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divjak

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Posts posted by divjak

  1. Turns out shields were---and still are---used with pistols. 

     

    https://en.wikipedia.org/wiki/Shield#Modern_history

     

    220px-Police_Officer_with_balistic_shiel

    in past, however, tower shields were used by Romans, and later on by crossbowmen

    in game modal makes sense, but you cant use it with crossbows  :p

     

    realistically, it should be possible to use with crossbows, when modal is not on, shield is on the back and provides no defense, and when you turn it on, you put it in front, and can't move, so using xbows and rifles should be possible,  and with no nonsense of reducing the accuracy   

    • Like 2
  2. this is a video that shows all kinds of different setups in a dueling scenario with you having gambeson at most, also not heaving shield, or paired weapon in another hand, does not give you more accuracy or more options, its always better to have either something in your off hand or 2 handed weapon. People(civilians) used a single handed weapon because it is easier to carry in everyday life, then it is to lumping around with a shield or 2-hander. It was common with archers to carry a single weapon as a backup.

     

    Dual wielding was  either done with 2 short weapons,  ar a sword+dagger, because having 2 long weapons limits you, they clash with each other, limiting your attack, while providing not much for defense    

  3. Amount of armor changes everything i terms how you use weapons(shields are weapons as well)

     

    this is how bucklers work when you use no or light armor

     

    https://www.youtube.com/watch?v=PC_g750Ziss

     

     

    and in heavy armor, it becomes more like BoN posted videos from before 

     

     

    so basically combat style depends more on armor than anything, fighting with a buckler in light armor is more similar to fighting with only a sword in light armor, then it is to fighting in buckler in heavy metal armor.  Good armor makes you almost invulnerable, only limitation is price and it has to be tailor-made for each individual.

    Fighting in heavy  armor came down to wrestling the guy on the floor, after few hits from mace, and then opening visor and stabbing with dagger  to the face 

  4. That's not true. I nearly finished an ultimate run with a barb who had 3 RES and only got killed because of a bug with Battle-Forged + Second Wind (making Battle Forged hit you - which is deadly).

     

    I only played PotD except for my first playthrough on normal (which I cancelled because it was too easy). I can't count my playthroughs but I put 3K+ hours into that game. So - I'm not a total noob when it comes to character building and mechanics in PoE.

     

    Lots of my melee builds had low or even completely dumped RES because you could easily counter it with items that boost concentration and/or spells/potions like Holy Meditation or Spirit Shield - while pumping self heals with tons of MIG and INT and Vet's Recovery, 14 survival, potions of Infuse with Vital Essence and whatnot. That way you could circumvent the problems of low deflection and concentration completely while focusing 95% on offense and stay pretty sturdy - which is fun I have to admit - but I don't consider it to be good attribute design. 

     

    Resolve was quite unimportant if you didn't want to build a deflection monster.

     

    And now in the first version of the Deadfire beta it was even more unimportant because concentration wasn't even tied to it anymore and the endurance/health system got simplified because "some players didn't get it". Now you can be healed nonstop. So they had to come up with something they could bind resolve to. I just don't think that the current solution was the best way to do that.

    lots of solo builds have low resolve because most of the time you use stealth to completely bypass 90% of fights, and in other fights you cheese kite and have summon figurines to take hits for you, while you focus on offense to finish fights fast, and that completely falls under 'use items and abilities to avoid getting hit'.

    That also works because you know the game inside out, and where every item is located

     

     

    as for your barb, you basically need to waste other classes resources on you and items to nullify your weakness, so its fair, but thats the choice you made, and its good that you can play like that. Actually its a sign of a good system that allows you to play this way and still manage to beat it

     

     

    then again is not really an  argument against stat system

    Imagine you play PnP DnD at the table with your friends, and make barbarian with 8 strength, because when you start you know there are gauntlets of ogre power just behind a corner.

    or

    you make a thief with min dex and strength, but maxed cha and int, because you wont to pass all social and investigation checks, and you have a priest in your party that ill buff your combat stats every fight  :D

  5.  

    point is that this game was designed from ground up for stat block with might, and everything worked then just fine.

