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anishar

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Everything posted by anishar

  1. You can assign groups; select your first character and press Ctrl + 1 to set it to group 1, should fix your issue
  2. Ooooooh! Makes sense, then i wish the UI would tell you this, by turning the flame icon green or something like this, currently it is not very intuitive
  3. i don't think they ignore, just a lower priority compared to other things i guess
  4. https://imgur.com/a/7HOJetA I suppose considering their name and the environement (lava), as well as other enemies (magma oozes), those "flame" nagas are supposed to have extra fire armor, not lower at currently 3 fire armor it feels off, i suppose it is not intended
  5. it's a boss we're talking about tho, not a random minion, it takes 3 entire scene to get to it, a rather long quest, and you could just charm it and win without effort? i doubt that's intented, or it is terrible design
  6. When you create a multiclass character, you select 1 ability for each class, available at lv 1. When retraining however, the character loses those selected abilities. Resulting in a virtual 2 talent point loss when retraining
  7. It has to be an error, a boss should not be vulnerable to the most powerful CC available, it makes no sense
  8. Hello, I've noticed the Giant Cave Grub (old city boss) has a curious Intellect Affliction WEAKNESS, i suppose it is meant to be an immunity and is not intended, right? Currently you can just spam charm the boss with any confused effect, making the encounter... Not interesting at all! Also as a side note, i made a new run with the latest version, and it seems like early game difficulty was reduced???? I've had a super easy time so far... PotD is meant to be difficult, please do not make it easy because people say it's too hard... We already can roll over any encounter without optimizing our characters, using potions, rest/inn buffs, weapon poisoning and so on... PotD should push players to make use of all the interesting game mechanics meant to increase your power to win clutch fights! There is no clutch fight at all currently. Please, i beg you, raise the difficulty, PotD is not for everyone, don't lower your standards! I am currently very disapointed to see fights were made easier...
  9. Follow up feedback : Reached lv 17 and i will stop the run there, did most of the side quests and islands, from mid game most encounters felt unchanged for the most part (work in progress i assume?). Summon issue aside, what i've noticed was that from mid game encounters against enemies at our level (or scaled up to reach our level) were not challenging at all compared to early game. I feel like scaling upward should not have a limit and take player level as a base instead of scene level. When going for a more "completionist" run, a lot of content ends up being low level quite fast and it doesn't scale in a challenging way. Some of the fights were really good however. I liked the "ambush" at Poko Kohara's ruins entrance, i wish there was more ambushes like this (havent faced any after that point). The enemy behaviour seems improved as well, enemy mages really try hard to protect themselves with reflect shields and arcane veils (which i simply remove with Arcane Dampener but that's still interactive and i liked that); my more fragile characters are under some pressure, it definitively felt better. But ! I still feel like most of the pressure comes from Rangers/Cannoners/Mages, i am yet to see a sneaky melee rogue bypassing my tanks with shadowstep. Also i felt like having a Cipher in my party made things rather easy, i did not face many high will opponents (only few mages were hard to mind control), and the most powerful bruisers have low will and don't have int resistance affliction/immunity for the most part; also i figured Will is super easy to reduce compared to other defenses (Club Modal, Wizard Miasma, on top of all the resolve/int afflictions and the few reduce All defenses tools). Fortitude however felt really hard to reduce in comparison, after applying might and cons afflictions and the generic -alldefenses debuffs that's pretty much the max you can do, there is no ability in the game directly targeted at either reducing might/cons/fortitude specificly other than generic might/cons afflictions (Wizard Miasma reduces intellect without being an Intellect affliction for exemple, so it stacks with int/resolve generic afflictions). I had a lot of armor debuffs in my party (wizard Expose vulnerability, chanter Hel Hyraf, as well as Cipher Phatom Foes applying flanked status), and it seems like it stacks, resulting in an almost 100% uptime -5 armor on enemies. I feel like armor debuffs should be a status as well and should not stack as it currently does, with multiclassing it's very accessible and kind of breaks the difficulty. Overall i feel like some classes are really stronger than others for this mode. Cipher in particular, i feel like Charmed should be at the top of the Intelligence status instead of Dominated (and dominated should be gone, with a derpy confused/charmed in-between status as the new mid tier). It is a lot stronger than the highest tier afflictions (Paralyzed and Stunned), yet a lot more accessible, earlier, cheaper, and it lasts a crazy long duration as well. Not only does it "remove" an enemy for the duration, it also gives you some extra power! In hearthstone Mind Control is a 10 mana card (most expensive), meaning you only have access to it at the very last stage of the game. Whisper of treason is available lv 1! Paladin and Priest feel like must have due to their accuracy party buffs; Wizard and Chanter are also quite valuable for their aoe armor debuffs and paralyze, and Druid feels quite underwhelming. They do not provide any good utility, and can only shine through healing or damage numbers, which is not enough to justify taking it over any other class who's also going to do heals or damage (with slighly different numbers), but with really good utility on top of it. Nature's mark is ok early game, but they have nothing for late game; and their armor debuff is super long cast, single target, short duration. The shapeshifting is their identity and is what makes them unique, but it doesn't really benefit the party that much if at all.