and - as long as you have not triggered line of sight - you can literally cast spells, change armor (imagine going from robes to full plate) without being heard or detected, pretty silly... ​"PC Psychic Powers" - Given you can save the game prior to any battle, you are go into the room and either get butt whipped and/or just reload without even fighting and you have pre-cogged the encounter so you know where everyone is located, what monsters, and all kinds of stuff that you could not know in the real world without successful recon. So you prep based on information you would never normally have... ----- ​ MULTIPLE MAGIC ITEMS: ​ While it is true that magic (not being real) can be rationalized to work in many ways (DMs/GMs have come-up with countless magical theories to explain how things work and what limits exist)... however, at the root of these comes into play what use to be referred to as "Monty Hall" games were doles out absurd amounts of treasure, power, and magic and characters quickly become divine level beings. Some common limits from my long-running table top games runs as follows: ​EXAMPLE 1: Magic Protection creates a NON-LAYERED aura of magical protective energy and so only the greatest protection level applies +5 Plate Mail does not stack with +3 Ring of Protection because it does not layer. +5 Magic only applies to the Armor (not most saving throws vs effects) and so the advantage is that +3 Ring covers all saving throws vs effects. ​EXAMPLE 2: Magic auras sources are limited to 3 items on typical mortal which are not very closely located - not on the same hand (aka PC/NPC) - typically, 2 rings and a necklace (though theoretically you might allow 3 rings - one per hand and one on toes or one in ear - blah, blah, blah. It is game balance - if auras layer or stack and do not cross interfere - couldn't you wear 10 rings, 1 necklace, 10 toe rings, and say 10 earrings (5 per ear) and you wore... +3 Protection Items your character would be +30 to all saves plus add +5 plate and you are AC -42 (in table top games pretty much unhittable) or maybe you change 5 earrings from +3 protections to... fire resistance, lightning resistance, cold resistance, poison resistance, and 1 stored heal spell (if I remember correctly... Resistance means immune to mundane and 1/2 or 1/4 damage on magical variations rather than full or 1/2 damage - I think - it's been a long time - hehe) - but you get the point. Moreover, since plate mail is technically a composite of various pieces of armor and you do allow stacking each piece? Breast plated could be +3, each shoulder piece +5, etc.,... how many pieces make up plate armor? What if you woven magical rings into a chain links of chain mail, and so on... and... er, you get the point. ​I mean - magic is not real - and you can govern your world how you want, however, I tended to play in long-running campaigns (as opposed to beer-and-pretzels or one-to-two off games), so some consistent game mechanics and theory were musts -- that is the reason to place strict limits on number of magical items which you can use at once, or aura-theory, and for limiting stacking of abilities. In some games, strict DM/GM might make you carry other magical rings that you were not using in lead-lined belt pouch to prevent magical cross interfere with the two you were wearing (once saw in a magic-jewelry-always-active-and-on game) though most games run on the - rings are inactive when not worn by a living being - then undead theory comes into play - want the answer in this game - animated corpses without possessing spirits could not benefit - meaning skeletons and zombies; however, ghouls on up possessed dark life force and triggered effect. ​Anyway, coming back to PoE/PoE2, rather strict limits with regard to this second topic are pretty universal - prevents Monty Haul Games. ​----- Mode: Monty Haul. Any campaign where the gamemaster doles out huge amounts of experience/treasure/power/other rewards. Usually becomes stupefyingly pointless after the player characters become the most wealthy/powerful beings in the universe.—Jason Sartin, RPG Cliches The greatest danger Gabriel's characters are likely to face is literally drowning in their platinum wealth.—Penny Arcade, "DM 101"
  14. ADDENDUM: Thanks AndreaColombo... I did not know what the green square in the upper right was though figured out it is a copy item (clone) which I can then drop into other WS. VERY COOL ADDITION... --------------- When a player selects Weapon Sets (for PCs & NPCs), I have noticed a highly unrealistic forced choice which is extremely unrealistic now that I think about it. I am playing a wizard and at the outset of the game, I have a +1 Shield, +1 Battle Ax ("borrowed" from natives), and a wand. It makes absolutely makes no sense that my character would not use the SAME +1 Shield in both the Weapon Sets. I should be able to select the shield for each: ​WS I - Battle Ax & Shield (Melee Set) WS II - Wand & Shield (Ranged Attack) If you think about it, this makes zero sense... if you owned 1 Shield and multiple One-Hanged Weapons... few people would not equip the one shield with each single weapon. In fact, I should be able to select the same item for any Weapon Set (e.g., I might have a +5 Flaming Sword which I decide will always be my weapon of choice, but I have a +2 Medium Shield of Dragon Slaying [1/2 Damage from Breath Weapons] and a +5 Large Shield. Obviously, I would have the following Weapon Sets: ​WS I - +5 Flm Sword & +5 Large Shield (for General Melee) WS II - +5 Flm Sword & +2 Med Shield of Dragon Slaying (for Drakes & Dragon Fights) As a more experienced and diverse character, I should be allowed tons of variations using the same items in multiple slots. For example, I might be a Paladin/Wizard with the Flaming Sword and shields above plus a +3 War Bow of Ice [1/2 Damage = Cold] & Wand of Corrosive Siphon [10% Chance To Inflict Corrosive Siphon - Target Can Be Re-Inflicted Each Round Though Spell Cannot Be Stacked] WS I - +5 Flm Sword & +5 Large Shield (for General Melee) WS II - +5 Flm Sword & +2 Med Shield of Dragon Slaying (for Drakes & Dragon Fights) WS III - Wand of Corrosive Siphon & +5 Large Shield (for Ranged w/Defense Against Ranged) WS IV - +3 War Bow of Ice (for Ranged) ​One of the simplest ways to allow this to happen is to not lift the item out of the characters inventory, but simply assign it to the chosen slot. Yes, some foolish players with 4 Weapon Sets 'could' chose +1 Sword and +1 Shield for every single WS, but so what... ​OTHER THOUGHTS: SLINGS ​I never understood the reason that Slings were not included in the weapon choices - slings are ideal choice for missile weapon usable with shield with the balance being they have a little less range and damage potential than arrows.​
  15. At present, I have set-off on a few island adventures after doing the meet-and-greet on the island with natives and have gotten crushed in every single battle regardless of these setting changes - Path of Damned (Leveling), Veteran (Leveling), and Classic (Non-Leveling). I have played a ton of PoE and own everything including expansions with 100s of hours of game time logged (including Classic, Veteran, and Path of Damned in PoE) without these difficulties and I am well versed in variety of gaming styles. In general, I play straight wizards... and these game is no exception. Obviously, I found differences in difficulty to parallel PoE including greater numbers and more powerful monsters and so I down-stepped the game working backwards from the PoD(L) to V(L) to Classic (Non-Leveling). What seems very different on my system is the following (compared to PoE): Combat & Movement are ultra-fast. Despite starting as a single class (L6) with parallel companions as provided, I find our attacks appear to be the equivalent of five slow-moving ants fighting say hyperactive starving rat(s) on speed. I have the ability to record screen play and would be happy to upload. Suggestions? In the meantime, I will uninstall and reinstall running with classic (non-leveling from the beginning). SIDE QUESTION: Is it just beta limiting us to 5 characters? Will main game allow standard 6-person parties?
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