     

    Now when they changed to strength, it brought a boatload of issues, and if they dont plan to revert back, they will need to make class specific rules, which bring another boatload of issues with multiclassing like in DnD.

     

    Might type of stat block was robust, worked the same for every class, and I dont see any good reason why would you change that, its a prime example of fixing what is not broken to break it, only arguments against that were of emotional nature, that it doesn't feel DnD where all wizards must be frail weaklings

    To that a I agree mostly. They are possibly breaking more stuff while they want to patch up resolve which was a dump stat for almost everyone because concentration was no longer bound to it.

     

    But instead of adding something new and useful to resolve (like for example that it influences afflictions on you) while leaving the rest of the stats as they used to be - they toppled the whole thing over.

     

    While I'm not totally against the change when I only look at STR and RES I also fear that this change may lead to a whole string of consequences that are not intended. Like now we will suddenly have nukers and healers with a lot of deflection. Before the change they were strong, now they are masters of melee defense... and stuff like that.

     

    Still the druid is not really gimped with this change. Still works perfectly well. It's just not possible any more to min-max him in such a way that he can do everything very well that a druid can possibly do. Don't know if this is a bad thing to be honest.

     

    resolve was not a dump stat if you play POTD 1 save hardcore, on every char(unless you had another means to avoid damage through abilities or items on players that were not supposed to take damage all the time), and was always pumped on those you expect to  take damage, another thing is when you save scumming, then you can finish the game with all stats at 10

     

     

    stat block was fine, you had 2 offensive stats,  2 defensive stats, and 2 utility stats

     

    Offensive

    Might- amount of impact that you do, be it damage or healing

    Perception- ability to hit, crit, and interrupt 

     

    Defensive

    Constitution- ability to take damage

    Resolve- ability  to  avoid damage and interrupt(which is hugely important for stuff like potions, second wind, and defensive buffs)

     

    Utility-those affect both offense and defense

    Dexterity- faster attacks, but also because your recovery is faster you can lets say drink your potion sooner in those o **** moments

    Intelligence- affects aoe and duration of both buffs and debuffs

     

     

    Every stat meant something,  and this robust system allowed you to play with the builds for hours, especially now with multiclassing, just by changing to strength, you change  the balance ratio and all went to hell, just by doing that without going into details, you have cut at least 50% of viable builds, and lots of built-in class features concerning paladins, druids and so on

  6. point is that this game was designed from ground up for stat block with might, and everything worked then just fine.

     

    Now when they changed to strength, it brought a boatload of issues, and if they dont plan to revert back, they will need to make class specific rules, which bring another boatload of issues with multiclassing like in DnD.

     

    Might type of stat block was robust, worked the same for every class, and I dont see any good reason why would you change that, its a prime example of fixing what is not broken to break it, only arguments against that were of emotional nature, that it doesn't feel DnD where all wizards must be frail weaklings

  7. Claiming that a subclass force you to choose sounds weird to me. I think it’s make more sense that a player pick the most suitable subclass that fit his playstyle than complain a subclass not fit his playstyle, you can always pick a more suitable subclass.

     

    And when I play shifter, I do cast spells. For tough battles I will cast returning storm before I shifted and it works fair good. I vote for old Might system too, buy I think it’s being too soon to say Druid is gimped too.

     

    Claiming that a subclass force you to choose sounds weird to me. I think it’s make more sense that a player pick the most suitable subclass that fit his playstyle than complain a subclass not fit his playstyle, you can always pick a more suitable subclass.

     

    And when I play shifter, I do cast spells. For tough battles I will cast returning storm before I shifted and it works fair good. I vote for old Might system too, buy I think it’s being too soon to say Druid is gimped too.

     

     

    Its says in a class description if you shift you cant cast, its black on white, plain and simple, so how do you dont understand?

    lol

     

     

    maybe you dont grasp concept of a hybrid because I can't see anything punishing in not shifting, and still having powerful nukes, so maybe you made a concept in your head that not shifting is somehow punishing in every scenario?

     

    You can cast storm that is useful because of stun, and that is all, while 90%+ of your picks on level up are impotent spells, there is no sane person who would pick shifter as a single class right now, because 90% of your level up choices dont mean ****. If you are high strength, you could cast impotent spells or shift and do massive damage in melee, that must be a hard choice

    On the other hand, if you pump resolve, then you can take fury and be done with it, because your shifts will be crap

  8.  

