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gGeorg

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Everything posted by gGeorg

  1. There is another imp, in the next room, sitting in the corner but belongs to the same encounter. Probably imp AI do not know how to open doors, or he is jut shy.
  2. Hit from stealth is so hard to achieve that some bonus would be suited. However it should apply to all weapons, dual wield included.
  3. - skill is quite expensive for amount of life it does - would it be better consume companion's bond rather than ranger's (companion has limited options how to spend bonds) Thanks for improvements
  4. Dual shielding belong to the same box as : - dual spears - axe & flail combination or any other unbalanced unpractical weirdness which doesnt work. So, as Deadfire support more silliness in arm wielding already, I support dual shielding. Its reasonable. Also teddy bears and pillows should be available.
  5. Does it work with druid shifted ?
  6. rise power is tricky. It could shift overall game difficulty. I would rather see more spells per encounter for specialist.
  7. Is...is this really how other people feel? I can't even beat the titan on veteran in deadfire, and I breeze through PoTD in pillars 1. I guess I'm just used to how blatantly overpowered wizards and priests are in pillars 1. Pillars of Eternity 2: Deadfire – Wizard Solo Triple Crown (BETA) - Part 1 Triple Crown difficulty is: Path of the Damned + Expert mode + Ironman mode + Upscaled
  8. Learning weapon fight is quite time consuming. In the first, proficiency should get mostly weapon focused clases. Fighter (typicaly) study melle so he gets proficiency. However, the mage ? When a nerdy mage spend his time to learn body moves balance and reactions? Proficiency should not be given evenly to all clases. Some weapons are more difficult than others. e.g. its possible to handle a short sword for a mage, but not flail or two-handed sword. Weapons proficiency should have a path to study. Lets say you start with a short bow THEN learn hunting bow THEN learn war bow. e.g. there should be a simple leveling system for studying weapons. Different classes should receive different amount of proficiency. e.g. we could see a mage proficient with level one weapon like short blade, but mage proficient with shield, mace, two handed sword all at once ? I dont think so. (get notice, dagger should be level two proficiency, its actually more difficult than short sword) Some classes should get a free proficiency from "their" weapon type, like casters from arcane implements weapon type. On top of this, some weapons, preferably high level weapons, could offer 2 tricks. Like two handed sword 1.st proficiency half-swording (penetration bonus for deflection penalty) 2.nd proficiency strong chop (dmg bonus for accuracy penalty ) So one warrior you could knew one, two or none trick with a great sword. Proficient usage of master weapons (two handed swords, arbalest, flail, stiletto) should be reserved to a specialists. Lets say a system where Fighter gets one proficiency every 2 levels. Wizard gets one proficency every 10 levels. all other classes fits in range given, depends their flightiness.
  9. Old NWN used a mechanic like: skill > DC Trap then disarm trap skill +10 > DC Trap then retrieve trap e.g. usualy traps are too difficult to pickup. If you manage to pickup, they are too weak to make serious dmg to the current enemy. However you could buy a trap.
  10. Occasional invis by Smoke veil is nice ninja factor. However, ... I am missing agile weasel runner skill Quicksilver rush : - a combat movement self buff (stride) with added disengage, reflex bonus (+20 to all) - buff should last about 5s Special: If rogue is not hit until end of this self buff, then guile is payback. Yes I am aware that proper using this sill is required a high-micro. In case of rogue I would like to see insane reflex tricks: Modal skill On/Off >>> Living on the edge: 1st part Rogue auto-consume 1 guile, to escape an AOE reflex attack which would otherwise hit him. e.g. rogue does all the defensive rolls as usual, in case it would land, he consumes the guile so he escapes anyway (imagine an Empowered fireball aimed at Epic rogue, he will make an acrobatic super-move and run out of inferno with sparks in hair and madly laughter. that is my rouge :D ) 2nd part Rogue auto-consume 1 guile, to avoid a mortal blow from weapon (melee, ranged) which would otherwise kill him. e.g. rogue does all the defensive rolls as usual, in case the mortal blow hit him, he consumes the guile so he escapes anyway. interesting consequence>> rogue killed with the "Living on the edge" skill turned on will have all guile consumed This would give a rogue adrenaline, living on the edge flavor
  11. complete lack of real life practicality but balanced is ok for you, perhaps. But not for me. Game rule-set of nonsense drives me mad. Sabres stats, hatchet stats, ... . Maby balanced but, ... just wrong. Yes, renaming "Half-swording" to a "Brute swing" would solve the problem. Yes, renaming Sabre to "The Best weapon" and change weapon model to Teddy bear would solve a problem. However, I thing that designer chose "Half-swording" name because they wanted taste of real life but programmer missed implementation. So, if it is this case then my post is a bug report. "There are many things which don’t make any sense." Some of these you named, are game mechanic simplification of real life. Some are unfortunate accidents, so the biggest bugs should be crushed first.
