Jump to content

Titus_Draconius

Members
  • Posts

    17
  • Joined

  • Last visited

Posts posted by Titus_Draconius

  1.  

    I dont think you have any idea what you are talking about. You want to replace might by dex for some classes, whats the point? They will just dump might then. Each class will have dump stat might or dex. 

    And no, I dont agree with any of your points. 

     

    Your outrage inducing attitude has turned this exchange into an insufferable affair, and it was wrought with hyperbole and needless exaggeration to begin with.

    • Like 1
  2.  

     

    1. Prior design for stats seem to favor RTwP and action speed. If DEX would give damage for ranged and finesse weapons for instance, people would rage less about what DEX actually does. 

     

    2. If stats are not changed, and dex is still mainly about action speed, there needs to be some pooling mechanic for initiative I think. Essentially, if you are considerably faster you could get to act again after your bonus pools up after a few rounds for instance.  

    1. What about armor? Also more dmg? It doesnt make sense whatsoever. We dont need another damage stat. I want to be able to spam debuffs on enemies, I dont always want dmg.

    2. It looks like super simplified version of what I proposed that is equally hard (if not harder) to implement

     

     

    1. There already is a damage stat which is might. What I meant was might can be melee damage, dex for ranged/finesse weapons and int for spell damage. I am aware this would completely change the philosophy behind the stats but DEX needs more importance right now. Some sort of avoidance if you are wearing light armor could also work. All these steps would bring PoE a bit too close to D&D though. 

     

    2. Not sure what you are trying to convey about my second point frankly, I guess you agree with it. It would be up to the developers how to implement a mechanic like this and decide how to make it work easily. 

  3. Traditionally in turn based tabletop rpgs like d&d, as you level you get to make multiple attacks in your action. If you have a weapon that needs reloading, you only get to make one attack despite of this. Since we don't have multiple attacks here there doesn't seem to be a disadvantage. 

     

    Maybe a disadvantage wouldn't be needed if they are relatively equal to the weapons which don't need reloading? 

  4. you presume too much with the "needs total overhaul" statement. This model of sequencing can work, people just need to get used to the idea that action speed doesn't do much anymore. 

     

    Following adjustments could bring more balance I think:

     

    1. Prior design for stats seem to favor RTwP and action speed. If DEX would give damage for ranged and finesse weapons for instance, people would rage less about what DEX actually does. 

     

    2. If stats are not changed, and dex is still mainly about action speed, there needs to be some pooling mechanic for initiative I think. Essentially, if you are considerably faster you could get to act again after your bonus pools up after a few rounds for instance.  

    • Like 1
  5. https://forums.obsidian.net/topic/107044-too-poor-to-sail-about-ship-management-and-upgrades/?p=2120454

     

    recent thread which covers many ship combat issues and pov.

     

    additional observations: 

     

    most basic tactical approach is simple to get into optimal range, hold position and then fire.  jibe and repeat.

     

    voyagers will run at first sign o' trouble.  disable their sails with chain shot asap.  is also a tactic for rathun, but they appear to be able to move at a nice clip even with complete disabled sails. 

     

    easiest strat is to load dhow with double bronzers, 4 star cannoneers and best hull upgrade.  two double-bronzer volleys with high skill cannoneers will have high % chance to sink any ship in the deadfire.  'course chances are you cannot afford to do such early.

     

    alternative early strategy which makes best use o' limited funds:  before any ship combat, save scum at every shipwreck until your sloop has 4 long guns and a spyglass.  low-tier foes will not have the cannons to fight at range.  but again, foes will run away if you have out matched 'em.  disable sails first is worth considering, 'cause is ez for a ship to successfully run away if you are fighting at +500 metres.

     

    hold position provides a nice cannon accuracy bonus.  'course hold position will make it easier for foes to hit you. if you got 4 star canonners, you may shoot on the run and maintain high accuracy.  doing such will often result in you always getting first shot, so to speak.  first shot is important as it tends to lead to loose cargo, men overboard, flooding and fires to deck and/or sails.  can often get in a second volley after a jibe before a foe may attack once.

