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Irori

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Posts posted by Irori

  1. The LAST thing we need is incresing hitpoints for cheap "challenge". All that does is slow fights down, not make them harder. I think the difficulty is in a good place for the average player. I find normal difficulty fairly challenging. If you want a proper difficulty increase for POTD, add more varied enemies, preferably ones that will cover each other's weaknesses and (Ideally) Make enemies smarter.

     

    Making sure that enemies don't just die to a strong alpha strike is also pretty important.  The increase in health will mean that "there will be multiple rounds of combat".

     

    In PoE1 one of the key things I abused a lot are doorways, but seem like in PoE2 maps feel a lot more open.  Ship battles in particular is essentially one wide open field unless you count the stairs...

  2.  

    Troubadour's summons have 4x more hp, last much longer, are much bigger and so they can block corridors more or less just as well as more numerous but smaller summons, and at PL7 Troubadour can block enemies much better because he can summon 2x more skeletons with Brick Recitation + whatever is the name of skeleton Chant. At around 20 INT that's 5 skeletons that Troubadour will have, plus whatever Invocation summon he chose. On top of all that, Troubadour is more versatile and can cast other invocations more frequently than Beckoner. It's not like Beckoner can spam invocations without overriding previous ones.

     

     

    And yes, size matters! :)

     

     

    isnt it just x2 more HP?

     

    Smaller summons = more surface area = higher dmg.

     

    My biggest issue is still the duration of summons.  They just dont last long enough...

  3.  

    On on a multiclass chanter beckoner in backline you think ogre are the best?

     

    No, because Beckoner's summons are so tiny that ogres probably look like midgets. I created Beckoner just to see how much smaller summons are, and as soon as I spawned those skeletons on lvl1 I said no thanks. Wyrms look like mosquitos. Although, in all fairness, Ogres are so huge that maybe even with Beckoner they would look okay as some kind of human-sized barbarians.

     

    Smaller size, esp for melee summons, means you can add in more damage per squad inch.  Having more summons also means more targets to distract your enemies.

     

    My biggest issue with skeletons is that even at 20 int, they dont last long enough.  Wurms default at 25s while skeletons are at 12.  Using skeletons end up eating up all my phrases while I can weave in a paralyze when it comes to wurms.

     

    Part of it depends on your party composition, do I want more DPS or do I want more meat shields?

     

    Ogres I love a lot due to their tankiness and cleaving attack + is base 25s.  Drop a HoT on them and they will tank for ages while cleaving everything down.

     

    By the time you get to animated weapons and dragons, the game should be over and every encounter trivialized.

  4. Can anyone tell if this atributes are good for Human Berserker/Devoted 19str 18con 3dex  15per 3int 19res  ?

     

    Dont drop int to 3, it affects frenzy duration and you are going to suffer.  It also decrease carnage AoE as well.

    Lack of dex means you hit very very slow.

    I would dump resolve, since fighter+berserker has talents to resist afflictions and defensive traits to make up for the lowered resolve.

    Might isn't as strong as you think.  Its an additive modifier to weapon damage.  There are other modifiers out there (such as weapon quality, talents, etc).

  5.  

    Rangers can probably use some buffs.  They lack this... "battle mode" a lot of other classes have (frenzy, swift flurry, stances, etc).  

     

    Rangers absolutely don't need a buff. People keep saying the class is weak so I'm running PotD with single-ranger as my main.

     

    I'm just sitting in place spamming Evasive fire to get rid of all level 10 - 16 contents. Use 47k Cp rifle. Boss is an enemy mage? Mark. Empower Accurate Shot. Bam. Over 200 crit damage, dead in one shot. Spam evasive fire some more. It's so OP to the point I sometime forget to control the mages because I was killing everything too fast.

     

    I'm waiting to see Post-level 16 come to fruition now. Buff, shoot, Evasive to the backline, use the pet line-prone to knock everything down, swap to double saber and just AoE spin everything to death. Laugh if you crit and the Gatebreaker perma knock down everything.

     

     

    You see, there are several issues why ranger imo just isn't on par with others.

    i) Other class can often become super strong without needing a 47k cp rifle.  When we take things like unique items into account, we have chanters who regain empower orb with a sword, monk with the frost bow who would just annihilate stuff.

    ii) 200 dmg per empower is actually pretty weak when empowered spells from casters can just kill several enemies.  Its not rangers, it just empower.

    iii) The only big thing rangers have, imo would be their pet.  Since a lot of abilities from other classes do not have weapon requirements.  Sadly, this means a monk with swift strikes, or a barbarian with frenzy may make a stronger "ranged weapon user" compared to the ranger class.

    • Like 1
  6. The introduction of multiclass is what really breaks how classes work in general imo.  At some point, maybe in a giant future patch, there can be certain "pure class" only low level talents/abilities.