  12. Well, agree that terms long sword, broad sword, bastard sword were forged by those who didnt use them :D It always depends the size of a user and his strength to squeeze the size to current fantasy games terminology. Just make agree that for half-swording you need: - one sword - two empty hands - deliver piercing damage - lenght of a blade must be at least 30cm longer than wide of shoulders of the user /// Orlan should not be allowed to use of great size weapons like great sword/estock/halberd/pike. Simply because Orlans are too short and light weight. On the other side they could do half swording with a regular one handed sword or sabre. //// Sabre and hatchet stats are made by someone from other univers. Its probably to late to change weapon fight dmg model to something believable. Personaly I would like to see crushing weapons ( like mace) always deliver a dmg on hit. a bit. So a knight in the full armor could be beaten by a bunch of angry mob with sticks. Contrary piercing weapons, if not pierce then no dmg at all.
  13. Half-swording is usualy used with two-handed swords, to deliver PIERCING damage to overcome the armor. (maby long swords but its questionable, one handed sword is not long enough) The technique requires two hands and one sword. In the current game you could use half-swording dual-wielding. However non playable race has four arms to make it properly. Would you fix half-swording: - Enable this modal for two-handers (great sword, estock) - dmg done make ALWAYS piercing - in case of sword&board or dualwield make "auto-rearm" to single weapon, it takes some time of course, then apply modal technique - replace text "Fight in close quarter style, using your blade to penetrate ... " with "Fight in close quarter style, using your point of our sword to penetrate ... " Maby the weapon skill proficiency might be used more times for one weapon to get more modals with that particular weapon. Perhaps taking more modals for one weapon is reserved for Fighter class exclusively. That would give them enough "spells" or "active skills" without exploiting areas of whirlwind skills and other nonsense.
  14. Yeah, I did pull him off. Almost got him. For the next fight I will actually equip blunt weapons and try the barrel trick:-). Cheesing my way thourgh it. I always find the "spawn additional enemies" in boss fights to be a cheap move. While it is something I won't mind on subsequent playthroughs, it is frustrating to see it happen for the first time with no prior indication. Well, battle escalation is good. However I agree that reinforcements should be announced somehow. By the boss calling for example. Just a floating text above his head, : "Come to my bidding, come my home sand worms." something like that. When he is half HP. Then, second calling, then one turn or 3s, then they come. Or make it like a Dungeon master/Narrator announcing a message. Watch Darkest Dungeon narrator for inspiration.
  15. New beta brought some much needed improvements to interface - some expected and some surprising. As such I wanted to make a list of stuff, which I think would enhance it even further. 1) Access to skill tree view from character screen. Why, oh why Obsidian have you put so much work into a clearer way of presenting skill trees and yet you insist on keeping it hidden behind levelling up? A button on character screen that would allow us to see the full skill tree would be very handy. It would be good to pre-choose skills. So I could plan it ahead, then fallow when it comes. It happens to me, I spend time for forecast future but when it comes I just click something becouse I dont bother do science in the middle of combat/something.
  16. Resource points by class makes it overcomlicated. I would apreciate merge all the resources to one type. One pool. It could somehow solve shortage of one type.
  17. what is a meaning of resolve for dmg dealer mage, dump stat ?
  18. Spells/Skills per rest work in the table top, where Dungeon Master cares about time and resources. For computer game, flows of time is difficult. Save and load combo is the best spell. For this reason, vancian casting do not work for computer games. Vancian casting worked in the environment where player didnt know the story, didnt know enemies ahead and can not ever load-up. It worked because every game was naturally "Iron man" AND blind walktru. If you implement these to a computer game, then such resource management might work again. In the environment of save&load, internet guides, lets plays, ... vancian casting is a system which promotes poison play. Watch the guide before you play, try the same encounter all over again, prepare for "surprise" ambush and use the best skill/set just for this encounter becouse you know that in advance. e.g. there is still worm in the mind, I could load up the encounter and try again so I save a spell for later use. Thats not good system at all. For computer games, with easy time flow are skills based on encounter and/or cooldowns much better suited. For computer games is better focus all (majority) the resources for the encounter to the time window of the encounter. One thing is, saving in the middle of the combat could interupt the resource management of the battle, (get the advatage over enemy by the out of the system tool save&load) therefore, I would not recommend allow that.