     

    biggest difference tween ship combat success and failure is not tactics but strategy, where strategy is simple buying ship upgrades when you are able to afford them. provisio: don't buy any ship more pricey than a dhow as doing so became prohibitive after a build update months past.   dhow with right guns and crew will sink any foe in the deadwater w/o much sweat.

     

    HA! Good Fun!

    I will make sure to try these techniques out, thanks :)

     

    The best way to avoid death by gunshots during boarding fights in my opinion is to use a large shield in the secnd weapon slot and to take Weapon Proficiency Large Shield. At the start of the combat pause and switch to lage shield and activate The Wall. This helps a lot. Not only because the deflection is high but because the incoming damage gets greatly(!) reduced.

     

    After the initial volley it's rel. save to switch back and play as you are used to.

    This is excellent wisdom, thanks. For my wizard the idea of a shield was sort of anathema in my head but it's time to evolve :)

  6.  

     

    I still don't understand why they didn't introduced something simple as spawning your characters with your formation.

    well...yeah...I mean if the player gets boarded then sure, then there could be an element of chaos I suppose. Even then it should take a while to get boarded I imagine, with the enemy ship getting closer and everybody should see it coming at that point. Honestly I don't know why the formation gets shuffled like that. 

     

    am suspecting is a basic ship mechanics or dialogue issue.  after ship dialogues with gods, your formation is changed.  poe had a number o' similar encounters.  skaven under-temple forced dialogue would alter party formation and at least one dragon encounter did similar.  forced formation shift is literal the first thing we complained 'bout when ship boarding were implemented.  no traction.

     

    in any event, ship-to-ship combat is actual a bit exploitive. you are able to engage in ship combat as soon as you leave port maje waters and neither the difficulty slider nor the enemy ship level limit your chances o' success.  sub level ten player will be able to reduced named ship captain population o' deadfire waters to zero, resulting in much unique and superb gear becoming available for your lower level character, as well as providing much experience via ship bounties.  do all ship bounties and start nekataka at level 10-11 and with superb gear... and have a nice bit o' money too.  

     

    HA! Good Fun!

     

    When you introduce sandbox elements to an otherwise linear experience I think this kind of stuff is bound to happen, though it's part of the fun I think. To come up with ways to do things out of order and be stronger than the game expects you to be is great fun in my opinion. 

  7. I still don't understand why they didn't introduced something simple as spawning your characters with your formation.

    well...yeah...I mean if the player gets boarded then sure, then there could be an element of chaos I suppose. Even then it should take a while to get boarded I imagine, with the enemy ship getting closer and everybody should see it coming at that point. Honestly I don't know why the formation gets shuffled like that. 

  8. the ship boarding equation sucks, particular for lower level and squishy pcs.  our first play through were a helwalker contemplative.  freaking nightmare to always be in the vanguard during ship boarding.  

     

    over-level is best bet if you are gonna do ship boarding, but am gonna suggest changing the equation itself is your best option.  ship-to-ship combat provides more xp than boarding. is equal numbers o' folks who has tested ship-to-ship v. boarding and there is a split o' opinion regarding which exercise provides more 1007.  am increasing convinced the only difference is perception.  there is an element o' randomness in ship 1007 rewards, and from relative limited sample sizes, people is drawing unsupported conclusions.  regardless, ship-to-ship combat ignores difficulty slider changes.  ship-to-ship combat is no more difficult on easiest difficulty than potd.  in fact, ship combat ignores character level and abilities save for ship-specific ranks. 

     

    if you are playing a squishy doing ship boarding, overlevel... or avoid boarding altogether.  

     

    HA! Good Fun!

     

    ah ok, before I never considered ship combat a possibility actually, because: 

     

    a) I didn't like the mechanics / approach as much. 

     

    b) since in my earlier play-through I got so much loot from intimately murdering everybody in person, didn't imagine I could approach that level of material gain. 

     

    Interesting I will look into that.  