     

    Chanter is one of the biggest culprit.  By themselves, they are this slow caster with powerful invocation which they cannot cast too frequent (unless Troubadour).  Being able to multiclass into something else fixes their issue of "just being an autoattack bot otherwise".

     

    Full attacks feels a bit too powerful.  Hitting with 2x1 handers does farrrrr more damage than a 2 handed weapon.

     

    Some abilities like devotion for the faithful prob warrants a nerf, but it is also one of the abilities which kind of carry the class.  Would like to see maybe other tools of the priest be buffed.  In particular, its kind of odd how a druid has more healing than a priest.  Maybe priest can use more damage mitigation tools?

     

    Rangers can probably use some buffs.  They lack this... "battle mode" a lot of other classes have (frenzy, swift flurry, stances, etc).  

  7. A very slightly accuracy and defense buff to enemies is nice: but not to the point where it would be difficult to apply debuffs and other crowd control enemy, or a point where an enemy archer can just take away 1/2 of the HP off your priest with a crit.

     

    End of the day, I think part of the issue lies in certain class and mechanics balancing.  Full attacks for example, is a nice concept but is far too strong, a flat 25% reduction in damage (or buff two handed damage) would be more in-line with other abilities.  The same goes to empowered spells giving you an ridiculously strong alphastrike.

     

    What I really want to see though would be a significant hp buff across the board (+200%?).  Fights would be a bit longer such that damage over time and crowd control matter.

  8. There is a lot of perks and special procs when it comes to criticals, and priest is a fine enough support which makes the rest of your party shine by granting them Devotion+Dire Blessings.

     

    Their spells are pretty good: their main weakness probably would lie in the reliance on fire-base damage.  Thankfully not too many enemies are resistant or immune to fire.  Every party needs a primary healer for tough fights, and we really only have two choices: priest and druid.  The latter has more elemental offensive spells, and the former has the buffs.

  9. Wizards have some of the best bursts in the game later on.  Empower+a strong spell would often just wipe out a portion of your enemies instantly.

     

    Cipher on the other hand, I believe is meant for multiclassing in deadfire.  Cipher provides the power soulwhip to greatly boost damage, while the other classes have passives and other self-buffs to make them generate focus far faster than what "cipher alone is supposed to get".

     

    Cipher is probably better early game, as wizard just cast a spell or two then just use their auto-attack.  Once a wizard gets a few spells under their belt (like, fireball).  They will start to really shine.

     

    At level 4 you get Pull of Eora which pulls enemies into a vortex where you and other casters can just go nuts on.

  10.  

    I'm not nearly the number cruncher that Andrea and Boeroer are but here's my little bit of understanding:

     

    The only difference between a "full attack" ability and a "primary attack" ability is that a full attack will use both weapons (if you're using two weapons). While this might sounds like it would be silly to use anything but two weapons for these abilities, it doesn't actually work out that way. The inherent accuracy bonuses and passives you can take to make one-handed weapons more effective work to offset the bonuses of dual-wielding and your "full attack" abilities will still be effective with a one-handed set up. 

     

    Instead of hitting twice with your attack, you'll only hit once but that hit will more likely be a hit or critical hit, for instance. 

    So you mean full atack adds to accuracy if it's on a 1 handed?

     

    nope, just means that its balanced around the 1 weapon style being stronger than the other style passives.

  11. +1 to making it not proc off itself.  No need for a further nerf, as i think its the bread and butter of a monk.  Other classes have a lot more going for them (far stronger passives, utility to the party, stances, etc).

     

    Would also like to see more passives which buff fists to compensate for the lack of weapon enchants, similar to druid shapeshift buffs.

  12. Focus gained is based on damage dealt.  Guns offer burst (shoot at the start of battle to gain a large amount of focus).  Bows would give you better DPS.

     

    PoE1 thread here: https://forums.obsidian.net/topic/87129-what-is-the-best-focus-gaining-ranged-weapon-for-a-cipher/

     

    Multiclass contribute a lot to cipher focus generation since they have a lot of skills (such as swift strikes from monk) which help you build focus up a lot faster than before.

  13. Mercy and Kindness Followed Where'er She Walked, being a tier 8 ability, means you probably wouldnt have it til you are pretty much done with the game.  Is the build holding on before that?  Feels like "just a paladin that chants Ancient memory and throws out a paralyze now and then".

     

    Come, Come Soft Winds of Death may also have accuracy issues.

     

    Given such, how about just using Beckoner and use summons to help distract enemies?

  14. Might is the best of the 3 damage stats because at 20 it gives a straight +30% damage multiplier to all your damage.

     

    Might is now additive instead of multiplication according to https://forums.obsidian.net/topic/97530-might-turns-from-multiplier-into-additive-bonus/

    thus the premise is false.

     

    Right now potd/scaling seems to be broken, so accuracy is less of a factor.  I think there is a lot of value in high accuracy in resource generation, making debuffs hit, and there are a lot of talents which give benefits to crit (such as monk being able to echo attacks).  

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