  19. Caster starts with a basic amount of mana. Lets say 5. When you spill enemy blood (weapon, spell, trap) then mana comes by 1 per 2 seconds. Then mana slowly flows in still the same until end of combat. Mana is raised also by casting spells. 1st level spell adds 5 mana, 2nd level spell ads 10 mana, 3rd spell level ads 15 mana and so on. Damage regardless. Act of casting rises mana. You need to rise mana to 10 then you could cast spell for 10. You cant cast a spell which adds more mana than you currently have in your pool. e.g. combat start, you have 5 mana so you cant initiate combat by casting 2nd level spell. Mana is consumed only by the character's highest access spell level. (Other spell levels add mana. Highes spell consumes same amount they would generate. e.g. 3rd level spell consumes 15 mana) Once highest spell level is used, then two highest accessible spell levels consume mana. Also two highest spell levels now trigers level consuming countdown. This is continuous, so eventually all the spell levels consume mana. Lets make sure we prevent endless cast of lower spell levels. Apply diminishing mana gain from spells. Repeating casting of the same spell adds less and less mana. Finally zero gain spell is not accessible. Casting a consuming mana spell sets all 0 gain spells to 1 mana gain status. Target for this system >>> Caster works like a canon, takes time to load then fire blast. You need to choose proper time when to use it. Power curve of a caster fallows the Gauss curve, slowly builds up, peak, then fall down. First second nukers from hide are not possible. Process >>>> a caster need to heat himself up to get casting power. However, after a while, his mana gets depleted, mana gain goes down so long battles he probably finishes by first level of spells, scrolls or perhaps physical weapons. Also he might want wait for better timing/positioning/buffing/debuffing/mana stockpile to use his max power moment for the best effect. - Strategic approach, easy to learn/manage, eliminates initial blast, promotes combat escalation, promotes cooperation in party - need cover a caster who heating himself I think they could postpone a month or two release. Polish things up. You could ruin your reputation just once.
  20. Requirement of sleep&rest should stay. Alhou heroes, they are still live forms not mechanical robots. eating, getting tired, looking for comfort theese things gives game feeling of real persons. Luxury food, cosy hotel rooms, baths. Remove it you are removing human touch. Regeneration of Empover is nice mechanic, especially from point of view suppress initial spell blast. In the beta it just minor issue but higher level higher mass destruction potential. I would not like to see a game heroes in hide, then cast spells of mass destruction then refill per-encouter spell, repeat until end of game screen. Empower mechanic is probably a last chance narrow that. Some notes: 1. Empower per rest, Empower per encounter (reset on combat ends, limit max number of these to 1 or 2) both should have same effects 2. Empower per rest are available only after first Empover per encounter is used. ---> you need to get AND use Empower per encounter first. e.g. no empower in the combat begining. 3. Mechanic to suppress poison play "start combat, runing around a pillar to get empower" required. -- an idea: Empower time counter starts by first enemy blood spill by the character.
  21. one handed light(weight) slashing weapon, has higher pen than battle axe or pike which are (much heavier weight and ) dedicated armor pierce.... Just nonsense Hatchet, probably worst defensive weapon ever has bonus for defense Just nonsense It looks to me, that someone from dev team decided, that "Sabre is the best" and period. :D We are lucky enough its not light-sabres. Although, spaceship would improve PoE2 a lot.
  22. High randomnes and sudden death is not good for smooth playing. It brings save/load whoring. However every nth spell is great. Current tactic is, always cast most powerful spell first. --> repetitive fights. With this, you might want wait for a while. With this you might think about strategy. Cast mega fireball as first action of the battle or make few buffs to get empowered fireball later? Also UI should give you a hint, the counter for empowered spell.
  23. That is interesting idea also from other perspective. Current tactic is, always cast most powerful spell first. --> repetitive fights. With this, you might want wait for a while. With this you might think about strategy. Cast mega fireball as first action of the battle or make few buffs to get empowered fireball later? Also UI should give you a hint, the counter for empowered spell. It looks to me, you have hit two birds by one stone.
  24. Max for president. Thank you man. add "Cipher bonus dmg gain lowered" Cipher dmg bonus(es) (whip) might go low, this way. So multiclass martial art + cipher will not get to much extra dmg. Also, that way Cipher will be more about support + control than killing.
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