  9. Hello! 

     

    I am a wizard. I tried to board a ship. The following happened:

     

    1. The game completely changed my marching order, placing me on the front.

     

    2. The first second of combat, every single member of the enemy crew proceeded to target only my wizard.

     

    3. Death scene from bonnie and clyde (1967)

     

    4. After a few reloads I managed to preemptively heal my wizard and through a complicated series of manoeuvers succeeded to hide him in a place with less LoS. 

     

    5. Every single member of the enemy crew proceeded to target only my wizard, ignoring everybody else and eating opportunity attacks from my front-liners. (thus my wizard becomes a sad and bloody chum bucket in the corner by the stairs.)

     

    So what should be the strategy here? Over-level every other ship and then overpower them? I tried the cleric isolation spell. It worked to save my wizard's life, but I rely on him to do damage, so by the time it runs out everyone's dead. Buy min maxed npcs from taverns and pirate with them instead? Just avoid pirating with a wizard pc? I mean I remember bathing in the blood of my enemies in my paladin play-through. 

     

    Any build and strategy help or even exploit of AI or mechanics is appreciated - because seriously this situation deserves it I think.

     

    This is on veteran difficulty btw, not even in PotD. Many people must have managed this, so obviously I must be missing something.

     

    Thanks & have a good day!

     

     

     

     

  10. *Comes back after months of waiting to have a complete and stellar playthrough experience*

     

    Unique items ruined when you crit-kill the creature that has them.

     

    Response: "Oh yeah that game ruining bug will be fixed on the next major patch."

     

     

    I am sorry if I am exaggerating here but isn't this something that needs to be addressed rather quickly with a hotfix or something? Am I missing something - maybe 3.1 is right around the corner, expected to be released in a week's time? Sorry if that's the case, it's my fault to have been misinformed. 

     

    Again I know I must be sounding a little entitled here, and I apologise. It's such a bummer to have this kind of a bug at this moment of time though, sorry to say but rather disappointing. 

  11. My prediction of what's going to happen after wizard is "balanced" :

     

    1. late level spells won't be worth casting. ( because of casting times and point 2) )

     

    2. Weapon casting spells will be buffed. This will be the best damage dealing option. Especially combined with +hit and convert to crit buffs coming from ranger and fighter.

     

    3. Defensive self buffs will be nerfed. HP and deflection from other classes will be necessary.

     

    4. Because of 1,2 and 3 wizard is going to be a great multiclass option, but a terrible single class option.

     

    I think I'd rather have the wizard as a very potent single class. Meh in the beginning, weak and pathetic even, but Dr. Strange at the end. Is this so wrong to ask?

     

    Concerning resting: Make it like tabletop rpgs, if you rest in a dungeon it should feel risky. Add punishing ambushes.

  12. I really wish the effects of power levels were more clearly displayed. In D&D for instance when you look at the description of a spell you will know what the spell is going to become at later caster levels. In character creation I think there are some problems with information in general, like missing links and tags for many abilities and effects (even few typos.)  For a lot of people this might not be important so it's a nitpick admittedly, but I enjoy having all the information and planning before the game begins.  

  13. I know there is great power in there somewhere. (People have observed so at least.) I on the other hand feel like wizards aren't as...impactful. I have only played up to the 2nd power level so It is too early to draw any conclusions of course but I feel like:

     

    1. In the beginning casting and recovery times are too long for what happens after the spell lands. Do the power levels improve them and make them worthwhile?

     

    2. Enemy AI tends to drop engagement and hunt down isolated, squishy ranged dps. Heavy defensive values alter this aggro behaviour somewhat. So medium / heavy armor doesn't look so bad. This would naturally wreck recovery. So...does that mean increasing dexterity and taking low recovery high casting spells is more favourable? Or just self buff instead of armour?  

     

    3. Where is the power? When do you start feeling it? Which spells help turning the tide or devastate the battlefield? 

     

    4. In PoE 1 I felt like things were more like in D&D where spells from every tier were easier to cast, had a more noticeable impact, but limited in quantity. I really liked this. In Deadfire, I feel like you just ignore the first 5-6 tiers and hope you get to the good stuff. 

     

    So essentially what's a great way to build a single class wizard? Can someone teach me how to approach this correctly?

     

    Thanks. 

     

     

×
×
  • Create New...