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gGeorg

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Posts posted by gGeorg

  1. I'm pretty sure the subclasses for companions and sidekicks were chosen with their Lore in mind. If you take that away from them, you take away their personality. I mean imagine if you could change Pallegina's or Xoti's subclass, that would be horrible from the story PoV.

    Divinity Original Sin 2, made exactly this horrible mistake. You could play any companion as main character and change it as you like. Or you might recruit it as the actual companion and change as you like. The result is catastrophic, obviously. 

    Noon play that, and sales are missing.

    LOL.

  2. I play the real time with auto-pause to almost all events. So the the new round base mode is not so innovative.

    However, the "round order/sequence" panel in the right up corner would be very useful.

     

    Is it possible to add togle.able (from menu option) panel of actions also for the real time?

    sort the actions by the moment of activation/attack, so omit recovery

    If an enemy is start casting a fireball, I see in the panel how many (mili)seconds left to explosion, so I can counter.

    Dont realy need closely observing recovery phase.

    The moment from start of the action to the execution, is the important.

    Who is faster, who is slower, Such info is hidden in the current real time system, and is one of the reasons why is so messy.

     

    Reason is simple, speed of actions and their proper counter actions is hard to guess. Hard to get timing. So counter spell or (rogue) interrupts are usually lucky guess than an intention. With more precise panel in the real time, planing action could be more strategic. I would rather see more readable RTS combat, than a harsh overhaul to a hard round system.

     

    Perhaps show two panels, one action(attack/cast) panel, second recovery ( and walking) panel. So player easy recognize threat and timing.

     

    Thank you

  3. When they introduced this nonsense, back in beta. I linked an drawing of medieval guide, pointing out that for dual-swords half-swording we have no race with four hands to do it properly. For a moment overlooking a fact that half-swording cant be executed with one handed sword. You need a nice piece of steel to convert (two handed)sword to a short-spear weapon like.

     

    But, game designers are obviously number jugglers, dont care reality check. The game contains magic, so what the heck.

  4. My solution would be some kind of penalty when dual wielding (less damage/accuracy/pen) which is what other games have done, including the IE series of games. This way you don't gimp one-handed style (which is probably the most underused atm). Something like 5-10% less base damage, 5-10 less accuracy, or 1-2 less pen. This also makes sense as you're having to coordinate two full sized weapons; of course you're not going to be as efficient. They could even make the penalties steeper, with talents to reduce them.

    Offhand weapon is in your weak arm. So, dual-wielding penalty should focus there. And only there.

    Also I would like to add a modal for dual-wield, "use the main hand only". So you focus/use just main hand with all the consequences.

     

    "

    two handed weapons should just get a max dmg roll with Full Attacks. I found that pretty interesting. Basically it's a base damage increase for Full Attacks with two handers and makes them very predictable (when it comes to dmg output). I liked that suggestion best so far. It would still not compete with dual wielding - but one could always add a short interrupt on crit or so."' I Like it.

  5. This is my main complaint about the enchanting system.

     

    There's another change i would love to see in the enchanting system too, but this change would be mostly for immersion purposes - i really think the arcana skill should be linked to enchanting, mostly because it makes sense. For example, only if you have a member in the party with over 10 points in arcana you will be able to upgrade itens to superb quality, only if you have a member in the party with over 15 points in arcana you will be able to upgrade itens to legendary. Some enchants would require a specific amount of arcana skill too, stronger ones requiring more, and less advanced ones requiring less.

     

    Also, this would make this skill (which imo, is not very useful) much more attractive.

    Although it make sense by world-mechanic or lore-wise. In the player point of view - That system creates a craft whore. A companion which is hired whenever I decide to upgrade. Similar craft mechanic was in the Original Sin 1, silently dropped for DOS2.

     

    I agree that improve an magical braest plate in the middle of dungeon corridor and quick as blink of an eye is somewhat wrong, so

    Perhaps, upgrades could be done only at certain places (NPC crafter?) and take several hours.

    Perhaps big ships contain a forge so upgrades for wealthy adventurer is easyer/cheaper?

  6. Valve is supposedly working on a replacement for Steam Spy, so we'll find out at some point.

     

    https://arstechnica.com/gaming/2018/07/valve-working-on-more-accurate-replacement-for-steam-spys-sales-data/

    Valve supposedly working how to disable any form of sales statistics.

    Bought and disabled Steam Spy stats.

    See also recent quiet disabling another external tool.

