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About happyelf

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  1. I haven't read the entire thread but in case this isn't mentioned, you can narrow the formations, they're actually on a 3 by 3 grid.
  2. They've said pretty clearly that they want fighters to be a simpler class. I would prefer a more complex fighter, but I don't think we're going to get one. That's a pretty minor change, and the thing is, it's not every class that needs this.
  3. Good to know, but i'd still prefer a more direct option. (edit)It sounds like it allows some editing of characters, as well.
  4. I'm not saying the Poe fighter should be like the 4e fighter, perish the thought! Honestly i'm kind of tired of hearing about how group combat means we have to put the fighter back in its box. I get it, in fact IIRC I made the point about multiple pcs to manage on another forum way back, before the devs even mentioned it, but sooner or later we need to talk about a class as a whole class, not a muggle/grog used simply as a meat shield. As for the weaponmaster, that sort of design is what is, if anything, missing from the POE fighter- if people are saying it's dull, and it can't be more
  5. surely that depends on the talents? If the talents are merely '+2% to hit rolls' then yeah. At the other extreme they could combine 'uncanny dodge, counter-atttack and regeneration+10' into one talent and be a choice between that and 'combat expertise, whirlwind attack and war-cry' or something that's more OP. It depends on how many talents there are to choose between and how powerful/specalised those talents are. Even 3-4 talents can make a huge difference if the talents each make a real difference. Perhaps talents could be used to spec your fighter to be more 'fire-and-forget' vs 'hi
  6. If POE fighters were like dnd4e fighters, nobody would be calling them boring. Contrary to many of the arguments in this thread, if the POE fighter ends up being boring*, for most people it won't be because it doesn't share enough with the IE fighter- it will be because it doesn't share enough with the 4e fighter(whether they realize it or not). Fighters in 4e have a lot more than 2 choices under the blanket of the Weaponmaster, because weaponmasters get powers selections and as a result, genuine options. Josh Sawyer has claimed that talents will give fighters more options, but with s
  7. It would be really useful to have free level 5 hirelings, and a kill option in the tavern. Maybe you could order a round of poison? Put simply, the beta has hugely more potential if people can play around with a lot of builds. To make this convenient, allowing them to purchase new pcs easily is a must, but so is killing off the companions you presently have, preferably on the same map. The alternative is grinding for cash and running off to find a beetle to merc your BB pals. Just think of how many class combos people can play around with, if they can get a new party set up in town qui
  8. Obviously, but then you can say the same thing about Deflection, which makes Josh's suggestion to swap that effect from RES to INT unnecessary as well. There is clearly a limit to how much you can balance for a character who is never at risk. Right now I have bb Wizard running around in his underwear, and it's not just to teach snooty wizard dudes not to act so high and mighty. In theory you can have a naked wizard with con 3 tearing **** up but in practice AI and encounter design have to play a role in balance. That doesn't mean that the system shouldn't balance the back row as much
  9. Having read everything I am still leery of so much complexity hiding under the hood, but it's not that big a deal. It looks like the issue is being solved either way. For me, the real issue that remains isn't anything the player can read- it's what they can see, hear and feel in combat. Players can read the descriptions, even the combat log, but unless they can clearly mark it out on screen, it's not going to be real for a lot of players, and will leave people detached and frustrated. Grazes, hits, and crits are only really defined by their results. It feels good to crit and have the s
  10. That would work mechanically, but not intuitively: why would a whiff be as likely to interrupt what you're doing as a crit? I think it'd also make the combat murkier. There's already a lack of feedback, which would be pretty easy to address with different sound effects for graze, hit, and crit, a blood spatter for hit and crit, and e.g. a shaking screen for a crit. If you'd have to add separate FX on top of that for interrupts, it'd turn into mush, and if you didn't have FX for interrupts, you wouldn't be able to get a feel for when they happen and how they affect things. I.e. I don't
  11. I'm still reading through the pdf and thread, but has anyone considered having interrupts separate from attacks? Do they need to be related to hits and defenses? Why not have resolve and perception in their own silo? Whenever you make an attack, hit or miss, you have an interrupt chance, opposed by your foe's resolve. People would need to pay heed to resolve instead of just making do with better defenses, but how else is resolve going to be a clear option?
  12. It's a beta, but it's hard to offer feedback when bugs get in the way. I'm waiting until some fixes are in to ramp up the feedback; right now there are too many known issues in the way of knowing how certain things really work.
  13. If the circles and the cursor were set up right, they could solve a lot of the incoherence in the combat. For instance, as noted, circles could flash/pulse when they or their character are mouseovered or targeted via template, with a cursor change to match. Cursor and circle could pulse in sync, to make it very clear what's going on. It's also useful to consider if the circles might need to overlay the models in some cases- that could mess things up, but what's the alternative if they're covered in models? With no rotation in the camera angles, there's little to offer clarity in a mele
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