(especially for Life Givers... Be punished for using what makes your class unique, hmm...) Changes to martial classes felt really nice however, especially fighter's Charge not being an attack anymore as well as Rogue's abilities buffs, they seem to be all strong and they also open really fun multiclassing options.. To sum up this block of text : - Scaling upward during mid game/late game when doing "lower level" zones does not accomplish much - Specificly designed encounters with cheesy ambuches felt really good, more pressure on backliners would be appreciated (with melee rogues using shadowstep for exemple, or a barbarian carelessly leaping in etc...). It is still very safe on the backline right now. - Will is easy to reduce, Fortitude is hard to reduce, armor debuffs stacking feels wrong/too strong - Ciphers feel too strong and Druids rather weak - Martial classes are in a good state
  10. i'm experiencing the same issue, both on live and beta, i interact a bit with him then he turns friendly and the only dialogue options i have is "i'm still hunting for grimoires" while he didnt give me any quest
  11. Yeah from mid game i'm experiencing a similar situation, well scripted AI are enough to win most fights, and if not i just spawn every summon and it gets the job done in no time... Early game is the most challenging part so far. Hopefully they increase difficulty for mid game/late game content
  12. To deal with the looters in port Maje, what i did was to wait until i had a bigger party, then sneak up to the left side and bait/aggro the ones in the water, you can kill them this way without taking aggro of the rest. Then for the drake at dig site a simple Whipser of treason from an adventurer i recruited was enough to deal with it. So far i've had no problem getting through the encounters, i'd even say some of them are too easy from mid game. Early game felt challenging but doable to me. At least i managed to defeat those encounters without too many reloads. I'm ok with PotD not being for everyone, that's kind of the point ! But please don't make them make the game easier, it's really not "that" hard
  13. Hello, Made a new run on the beta patch with PotD difficulty scaling upward only, currently level 12 and i have few feedbacks concerning the difficulty. I think the early game is great, however after Neketa things gets a little awkward. - The Old City in itself was overall ok (first room to get mowdyr is rather easy, then it gets harder, makes sense), the Skeletton fight to get the cornet of depths was super hard i like that a lot, however the boss felt super easy in comparison. I would suggest to either make the skeletton fight slightly easier or to make the boss encounter straight up harder. Right now the skeletton fight is the actual boss - There are a lot of super strong items that are quite easy to get with stealth/mecanics in neketaka, basically every shop in Periki's overlook, as well as the Summon item from Delver's Row (Shadows) and the summon Dragons Neck right next to Neketaka. Once you get those items you can basically pop every summon, every Empower, win every fight easy mode, rest with 1 water or 1 hardtack and there is no challenge anymore. I believe summon items to be too strong considering they have no drawback, most of them barely have a cast time, and can be used every combat due to unlimited rest. These items also make the Summoner Chanter build kind of useless as your party can do what he does without taking a character slot. I would suggest either to limit summon items to 1 per party instead of 1 per character, or to make summon items having Charges that does not replenish when resting. (Limited uses, then item is gone forever, so you only use them as a joker for very specific encounters you're struggling with). Another solution would be to add penalties to these items (Your character loses stats, ressource points, dies with 1 injury or whatever, any drawback will do) There are most likely other/better options, but current summon items state is not properly balanced i think. 0 downside, just straight up flat increased power for every encounter, not fair! Then when it comes to numbers, at mid game the armor/defenses feels alright, i have to apply some debuffs or i get some "No pen", the accuracy buffs don't give me super high chances to hit, this is fine, without Summon items the fights are not free win, but it somehow doesn't feel as challenging as the early game fights (the one right before Aloth with boars panthers and a drake is awesome!). I think this is due to party composition getting stronger with levels, more powerful abilities and gear, the difficulty somehow doesn't keep up that well (where i'm at, at least). I will continue the run and see how the scaling ends up working for late game. Will give more feedbacks at that time. But for now, the biggest problem imo is summon items. Wayyy too good
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