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ART feedback thread
Luckmann replied to Mazisky's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Impractical oversexed armor flames inc. Don't be ridiculous. It's male. -
Dual Wielding, Styles and Specialization. What why?
Luckmann replied to JohnnySideburns's topic in Backer Beta Discussion
Really one handed should be represented like your character is a duelist essentially. So like added accuracy and penetration to represent a person trained in fencing as an example, someone who uses one weapon with an emphasis on percision. The only reason I'm not embracing the +Penetration idea is really only because I find it very boring, but it's certainly a viable solution. But the base Accuracy still needs to be upped, I say, no matter what happens to the One-Handed Fighting Style Talent. My idea of adding a Hit-to-Graze modifier to incoming attacks comes not from the idea that dueling allows you to aim better, but rather than the free hand offers greater mobility, allowing you to deflect incoming blows or dodge to the side. Same rationale as for the idea of adding reduced recovery time whenever you manage to deflect with only a 1-handed weapon - essentially a riposte/counter-attack mechanic. -
What's worse is that I don't even see the point in equating Cloaks to Amulets. Saying "both goes around the neck" is nonsense on-par with arguments regarding the number of rings one can wear; "but I've got 10 fingers!". So weird. I take it this was a model clipping issue? It certainly isn't a balance issue, and if I were a mutant freak (and honestly, just that ugly) that people tend to stone to death, the first thing I'd do is hide my face. It's intended as a balance issue, actually. Godlike are supposed to have their superior racial abilities balanced against the inability to wear helms, as per their introduction way back. Mind you, their racial abilities aren't actually very good (2/4 of them are garbage, 1 is decidedly lame, and 1 is pretty okay I guess), so the whole Godlike premise doesn't actually hold up to examination. I'm not sure which is a balancing feature for what. On one hand, Godlikes have a very special visual as part of their heads, which wouldn't work well with most helmets at all, and hence they might get some more powerful racial abilities to compensate for the loss of a helmet. On the other hand, godlikes are narratively "superior" to others, and literally influenced by supposedly divine entities, which might have prompted the idea that they lose their helmet as an effect of the developers wanting to make the mechanical correlate with the thematic (i.e. getting more powerful racials with the argument that they simply are narratively superior). At the end of the day, it doesn't matter, it's a "chicken and the egg"-situation and academic at best. But what does matter, however, is that the godlikes are now missing their helmet slots, but their racials are actually still pretty terrible. The godlike racials should be a noticeable step above the rest, and when people discuss "who gets the best racials", the whole top tier should always be the godlikes. Instead, that's very far from the truth. All of the godlike racials are meh at best and amongst the most terrible at worst.
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I see nothing. At the :52 mark, all that's there is the player's Stronghold, and the hand of the giant statue that is buried there. The next scene is from the end of the prologue, as shown in streams.
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Backer Beta Build 480 Portraits
Luckmann replied to InsaneCommander's topic in Backer Beta Discussion
I would agree, but for that functionality to matter, there'd have to be multiple variations of each portrait, and there isn't. With the number of present portraits, I'd really prefer it if I could look at all of them at once, though. Clicking left and right is pretty meh. -
[480] Trollhide belt active effect issue
Luckmann replied to Sensuki's question in Backer Beta Bugs and Support
Yeah, "regeneration" is such an RPG staple that you shouldn't call something Regeneration unless it's.. well.. regenerative. ...honestly even just renaming the effect into "Regenerative" would make it less confusing. Just don't call it Regeneration unless it restores health or endurance periodically in some capacity. -
base 300s means what?
Luckmann replied to kryadan's topic in Pillars of Eternity: Stories (Spoiler Warning!)
The first number is the modified duration. The second number is the base duration, as in the unmodified duration of the power or item in question. -
Update 91: Closing in on March 26th!
Luckmann replied to BAdler's topic in Pillars of Eternity: Announcements & News
You could have easily pointed out the stupidity of Lephys' posts as well. Lephy's posts didn't include implied insults meant to throw off somebodies credibility via the poison-the-well tactic. If Lephys had done that, I would have called him out on it, too. Is poisoning the well a tactic? How does it work? Where do I learn it? Can I pin it on... someone of a certain abrahamitic variety? -
Because of how the classes works in PoE, I agree, and think that this applies equally to the Druid. If you give a class a "core" class feature (which honestly many classes sorta lack, imo, unfortunately) the focus should be on that class feature, elseway the class feature will have to suck for balance's sake or be overpowered. Because either the class feature is strong, in which case they have all the basic abilities of practically everyone else plus that class feature (Spiritshifting/Animal Companion) or it sucks, so they'll be like everyone else except that have a useless gimmick. I think that they should've focused more on the supposed shamanistic-ish aspects of the ranger class (mentioned in background and so on, I'm just paraphrasing it into "shamanistic-ish") and made the animal companion it's "thing", or maybe even an optional "track" of abilities that the ranger can go down, really focusing on that pet OR on the own character. The same goes for druids. They shouldn't be full spellcaster + spiritshift, because if spiritshift is good, they are again a class that can do X/Y plus Spiritshift. And if it sucks, well, then why have Spiritshift at all? Spiritshift should've been a key feature for the Druid to focus on, changing into multiple forms as situation demanded. This would also have put the classes apart from their D&D equivalents quite a bit, but still stayed very well with the overall theme(s) and common tropes. Ranger as a Packlord or Shamanistic-ish Warrior, and the druid as a shapeshifting forest guardian.
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Dual Wielding, Styles and Specialization. What why?