  7. Huh, kooky. I can only assume Obs had some telemetrics showing that players were severely abusing Rest spam for the sole purpose of chain summoning all their figurines at once, for approximately 30-45 seconds at a time. [ :shrugz:]

    It's a shame we spent two pages debating whether Obsidian should be balancing the game. I wasn't advocating this specific nerf, I just feel some kind of nerf is in order and that Obsidian should indeed be balancing their game. If we can move past that topic we could instead perhaps talk about the right way of doing it, for example something that doesn't involve charges so that players like JFutral can have their pseudo-companion.

     

    This could be:

    - A cap on the amount of figurines able to be used during a single encounter

    - Diminishing summoned creature PL with each subsequent figurine summon in a single encounter

    - Inability to have several figurine summons active simultaneously

    A cap on the amount of figurine summons able to be used active in during a single encounter.

    1

    Problem solved.

    or simply says: At any time, its allowed to call ONE figurine summon per party. Calling another one, kills previous.

     

    That would be more balancing solution.

    Currently I could still call up an figurine army to win a fight, which is not balanced.

    • Like 1
  8.  

    any chance the difficulty for POTD in 2nd half of the game and ALL bounties and sidequests will be reworked the same way the first few levels got reworked?

     

    They are reworked, you are just overleveled for all of them. We'll have to wait for more high-level content from DLCs at this point I think for challenging end-game stuff.

     

    There is a check button, "scale up" so you actually cant be overleveled.  Or it doesnt work?

  9.  

    No nerf to Greater Maelstrom scroll? Aight :D

     

    All consumables are not scaled with charater levels, that's a big nerf imo.

     

    So scalin by PL then Single classes are preferred consumers now?

    That is weird design.

    Could we expect a marketing  posters in port Maje focused at proper target group ?

    "Magnificent potion of luck for single class fisherman. Catch your gold fish Now." lol

     

    When statue has charges its consumed?

  10. Thanks for boost wizard sub-classes. Now the specialist wizard in multiclass compete with true wizard in chosen area. Nice way differentiate single to multi-class. :yes:

    ///////////////////////////////////////////////

     

    +1 PEN for 2handers is great news, although

    compare PEN of two-handed sword vs blunt light stick (staff)

    staff should get rather recovery 4s -> 3s and keep PEN as it was

    staff is very fast and agile weapon, also good for defense. Staff is definitely not an penetration expert.

    Thanks for consideration

  11. I think dual wielding should be reconsidered and the off hand weapon should matter more. A penalty to accuracy and deflection for wielding 2x large/heavy weapons. Lighter weapons would reduce that but of course do less damage with full attacks. Currently you can do something like double sabre or mace and be hardly impacted by what seems like it should be a rather complicated and unwieldy fighting style.

    Some one handed weapons types shout get flag, "main hand only", like spear, mace, warhammer, scepter, ....

  12. Well I guess that I have to ask what caused you to release this game too early. Not enough funding? Wanting to just get done with it? I figured you'd have enough funding. If there was proper funding then there's no hard time constraints right?

     

    Seeing what you did with 1.1 and seeing free dlc being pumped out. The game will just continue to get better. And 1.1 was a huge leap forward in itself.

     

    The method you used here seems to be a method of self harm? I imagine if you had a more complete game at release then the initial surge of fanfare would have carried sales further as it becomes almost a viral meme or something.

     

    I don't get it. I love the game though.

    When you bite more than you could chew then it happens.

    Miss-management, wrong time scheduling, underestimate importance of internal\VIP testing.

    Fiddling Resolve meaning to the last month before release so NPC could not be polished, difficulty could not be tuned.

     

    Also compare marketing campaign POE with DOS.

     

    Also check accessibility for casual players in POE, that is horrible.

    Can you imagine a 13 year old "I_want_have_fun_NOW", enjoy at first 40 minutes in the game?

    Same for a working professional, who has 2 hours per week for gaming.

    Is there any option, how to start playing the game in under 5 minutes? (get noticed character import tutorial and character creation, and intro movie is NOT part of the game for casual gamers.)

     

    All these mistakes cost tens of thousands not sold copies.

    Check number of current players at steam, new POE2 vs a nearly year old DOS2.

    That is the result of all these mistakes.

     

    Looks to me like devs overfocuse for a story (text) part of the game, underestimate resources for introduction the completely new systems (all the ships mechanics include management and combat,  relationships in party, guild relationships) which  produced a lot of cuts somewhere else, which lead to unpolished things deadbackfire of whole customer satisfaction.