     

    But you can be a great shifter with 15/15 if you want decent melee damage and good self heal. Nuking isn't a good option anyways. Why do you need a shifter class that's always a no-brainer to skill with 18 STR and 3 RES?

    You can still do that though. But your healing will be bad while your melee damage is better. No problem if you have a healer in the party.

     

    The problem of a single class shifter is that there are not enough useful choices on level-up. That makes me want to multiclass a shifter every time. But honestly I have the same problem with most other classes atm as well... Not enough choices on level-up that match my "plans" due to the removal of universal talents/passive abilities - or not enough passive class abilities.

    nuking is not a good option is not an argument, and shifter now basically needs every stat

     

     

    shifter in its current state works only if you plan to multiclass, and have lets say bear looking monk, because after you get wild strike, rest is meh

     

    Before stat change, the shifter was a hybrid, youl could stay in back, and support/nuke and you could shift and go for melee in bear form, or run for enemy casters as a wolf, now it seems that its no brainer.

    I dont see how having fewer viable build options is a good thing in any scenario

    How shifter is designed, is to encourage you to shift from one form to another form, so you get constant heal and keep tanking and fighting.

     

    It punishes you for casting spells because you need to take one more step than normal Druid if you wanna cast, turn back to human form, and need to pay extra recovery time. It’s not a subclass that favor hybrid, it’s a melee focused subclass.

     

    It’s not a no brainer, but it is how it is designed, you are better at attacking than casting. If you wanna play a real hybrid Druid, there are livegiver and normal Druid.

     

     

     

    so what?

     

    before stat changes, you could have a viable melee shifter build, and still be a viable nuker, nowadays, all of your spell picks are meh.

     

     

    Also, shifter does not punish you at all, but forces you to chose, do you wont to cast or fight, actually it was great subclass for players who wont to cast as well

  9. But you can be a great shifter with 15/15 if you want decent melee damage and good self heal. Nuking isn't a good option anyways. Why do you need a shifter class that's always a no-brainer to skill with 18 STR and 3 RES?

    You can still do that though. But your healing will be bad while your melee damage is better. No problem if you have a healer in the party.

     

    The problem of a single class shifter is that there are not enough useful choices on level-up. That makes me want to multiclass a shifter every time. But honestly I have the same problem with most other classes atm as well... Not enough choices on level-up that match my "plans" due to the removal of universal talents/passive abilities - or not enough passive class abilities.

     

     

    nuking is not a good option is not an argument, and shifter now basically needs every stat

     

     

    shifter in its current state works only if you plan to multiclass, and have lets say bear looking monk, because after you get wild strike, rest is meh

     

    Before stat change, the shifter was a hybrid, youl could stay in back, and support/nuke and you could shift and go for melee in bear form, or run for enemy casters as a wolf, now it seems that its no brainer.

    I dont see how having fewer viable build options is a good thing in any scenario

  10. I agree that the grimoires function like the special lvl-0-thing. Since trinkets are out this gives them something special.

     

    Druids are not worse than other casters. The Livegiver for example is pretty great (awesome healer) - while the Fury as dedicated nuking class is quite meh due to the weak shift and the overall bad state of offensive spells. The Shapeshifter is not really a caster, but very strong nonetheless. Their lvl-0-thing is Spiritshift - and that's powerful as it is, even if you only use it as your panic button once you get attacked.

    druid spells are mostly nukes and some healing/buff, and their class feature is shapeshifting

     

    ok if you are fury, but what about single class shifters? 

    They are MAD as hell, you need resolve for spells,  and strength for shifting, so basically if you pick shifter, either your spell picks or shifting will be subpar.

     

     

    Ciphers are in the same boat, you can  go to control powers and strength, or get damage powers and have poor focus generation  

  11. Not really bad overall - the wizard is a great candidate for multiclassing because of his very useful self buffs and a few other powerful spells.

