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Everything posted by Luckmann
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At least in one place in beta resolve is used to make a convincing lie. It is also described as "mental intimidation", so I'd guess it is quite important for deceptive/conman characters. Which I find quite funny considering Paladins are the ones with high resolve Resolve is more or less force of personality and personal will, a bit like a Willpower and Charisma attribute rolled into one, so it makes perfect sense that Paladins would have high Resolve from a thematic/narrative point of view. It also makes sense that conmen, swindlers, bards and rogues would have high resolve. Which is why it's so funny that Resolve is a prime dump stat for Paladins and Rogues. this is where d&d messes with your head... that and folks who read dictionary definition w/o recognizing context. yes, in some crap dictionaries, "strength o' personality" will be listed as a synonym for charisma, but w/o context, the wrong meaning is attached. a monstrous and extreme frightening troll in 3e d&d could have high charisma, 'cause some yutz at wotc read "strength of personality" somewhere in a dictionary definition for charisma and then finagled the meaning. our scorn should be palpable. however, from a crpg rules mechanic perspective, it makes much sense to have charisma mean more than what it actual does. d&d undead, for instance, has 0 constitution. when d&d 3e were first released, undead were seriously handicapped when facing any mid or high level party. without having a positive charisma modifier replace their universal 0 constitution score, undead were so pathetic vulnerable to spells such as disintegrate (and other fort saves that were missing from undead list o' immunities) that it were actual amusing. "and the all-powerful, level 20 vampire knight needs... he needs a natural 20 to make his save against your disintegrate? that's $%#@." even so, the only folks that could equate charisma with resolve is d&d/crpg folks. you can no doubt imagine a loathsome wart o' human being who makes children cry at the sight o' him-- the guy gives off a creepy vibe like the stench from befouled outhouse in georgia... in july. is it possible to conjure up such a person, who no doubts tortures small animals in his basement for fun and has never had a single friend, having towering resolve? sure. as revolting as he is, our bipedal fungus o' a man could have the kinda will and determination to suffer any indignity or pain to achieve his goals. don't use d&d/crpg definitions. please. HA! Good Fun! But by the D&D definition of charisma, you can have the exact same character, substituting Resolve for Charisma. The dictionary definition of charisma is really meaningless in this context.
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Max Experience Capped question.
Luckmann replied to Azmodiuz's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Any 1-minute search on the forum could've told you this, but; The level cap for the game is 12. The level cap in the Backer Beta is 8.- 5 replies
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- experience
- xp cap
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Dragon Age: Origins - Awakening is probably the worst example of an expansion I can think of, that I've ever played. It's self-contained, adds nothing to the main game, expands upon character development only at high levels (and again, only for Awakening itself). It's for all intents and purposes it's own module, completely separate from the main game. The level of disconnect is far worse than even any DLC gripes anyone could've had with FO:NV or even DE:HR.
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At least for firearms. I would be surprised if Sawyer doesn't whip out the nerfbat as soon as he sees this. The problem as I see it is that it could be hard to engineer a solution; if it doesn't affect reload/animations for firearms, firearms will suck with Dexterity, but if it does, well, then this. And we know by experience that Sawyer prefers to nerf or limit mechanics rather than fixing or balancing them towards others, so I wouldn't get my hopes up that this is still there by release. BOOM! HEADSHOT! That's ****ing hilarious.
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The Chanter is the "Bard" class. If you don't mind me asking, why don't you like the Chanter? I can't really think of anything the IE Bard did that isn't fulfilled by the Chanter, except pickpocketing, but there's no pickpocketing in PoE. Those aren't really subclasses. They don't alter any of the key characteristics of the class(es). It's primarily roleplay with some impact on what Class Talents you can pick. Priests don't even get deity-specific spells and there's no order-specific abilities for Paladins.
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A problem with Stealth + Discovering traps.
Luckmann replied to Bazy's topic in Backer Beta Discussion
I think this largely comes down to how it actually works "in the wild", which is hard to tell right now, but it is definitely a potential issue. I feel that out of what you mention, though, the trap/lock XP is by far the worse thing. Honestly, you'd expect "Stealth" to be the "finder" Skill, even if Mechanics would be for disarming, simply because someone Stealthing would likely be more alert on where to hide things. -
Suggestion: Increase Interrupt & Concentration bonus
Luckmann replied to Namutree's topic in Backer Beta Discussion
Yes. This was originally intended for v435, but the Attributes have not changed between v435 and v480, so it's still relevant: -
Resting at an Inn needs better tradeoffs.
