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Everything posted by Luckmann
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hmm, x2.5 maybe? Im not that far in the game yet to judge. (act 1) If you didn't draw those in Paint, I have no idea what you used, but it looks like Paint. Either way, standardizing them to 10m remains my standing suggestion.
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Given that 18 Intellect increases ranges by almost 50%, the test should be done at 10. Also, it'd be better if you actually measured with in-game markers, not.. Paint. With almost +50% range, I actually think that that looks pretty damn reasonable. Unless I'm mistaken, the default range of Zealous Focus (the one you're trying; I had to check your log to make sure) is 2,5m. Meaning that your first circle is supposed to be just short of 3,7m.
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Qualities override and replace eachother. Other Enchants do not; you are limited to one. Fun fact: Some enchants count as Qualities that you can't enchant yourself. A notable example is The Disappointer, which can be picked up in the very first area in the game, which has the "Terrible" Quality, which makes it near-useless. This Quality can be replaced with "Fine", "Accurate 1" or similar, netting you a good-ish base gun early in the game.
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Definitely not that much. I definitely feel that Paladin auras should apply to your back line or your front line, but not both... unless you get two Paladins. I don't see why. If we average the auras and standardize the range, and then triple it, we're talking about a range of about 10m. So not only do I feel that there's no inherent reason why it would be an "either/or"-issue regarding back-line vs. front-line, but we're not even talking about a massive change.
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Xaurips are savage and while not mute as someone said in the thread, are incapable of civilized lingo. And no, "evolution" won't change that, certainly not in any timespan we can expect to see between PoE and any other games in the series. And certainly not on a global scale. You're more likely to see Vithracks, and that's not likely at all. Like. At all.
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First of all, this whole thing only happens if Heodan gets wounded. That warrants pointing out. Unless he's maimed in some way, this conversation never happens. This is another one of those situations where.. yeah, you have a point, a strong one I think, fair enough, but.. no. I agree completely that "The fan service model, where every conversation would have an option for each reputation path is not something to desire." But in this situation, the specific one discussed, I really do think that a Cruel option should be present. Not necessarily an Aggressive one that ends up with you attacking Heodan (that would feel odd, random, kick-the-puppy psychotic and stupid, especially considering that you just saved him), but a Cruel one to tell him to push through the pain or we'll leave him behind would be quite appropriate. Yes, the traps are an issue, but not because of the traps themselves, but because disarming traps gives experience, which is nonsense and stupid. But yes, it is always better to disarm all the traps there, and not create the safe path through it, or trigger them, or just avoid them. If you can't disarm them right away, you come back later and disarm them. Yup and agreed. Contextually inappropriate reactions are not "RPing". How would it be contextually inappropriate to tell Heodan that he either gets his dung together or you'll leave him behind? I think it sounds extremely appropriate for someone that's a utilitarian a**hole. You saved Heodan because he's useful, not because you're nice, and you're not going to coddle him.
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Suggested additions: Intense Barrage, level 1; a quick succession of 3-5 attacks, 1/encounter. Aggressor, level 3; a modal that increases attack rate and damage, but at the expense of Reflex, Fortitude and Will. Tactician, level 3; a modal that reduces all defences of the Fighter considerable, but moderately increases the Accuracy and Interrupt of all allies. Charge, level 5; charges into combat, pushing opponents to the sides and doing a single full attack against a target enemy, or the enemy nearest in range after charging, 2/encounter. Only usable when not already Engaged. Deathstrike, level 5; a single full attack with a gargantuan bonus to Accuracy, and a chance to inflict Hobbled, Prone and Weakened, 1-2/encounter. I think it matters why they're a waste, because without the why, we cannot have the how, as in how to fix it.
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Nope, no such command. That said, I agree with you; paladin aura ranges should be normalized and at least doubled, maybe even tripled.
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If that were the case, then there wouldn't be any reactions to the Godlikes whatsoever in the game, rather than less that what some players believe there should be. Durance not reacting to a Fire Godlike doesn't feel weird to me. I mean, according to Pallegina, the reactions to her being a Godlike of Hylea had nothing to do with the specific deity she was "blessed" by, but everything to do with how she looked weird and how she was sterile. Being a Godlike doesn't make you special to those who follow the gods, it seems. Durance not reacting to a priest of Eothas is weirder, but then again, he's done with the purges now, and given that he's on a quest to get back in his Godess's good graces, it seems normal that he only has strong feelings about other priests of Magran. You're using a pretty bad example with Pallegina, though, simply because her implementation is equally terrible in this regard, as pointed out in the third post of this thread. She doesn't recognize you as a godlike at all, either, firelike or otherwise, and you can talk to her about her being a godlike as if it's something you've never seen before... as a godlike yourself. It's jarring. As for religious people not reacting to what kind of godlike you are... try going to Raedric as a Deathlike. Ultimately, like I've said before, the issue isn't specifically that Pallegina doesn't react to godlikes, or that Durance doesn't react specifically to firelikes or Eothasians. It's that character reactivity is inconsistent and relatively poor across the board. And if you think that Durance does not have strong feelings about Eothasians or Eothas, or that he only has strong feelings about other priests of Magran... you need to talk more to Durance. He's got strong feelings on everything.