     

    But in general single class wizards (and every other single class caster) suffer from the problem that more than 50% of their abilites (aka spells aka invocations) are trash in the current state. Sure, there are some really good ones, no doubt, but why are so many of their abilites so bad in comparison? I don't want casters to be one-trick ponies. In theory they can choose from a ton of different spells - but why should they ever pick the thrashy ones? To create a real challenge or what?  :getlost:

    well, that was an issue in POE1, basically, you would pick best 4 spells for level, and out of the 4, you would mostly use 1 or 2 of them.

     

    Wizards do get grimoire, which is kinda like their level 0 feature 

     

     

    I feel with stat changes and everything, druids are worst out of the casters

  12. For example the club is good if you use it as a Skald who is casting Killers Froze Stiff. That invocation targets will. I can't remember now but I think that Carnage does not work with the club's modal, so no AoE will debuff.

    well that excludes barbarians as both defenders and controllers, carnage seems like a gimmick now, and barb is not worth it unless you want just damage dealer

     

    the build I had in mind exactly skald/barb, using carnage with modal to debuff multiple enemies, get lots of procs for skald feature, and using shouts for damage, debuff or control, depending on what weapon modal I am using

  13. resolve is not pumping casters for damage benefit, cause now if they wont to do damage with weapons, including wands, scepters, or rod, they need strength for that as well.

     

    Resolve now splits focus of a build, as for pure offensive caster you need both strength and resolve,which is why the new system is mechanically weaker, now if you pump res and dump might, you'll have more deflection, and weaker attacks, yaaay

     

     

    also messes up some classes like chipers, all in all its a bad decision, based on the outcry from some DnD fans, that made this game far less interesting mechanically.

    Game is now mechanically weaker   

     

     

     

     

    as for cast times, spells are now per encounter, having fast fireballs spam every battle would take any difficulty from the game, now its not a problem, people who dont like to be challenged, can play on easy 

  14.  

     

    I don’t think cast time issue should be fixed by any attributes, it needs to be fixed by itself, from its own mechanism.

     

    If a fireball has same power as Minoletta’s Bounding Missile, then they have to be at same cast time. Now they are not. If a level 1 Spell is as strong as a level 3 Spell, then it should has longer cast or recovery time, versa vice.

     

    I don’t think fix a problem by changing another feature is a good idea.

    I think it depends on how you view casting time in general. Personally I see it as a new mechanic, as casting time wasn't at all the same in PoE 1. If they've removed a mechanic that effected casting time originally (interrupts being ubiquitous), and removed an advantage that went along with that mechanic from an attribute (Concentration), to me it makes logical sense that Resolve should now benefit from a new advantage that reflects the mechanistic changes that have been made in PoE 2 (longer casting time).

    Honestly I prefer they first fix cast time inconsistency. Then add whatever spell bonus to Res.

     

    Any test or playthrough or feeling is based on a unpolished spell system now, which is inaccurate. Like we all feel fireball and summon spell takes years to cast, but spells like Bounding Missile are Ok to me. They are powerful and has a fair cast time.

     

    its not inconsistency, but balancing, fireball and summons have the bigger effect on battle than magic missile, only cast time i feel is off  is for conjured melee weapons 

  15. also BTW, i dont think stat that exemplifies stubbornness(resolve),  should be connected on how strong you can manifest your fireball, actually if i want to put something else in resolve that makes sense to make it worthwhile, that would be the duration of effects, aoe size fits intelligence very well, especially when bonus you get from intelligence avoids friendly fire.

     

    as for casting times, well, there is new mechanics with the concentration, and the fact you can switch targets or move aoe placement during cast time is a good compromise.

    You get longer casting times, but your spells are more flexible    

  16. If we put the fact that Might system is mechanically better aside, there were 5 playable NPCs in POE1 that were casters, Durrance, Kana, and Hiravas had higher might, while Aloth and grieving mother had low might.

     

    I never thought that mother and Aloth acted strong, nor that Kana Hiravas and Durrance were physically weak, so they exactly acted according to their stats :D

  17. The only real problem with “might” i had in PoE was that game itself was inconsistent in what it is. All of the above is fine. I am fine with might representing mystical capability of the character whenever it is using melee, ranged, guns or spells. I am fine with potent magic requiering physical strength of a wielder. But if the second is true, present mages as such, rather than traditional D&D bookworm, only sourounded by books, stuck in basements, without much light or excercise.

