
patronkus
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Yes, you can't just ignore it. Something else that has been tested however is that the summoned weapons appear to scale based off your level. Hence, you could try ignoring having an upgraded weapon and summon say the Spirit Lance and use that to ostensibly push your gear score higher while preserving some resources.
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Patch ideas?
patronkus replied to rdullaghan2024's topic in Avowed: General Discussion (NO SPOILERS)
For me... Remove carry weight, encumbrance is stupid, they got it right with the Pillars games Make respec free or cut the cost by like 90% Wouldn't mind some extra curricular way of additional skill points, maybe a collectable skill book or something, atm can feel quite starved for points Some way of more hotbar allocations, 6 options + Grimoire possibly is a bit slim especially since companions have activatable abilities The quality system is a bit too drastic I think, the gap between Fine and Exceptional for example is playing on baby mode or ultra nightmare mode Give out more crafting materials Some way of ascertaining more details about the actual numbers and mechanics. I want to know the AOE Radius, Damage, Stun, Attack Speed, Stamina Cost, etc etc -
I am more set on needing a character build thread now. I learned that when you respec, you basically retain your level. So that means after you spend your 1 mandatory point, you can drop points where ever in the tree up to your level. Reason this is important is say you are doing a Parasitic Staff build hoping to transition to Spirit Lance. Well once you unlock Spirit Lance you should respec and move your Parasitic Staff points to Spirit Lance because you don't need to progress linearly necessarily. That means in your builds you probably want to be respeccing at gear or level breakpoints. I will definitely be respeccing at 10 to get Stunning Blow for instance as Parasitic Staff builds dumb amounts of Stun and with its Stun AOE I bet it'd be crazy with Stunning Blows.
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Does anyone know how the summoned weapons work in depth? I have been using the Parasitic Staff and while functionally it appears to be a Great Hammer, I can't tell specifically because you can't hover over it in your inventory to see the damage or quality or anything. I believe the summoned weapons benefit from passives like Brawn or Stunning Blows but haven't thoroughly tested. Furthermore, how do they interact with Grimoire Quality and character level?
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I think it is certainly still relevant to include. The trees are very non linear and the way you path through them to assemble a build is still quite involved. Not to mention gear choices too. Furthermore, I think as space to just discuss the more mechanically focused aspects is important too. How certain abilities work, what abilities are strong, evaluating some more esoteric mechanics etc. For instance I have been trying to figure out how the summoned weapons work. I would like to know if they scale off level or grimoire quality or both. I can tell they work with some passives, for instance the Parasitic Staff is functionally a Great Hammer meaning it gets the benefits of passives like Brawn or Stunning Blows (untested but I believe this should work). A place to discuss this in depth would be helpful.
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Looking to do another run with BPM on POTD Upscaled. Last run I did I used a Beguiler and liked it a lot, very much enjoyed the chain casting to build lots of focus without attacking at all. Psion looked neat in the base game but just doesn't work in practice. I read BPM makes it much more viable but something I am very curious about is the Focus gain. Ideally I'd like to do Single Class Psion but the big thing for me is the Focus gain. How much Focus do you generate as a Psion, and moreover, when you pair it with features like The Complete Self can you just go with effectively a pure casting Cipher as Psion, similar to Beguiler?
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I personally am a big stickler for classes. I think they make an excellent differentiation between experiences and target fantasies the game is trying to present. Avowed's latest trailer showcased some gameplay and in that gameplay it appears to me that the game will not have classes. I could be wrong, but what it looks like is they will have some type of skill system not unlike Divinity or Skyrim and you can allocate or develop your desired skills as your progress. For instance in the trailer we saw a variety of magic types and also several characters using weapons. The magic types could be seperated across skills (Maybe Arcane, Divine, Primal and Cipher casting for the Wizard, Priest, Druid, Cipher carryover) and for the weapon users a number of "abilities" were showcased. I say abilities as it was more than just swinging a weapon around, we saw things like a shield charge, boot to the chest, some type of ground slam etc. This makes me think these will be unlockable abilities you can specialise into and possibly locked behind certain weapon types or fighting styles. This is all speculation but I am curious to if other people think Avowed will have classes or not. To me it seems like it won't but who's to say.