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Because it's f***ing Durance and Fire Godlikes are touched by Magran. If there's one character that does not care about whether your birth as anything was your choice or not, it's Dur-motherf***ing-ance. If I remember correctly, Durance said at first meeting with Watcher that he didn't care about their race and class. That's pretty lazy explanation of not existing reactivity Saying that he doesn't care is a long way from not having any reactivity. There are Orlan interactions with him, after all. He'll tolerate you no matter what, but he should definitely have some input depending on who or what you are, whether you're a Priestess of Eothas, an Orlan, a Firelike, or a Priest of Magran - or any other faith, really - or something like a Druid, Ranger or Barbarian (oh how I can just hear him mock the treehuggers).
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I feel the same way towards having a rogue in my party. Frankly, it's annoying that there's no Rogue companion in the game (outside of the tutorial). Perhaps even more than the other two missing companion classes, I feel that the lack of a rogue for locks and traps duty is a glaring hole. I'm so glad someone agrees. Starting out with a +2 to mechanics is pretty big, especially since we are running into level 8 locks (near as I can tell) in the temple of Eothas that is smack dab in the middle of Gilded Vale. There are no Level 8 traps in the Temple. There is one Level 1 check, three Level 2 checks, one Level 3 check, two Level 4 checks, and a Level 5 check that can also be passed by finding a key. The first Level 8 traps is found in Heritage Hill in Act II (unless you count the Level 8 door in Raedric's Keep, which also has a key). The only place you're going to find Mechanics checks that Aloth or Durance can't pass is in Od Nua. Therefore it's a stretch to refer to the lack of a rogue as a "glaring hole". He said locks, however, not traps. And there is most definitely high-level locks in the Temple of Eothas.
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I used to have it in my head that I'd like to see Durgan's Battery and White March in an expansion, but the more I think of it, I don't think it would do it justice. All of White March should really be it's own game, unless the expansion is far larger than any RPG expansion I've seen to date, but at that point, I don't see how the expansion could possibly be "TotSC-like", without detracting considerably from the main storyline. For expansion, I think it would be reasonable to expect (and I would like to see): The deep woods of Eir Glanfath, or at least the northern parts east of Caed Nua (Abbey of the Cloven Wheel, Kindle Vale, Eina's Rest). The northwestern part of the Palatinate (Geiran's Grasp, Road's End, Hel's Gate Citadel, New Heomar) or The Pearl Coast (Baelreach/Bael Marsh, Forked Vale, Telaneir, Brass Crown Tower). I'd also like to see: More optional wilderness areas and some new wilderness areas between certain points (Stormwall Gorge and Elmshore, or between Elmshore and Heartsong; Between Caed Nua and Woodend Plains; West of Gilded Vale; West of Magran's Fork, East of Esternwood; Through the Forest between Caed Nua and Dyrford Village; South of Pearlwood Bluff; South of Sering Falls; East of Elms' Reach; Another area between Oldsong and the Temple of Hylea.) Revisited content and quests in the main game, to conform with expansion content or added features. Add a new subrace, and that race should have the same amount of content any other race would have, whether in the base game or expansion(s). Iterate on existing quests and options - even the base game could use polish in terms of character reactivity, narrative oddities and quest choices.
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Actually.. well.. depending on what you play, the reactivity is pretty bad across the board. For a golden example, play a Priest(ess) of Eothas and groan as neither Edér or Durance comments on it, nor can you comment on their stories relating to it. It's.. yeah.. Godlikes just stand out as a bit of a sore thumb, too, because they should illicit responses based on how you look, but doesn't. But they've been given about the same attention as others.
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Known issue, has been suggested since beta, but no dice. I think you're supposed to train your pausing reflexes or something. I would prefer it if *no* characters moved unless specifically told to do so either by movement- or attack-command. Far more important than any auto-attack limitation that only tends to screw things up anyway.