Luckmann replied to Bazy's topic in Backer Beta Discussion
My suggestion would be to start at 30c, quadruple for any effect, and then sextuple that for the big monty if you're willing to pay up. This leaves us with: 30 copper: No bonus 120 copper: +2 Dex /or/ +1 Mgt, +1 Con. 720 copper: +2 Mgt, +2 Con, +2 Int. Yes, I think it's completely reasonable if you want three times the bonus of something to pay six times the price. It is entirely reasonable to assume that this will be like this in the release version, at this place in time. We shouldn't expect any changes whatsoever that isn't dealing specifically with bug fixes or functionally broken content. Why even mention this? Why even bring it up? It is completely meaningless to the discussion, whether it is or is not like this in the release version, the relevant feedback is necessary in order there to be any chance of change whatsoever. A lot of people do this as, as if because of some need to defend Obsidian based on nonsense arguments pertaining to the unknown. The discussion is still relevant, because we have no idea if it's going to be this way or not. By this logic, every single piece of feedback throughout the entire beta is useless, because "it may change before release anyway". -
What NEEDS to be fixed before launch?
Luckmann replied to JohnnySideburns's topic in Backer Beta Discussion
Neither Divinity: Original Sin nor Wasteland 2 have actually gone through with it yet, and D:OS is approaching a year old with the current community the size of my toenail clippings and the livegiving properties of a pool of chlorine. It isn't even clear what changes they're going to make (to me, at least, but I don't keep track of everything the devs put out through social media and such), but I'd be very surprised if they touch base character functionality. I have no doubt that Obsidian will polish a lot post-release, come with meaningful content and mechanical updates, but I'd be very (pleasantly) surprised if they mucked around with the Attributes in any meaningful capacity, and I think it'd be very brave (and maybe stupid, from a self-serving perspective) to do so. -
Eyeroll all you want, but I want everything to be as clear as possible. You might think that's clear, but I'm utterly confused by what's going on there.
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That's a serious necro. But yeah, not sure what you expect that wasn't covered on the first page. It was a bug and it's been fixed. Unfortunately. I would have loved to shoot once with my off-hand and then gone into melee as a duelist (one-handed weapon fighting).
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There's also the possibility that they simply did it because it could be that not everyone wants to have a cloak. Now, it's arguable that they could've just had a toggle for it to show or not, but we're not getting that for helmets, so why cloaks? I just realized that I'm not even sure if I want my character to sport a cloak, since he won't be wearing any armour, but hopefully only those snazzy aedyr aristocrat clothes.
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Yeah, it actually makes a huge difference. I made a post a couple of months ago that went through skills on lvlup and such, the theoretical "maximum". But the fact that Bonus to Skills from Classes and Backgrounds do not count towards the cost of raising them is a huge modifier at higher levels. In that way, modifiers to skills are worth way more than the modifiers to Attributes on creation (since if you don't want that +Resolve for being human, you can just dump it and assign it somewhere else) unless you're specifically min-maxing (such as wanting the absolutely highest score in a specific attribute). Edit: Found my post: http://forums.obsidian.net/topic/70192-skills/?p=1563726 Edit 2: And just to chime in, yes, you receive Abilities every odd (1, 3, 5, 7, 9, 11) level and talents every even (2, 4, 6, 8, 10, 12) level. Note that not everyone gets "Abilities", for some you simply get more spells to cast, or a new spell-level to utilize. I still wish we'd get at least 1 Talent (perhaps restricted to Utility?) on Creation, and got some Skill Points to spend, to help flesh out a starting character concept, but such is life.
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Suggestion: Increase Interrupt & Concentration bonus
Luckmann replied to Namutree's topic in Backer Beta Discussion
Is this where I again copy-paste my own suggestion? -
What NEEDS to be fixed before launch?