     

    It’s not that “might” wasn’t a stat I was expecting to see (I found character creation straightforward and satisfying). I just count figure out what the stat represents and it seemed like game wasn’t convinced either. There was inconsistency between stat discription, how the stat was utilised incconversation and how high “might” NPCs were presented.

     

     

    that's true, but I think they included describing might as some form of spiritual strength just to appease to people with preconceived notion that for magic you dont need any form of fitness.

     

    Might over strength system is way more robust and customizable system, which why I think is mechanically stronger and thus better for the game

    • Like 1
  18. might does not need to be a spiritual strength at all, because all we know, manifesting high voltage bolts of lighting is not for the faint of heart

     

    The way DnD developers thought of a system of how magic should work is not reality because we dont have magic in real life. 

    The closest thing we have for reference in real life for magic is Gods of mythology flinging lightning balls, stage magicians, and cannibal tribes thinking that eating hearts and drinking blood will make them invulnerable. 

    Neither of those dont give an impression of being wimpy and physically inept couch potatoes. 

     

    Just because DnD system made it out so mages are wimps, does not mean that every game should follow same rule, and its not like you couldnt make powerful mage with low might in POE1, actually controlling mages who could dump might were arguably more powerful IMO 

  19. I've made this argument before so if I sound like I'm repeating myself just understand that its' because I really like the original concept behind might and its' implication on spell casters in that it allows them to break their traditional mold while simultaneously making their traditional mold make a lot more sense. 

     

    Might is a measure of your physical and spiritual strength. It is stated as such directly in its' explanation within the game. It is not either or, and the game is not confused by acting like your mage character with 18 might is physically strong; he is. The implication is that the stronger you are physically, the more capable you are in exerting your spiritual energy to more powerfully employ the use of magic, or zeal, or mind control, or chi mortification. 

     

    Something that has always bothered me about the classic intelligence wizard of DnD is that they are supposed to be the smartest character in the room by the way of their meta-game reliance upon intelligence for the basic premise of their class to function, and yet the vast majority of wizards that I've played with or role-played as approach their issues by exploding them with fire, which strikes me as a very simple solution for a character that is supposed to be the most intelligent person most people will ever know. 

     

    Might being a measure of physical and spiritual strength allows for a physically powerful wizard who utilizes spells in the manner you'd expect of a physically powerful character; preferring brute force to overpower their adversaries with firebolts and lightning. Meanwhile the Intelligent wizard prefers crowd control to tactfully manipulate the battlefield in a manner that I would expect from a character who is supposed to be the highly intelligent. Both methods work, and having both methods available means that you can create wizards who are vastly different in character where as before every wizard I've ever played with was kind of just the same archetype. 

     

    I liked the way Might and Intelligence functioned as it seemed to be a good marriage of game development and role playing opportunity. While I do agree that Resolve needs to be made more relevant in some way, I don't feel like turning Might into Strength is my preferred method of going about it. 

    I totally agree, I actually preferred this system over DnD one, who says that manifesting powerful balls of fire is not physically exhausting, while lets say messing with minds needs a bit of attention to details and thought to it. 

     

    the issue is if people who complain about might mages are a vocal minority, while most of the people just play the system, and dont complain because they like it

     

    The biggest issue with people is when encountering something new, is that they have preconceived notions from previous experiences of how it should work, even when taking a look changes made in POE2 from POE1 lots of people think without checking that everything should work like they used to in previous games. 

    The usual excuse by those people is " its not intuitive" which is in my opinion just excuse for i am just lazy and dumb, because most tooltips will say you exactly what you need to know. :D

    • Like 1
  20. wizards didn't have to have high might, actually, best of their spells were of controlling nature, and that means you could go low or average might, with high perception and intellect.

    At start of POE1 level 1 you could cast magic missile or oil, guess which one was nerfed :D 

     

     

    I liked the might more than new strength, because every stat had some meaning to every class, and this doesn't change much, its just that now you will be choosing to do damage either with spells or implements.

     

    Now we have issue of real muscle mage, holding wands and casting debuff/buff spells :D 

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