     

    I only hope, Obsidians survive this kind of success, learn and make POE3 polished on release.

  13.  

    Why not, but could be really op for highter spells. I prefer a passive that allow +1cast for lower level. But, selecting a spell could give you a +1 power level to this spell to represent the fact you're specialised.

     

    Something like this ?

    - PL 3, Bonus 1-3 level spells: One additional cast for level 1-3 spells.

    - PL 5, Bonus 4+5 level spells: One additional cast for level 4+5 spells. Requires prior talent.

    - PL 7, Bonus 6+7 level spells: One additional cast for level 6+7 spells. Requires prior talent.

    - PL 9, Bonus 8+9 level spells: One additional cast for level 8+9 spells. Requires prior talent.

     

    POE game mechanics are over-complicated in general. Does your proposal sounds like relief?

  14. So for some reason people around here feel that a purely single player game with NO competitive part requires constant rebalancing. My question is: WHY?

    Improving and balancing game is Obsidian advantage. Other company might release and forget, which is the style you prefer. Then you could choose some money snatch project, there are  plenty on the Steam.

    When you feel the difficulty rises up over your character build, then you can lower it by yourself. You could still feel that power of unstoppable of rolling at first level of difficulty. Feel free to have fun.

    • Like 1
  15.  

    This is not bugged, here is the explanation:

     

    1. For graze hit: all the "positive" (actually the correct term is supra-unitary) modifiers have a step equal to the surplus percentage damage. Thus over-penetration has a step of 0.3, sneak-attack has a step of 0.5 etc. The only "negative" (actually sub-unitary is more appropriate term) is the graze modifier. The step in this case is 1-1/value=1-1/0.5=-1. Now all the steps are summed up: -1+0.15+1.5+0.5+0.15+0.3=1.6 Since this sum is bigger than 1 we have a damage of 22.7*(1+sum)=22.7*2.6=59.02, which the UI rounded to 59.1 (the correct rounding should have been 59 but probably there are some rounding errors in the intermediary results, in any case the difference is minimal). Now we apply the might modifier so we have final damage 59.02*(1+0.15)=67.873 (rounded by the UI to 67.9)
    2. For the crit this is much simpler as we have only positive modifiers. So we sum up all the individual steps and we get: 0.25+0.5+0.15+1.5+0.5+0.15+0.3=3.35. Since this sum is bigger than 1 we have a damage of 24.9*(1+sum)=24.9*4.35=108.315, which the UI interface rounded to 108.4 (the correct rounding should have been 108.3 but maybe this is explained by rounding errors in the intermediary results, in any case the difference is minimal). Now we apply the might modifier so we have final damage: 108.315*(1+0.15)=124.56 (rounded by the UI to 124.6).

     

    Show this explanation as a background on the screen when Josh explains in front, how much effort they put to more readable rules. LOL

  16. single wielding: shoot, reload, shoot, reload, . . .

    dual wielding: shoot both at once, reload weapon 1, reload weapon 2, shoot both at once, . . .

     

    I you dual wield a pistol/blunderbuss with something else, the reload time will not be reduced by dual wielding for those weapons.

     

    1st

    dual wielding: shoot both at once, reload weapon 1,shot weapon 1, reload weapon 1,shot weapon 1, repeat

    dual wield pistols gets first big punch then it self switches to a single mod. In combat, speed is the most important so dont force load both weapon. Only if you are in combat and has no target then load both weapons. Otherwise shot as fast as possible, one hand. Think is, you need another proficiency and another weapon to get dual wield wwork properly, so it is hard enough for that initial alpha punch. After that use single proficiency and single acc bonus. Dual wield should be reserved for experts, so for proper usage you need to know 2 proficiency's.

     

    2nd

    dual wielding: shoot both at once, switch weapon set

    - that should be proper usage combo

    - switch weapon set after attack (or check the empty status) should be supported in AI/script tool

     

    Apply all that then, Black jacket subclass start to shine.

     

    - agree that dual wield guns with a melee or shield should loading make longer

    - also would like to see a one handed mini-crosbow, which works, regarding loading, same as guns, but is quiet to shoot.

     

    Just came to mind, Deadfire supports one weapon in two weapon sets, did anyone test if rearm one hand takes shorter?

    I mean, I hold sword and board

    rearm to gun and THE same board

    shoot gun

    rearm back to sword and THE same board

     

    That is a fun pirate-like fight I want to see. Could experts here, measure the frames for rearm one hand when holding the same shield/side arm?

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