Luckmann replied to JohnnySideburns's topic in Backer Beta Discussion
I'm not sure how much I trust them in that, especially when it comes to changing things like attribute bonuses, because those things are core parts of the system. I'll give them that, that they are incredibly brave if they actually do it, because changing functionality like that is inevitably something that upsets a lot of people that are mid-game. Let's say for example that they'd re-separate +AoE and +Duration and make Resolve not terrible for non-tanking paladins. It'd basically ruin any ongoing game where someone min-maxed to any degree. It'd screw over tanks, because Resolve was changed, it'd screw over Wizards, because Resolve is no longer a dump stat and Intelligence the win-all attribute, and it'd in general just invalidate a lot of builds. I'm not saying that shouldn't do it, quite the opposite, I just don't think they will. Hell, even if they implemented the exact changes I want, I would still probably be annoyed to hell and back, either because it ruined my current play-through, or because I'd feel like I'd have to go back to creation and create the character I wanted from the beginning. Either would result in considerable bellyaching. -
Giving Fire Godlikes a permanent +Burn DR would be a great first step to making Godlikes actually a "step up" in terms of their racials. First of all though, I think we should address attributes. There are helmets (several helmets, even) that gets +Attributes. But Godlikes actually doesn't get any bonuses to Attributes at all. All the races gets a net +2 Attributes, including Godlikes, who get +1 Dexterity and +1 Intellect (which feels a bit arbitrary). If my 2 cents were worth anything, I'd have Godlikes gain only +1 Attribute, likely Constitution, Perception or Resolve (since they were "special" and grew up under.. odd circumstances.. whether considered blessed (pampered, etc) or cursed (had to flee, been on the run their entire life, etc). I'd then assign them a +1 based on their heritage (currently a completely arbitrary choice that determines your model build) and then finally a +1 Attribute determined by their type. Like so: All Godlikes: +1 Resolve (or Con, or Per) Heritage: Human: +1 Resolve. Elf: +1 Dexterity. Dwarf: +1 Constitution. Orlan: +1 Perception. Aumaua: +1 Might. Type: Deathlike: +1 Resolve. Firelike: +1 Perception. Moonlike: +1 Intellect. Naturelike: +1 Constitution. (Avianlike: +1 Perception.)And then when it comes to the racials, many of them simply need a little something to make them better or more interesting. With the power of knee-jerk, I judge it so: Or something like that, just spitballing.
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No-one said they'd be removable. I think the tattoo idea is great, but they absolutely shouldn't be removable. Upgradable, maybe, additive, maybe, but absolutely not upgradeable. Anyone using them should consider them a permanent upgrade to the character, a build choice, like a Talent or Ability.
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At least in one place in beta resolve is used to make a convincing lie. It is also described as "mental intimidation", so I'd guess it is quite important for deceptive/conman characters. Which I find quite funny considering Paladins are the ones with high resolve Resolve is more or less force of personality and personal will, a bit like a Willpower and Charisma attribute rolled into one, so it makes perfect sense that Paladins would have high Resolve from a thematic/narrative point of view. It also makes sense that conmen, swindlers, bards and rogues would have high resolve. Which is why it's so funny that Resolve is a prime dump stat for Paladins and Rogues.
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Might as well: Name: Eldoth (Eldoth Halcyon, but CRPG:s rarely do well with first name/surname, so I'll probably just name him Eldoth). Race: Deathlike (elven build). Class: Bleak Walker Paladin (emphasizing authoritarianism and brutal tactics as a means of quick resolution, rather than just playing a kitty-eating blackguard, if the game will allow it). Culture & Background: Aedyr Aristocrat. Primary Attribute will be Resolve, with Secondary and Tertiary Attributes being Perception and Intelligence, in that order. I intend to give myself both Knight and Noble Weapon Foci, for fluff reasons if it's ever relevant. I will be focusing on using a Rapier, dueling-style, and I will likely not wear any armour whatsoever. Yes, it's going to be absolutely terrible. And absolutely glorious. Oh, and I'm playing on Hard. I'm not insane enough for Path of the Damned, and Hardcore mode never appealed to me whatsoever. Depending on what happens in-game and how I'll like the actual characters when push comes to shove, I intend to recruit the following: When it comes to personality, it really depends a lot on what options are in the game and how it'll affect me and the effects of the choices, but overall, for Disposition and Personality, I intend to go for Rational, Benevolent, Honest, Clever, Cruel, roughly in that order of importance. For skills, Stealth, Stealth baby. And, like, a minor in Athletics and Lore.
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[480] Keys should give the same XP as lockpicking.
Luckmann replied to Odd Hermit's question in Backer Beta Bugs and Support
This was actually the exact example I was going to post. DE:HR is the perfect example of someone ruining one of the best examples of goal-oriented experience with the worst kind of random experience doleouts. Any real RPG should be entirely built around goal-oriented experience, not ridiculous **** like this. Herp derp always go for stealth takedown even if you want to kill them. Herp derp hack every computer even if you know there's nothing on them. Herp derp don't use passcodes, keycodes or keys, hack, lockpick or circumvent even when you don't want to. I think the "bestiary" experience in PoE is bad enough, but handing out experience for disarming traps or picking locks is the dumbest thing ever. Finding a trap you can't pass yet and say "Screw it, I'm going to trip it and hope I survive" should be just as viable of a tactic as actually disarming it. Handing out experience for things like this dissuades original thinking and is the opposite of positive, reactive, emergent gameplay. After the travesty that was DE:HR and with all we learned in Baldur's Gate II, it's pretty unforgivable that we've ended up in this situation once again. -
I understood it as the game being released in two weeks, but the mod won't be available straight away, but I didn't really pay attention. That being said, I'm echoing Shevek's question, because depending on what Obsidian does or doesn't do, editing Attribute bonuses and some Talents are the first things I'm going to do before I even start playing the game, most likely.