Luckmann replied to JohnnySideburns's topic in Backer Beta Discussion
As you people are musing, let's not forget that there's two things that needs to be fixed, through two separate mechanics. There's the innate bonus to fighting One-Handed (currently +10 Accuracy). And then there's the One-Handed Weapon Fighting Talent (Currently +20 Graze-to-Hit, if memory serves). I'm of the opinion that innate changes such as to just wielding a weapon should be very simple, such as adding a flat Penetration bonus, increasing the Accuracy bonus (my proposal is still +20 Accuracy), extra attack speed, reduced recovery speed, etc. That is, modifiers that are very plain and easy to grasp and understand, without significant changes to the play style. Now the Talent, however, is another matter entirely. Talents should primarily, imho, influence how something plays, or basically require you to read the Talent to know what changes it does to your character. So this could be anything from turning Grazes into Hits, turning incoming Hits into Grazes (something I'd like to see added), or adding something like a chance to XYZ when you Crit. So suggestions for specific changes should probably specify exactly which part of the duelist playstyle should be amended and how. -
I would assume that they will auto-level to your level, as has been a staple of the genre for a (far too) long time. That being said, I'd personally prefer it if they started at level 1 (or a similarly low level, at least, say, level 3) and let us assign talents and such ourselves. This saves us from the all-too-common trope of "gotta get them as early as possible or they'll be terrible", as it happens to be in these games of gotta-catch-them-all CNPC:s.
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I think he's roleplaying character called Gromnir from BG2: ToB. It's the other way around. As crazy as it sounds.
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I have no fears. Mine's got armour. While this'd be a sweet feature, as a suggested work-around, you could probably flip the portraits manually and include it as a custom portrait yourself. Just a suggestion in case you hadn't thought of it.
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I've been on the internet for a while and Sensuki is literally the only person I've seen use the term like this. And even if people are using it the way you describe it, it is wrong and should be corrected (like people who say "for all intensive purposes" or "I could care less"). For all intensive purposes, I could care less about the way LARP is used as a monogram.
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Yeah, no. This is one step away from "playing games doesn't make you a gamer". But that's still true. Actually both of those things (the fact that you're not an RPG fan until you know what a classic RPG actually is) are true. There's a plethora of "games" in the world. You're not a gamer just because you play games. My mother plays those awful Facebook games, yet you'd have to be demented to call her a gamer.
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So rangers...
Luckmann replied to zered's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
It should be noted that a sword-and-board ranger - or any melee ranger, really - is very viable. The animal companion is still terrible, and a terrible liability, but as a melee ranger, you have a better chance to synergize with your animal companion. So paradoxically, rangers are actually better in melee than at range. That being said, we're still talking beta here. A lot of things in the game is very unintuitive, still; Rogues do benefit more from Might than Dexterity, Barbarians should have as high of an Intelligence as possible, Resolve is largely a dump stat for Paladins, and Rangers do better in melee than at range. Things may yet change before release. -
I highly recommend 18 int instead of dex for a Pistoleer. Dex gives very little benefit for firearms. Int will increase the duration of your Blinding and Crippling Strikes, which will allow for more sneak attacks plus just reduce the ability of enemies to deal damage to you/your party for longer. Pillars of Eternity, the game where Rogues benefit more from Might than Dexterity, Barbarians should have as high of an Intelligence as possible, and Paladins use Resolve as a dump stat.
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Armours in the beta - it's a jungle out there
Luckmann replied to IndiraLightfoot's topic in Backer Beta Discussion
This really has nothing to do with the issue and does nothing to reinforce your previous points. You can play any way you want, and you can feel free to roleplay a drooling idiot that runs up to dragons dressed in robes made out of hay and dried straw, but that really has nothing to do with the rest of us. And a lot of us wants to be able to understand the system and make informed decisions; some of us because we we have no interest in the roleplaying aspects, and simply want to do the best we can, and others want to be able to roleplay and make decisions based on what would make sense in the world as our character knows it. Neither of it hinges on or has anything to do with what you want to do, and what you want to do in no way hinges on the factors being discussed being obfuscated or obtuse. But it's important to the rest of us that it isn't. Sometimes I get the feeling that you're being wilfully obtuse or contrarian on purpose. -
It's not nice to be gossiping, and well and truly beneath us. It is never really constructive, and I've yet to see a situation improve thanks to it, but seen plenty of situations devolve because of it. It even often creates friction where there may not even have been any. I don't think that this is the time or place for such a discussion, even if I think the discussion itself could be interesting. Ultimately though, we don't know, and we'll probably never know. There is very little to actually discuss, so let's leave it at that, unless there's something to really go on.
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Dual Wielding, Styles and Specialization. What why?
Luckmann replied to JohnnySideburns's topic in Backer Beta Discussion
I'd love it if someone would crunch the numbers on what'd happen if the +10 Accuracy Bonus for dueling was upped to +20, and the bonus for the "One-Handed Weapon Style" Talent was doubled. Beyond that, I'd like to either see a Hit-to-Graze modifier on incoming attacks, or a reduction to recovery time for every attack the duelist deflects, granted by the "One-Handed Weapon Style" Talent. -
Armours in the beta - it's a jungle out there
Luckmann replied to IndiraLightfoot's topic in Backer Beta Discussion
There is a difference between "obsessing," and switching to a suit of armor that's better against cold If you knows you're going into a cave full of Ice SpidersTM. Is that the cave with the sign at the entrance - beware of Ice spiders? How many suits of armor should your average adventurer carry "just in case"? If they had access to a limitless stash that could be accessed everywhere? Is that a trick question?