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serenityangel

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About serenityangel

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    serenatyangel

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  1. Summon familiar should just be a party-wide pet trinket.. it's always out and does it's buff thing, but most importantly doesn't count as a summon in combat.
  2. I believe the combat system is great and speed is perfect. I hope they don't touch it! I agree with the OP, that it is the rest mechanics that probably needs some work. I mentioned in my post the need for "fatigue" to set in and treat as injury or something that will force us to rest after a given time cause right now my party is like "there's no rest for the wicked" we never sleep, lol. I think limiting camps to 0, 1, or 2 times per inn/ship rest per difficulty., introducing fatigue somehow, and ramping up bad guy hitpoints per difficulty could help address the rest mechanics that the OP
  3. Hi! I'm a backer for PoE2 and thought I'd take a tiny amount of time to say thank you and give impressions. Game Overall- I'd like to say that I really like this game! There are bugs for sure, but I can look beyond these easily to really enjoy the other aspects of the game. The open areas of the game enable a huge amount of freedom, the class choices allow another huge amount of variety and thank you for this very much, the characters in the story are better, the use of ships instead of a keep is awesome and even the combat system feels better than the original PoE. One of the amaz
  4. While playing RPGs like PoE and others, what is the most dreaded and feared monster (real or imagined) you'd never want to encounter in any adventure? Is it the mind sucking illithids? cute rustmonsters? the first cave bear? or some white rabbit with gory fangs? share if you like My Answer spelled backwards: nogarD suonitaleG // Maybe a developer can pick up this question for an 'Ask the Devs session on an update someday, that'd be cool!'
  5. I've played with two monk ideas and like both of them, first one was a light robed fire godlike with fists and super high interrupt attack rates and other was hide wearing 2handed sword wielding monk. They both kicked a lot of butt for me, but you really got to hook them up with some def/DR and endurance regen or they just fall too fast before they melt away the opponents. The party I having most fun with atm is(cipher) cc,monk-sword tank, chanter-2nd pike wielding assist tank, druid, rogue, ranger. The rogue-ranger combo is stroong lol...the first guy is instant gibbed almost no matter wha
  6. I like the symbiosis aspect of the ranger and pet. I think that should be strengthened, not severed. For example there's lots of traits that improve the pet to do this or that, but one trait that imrpoves shared defenses if both get hit (higher lvls might have more). Why not have pets level up naturally and give passive bonuses (like Lynch's idea) and instead of pet specific talents focus more on the bond between them for talents, like..a pet-ranger escape to one or the other, a momentary buff of shared DT(whichever's is higher), other things that exploit the best of both (going with the sy
  7. I think maybe trap/lock xp came by when there was a system that rewarded each character for doing things they do. What I mean is player A is a fighter, kills x mobs and might get 10xp per lvl or mob or whatever (combat kill exp), the mage gets exp researching spells or learning new ones, the priests get xp for practicing spells of their faith or recruiting members to their faith, and rogues got trap/lock xp. These were individual rewards and not party exp so their implementation in this game might be a moot point. However I remember I disabled a trap in that blood temple place where they he
  8. Maybe they should just change wizards to "evokers" and beef their damages. Back on point though, nerf the back line enough and will be no need to go back there which just super reinforces Bester's point of engagement system, why?
  9. I made a similar post under a different thread here: http://forums.obsidian.net/topic/69039-engagement-mechanics-problems-and-solutions/page-4 but didn't include a poll or anything. Shevek's idea for a poll might be a good one if the idea is to reforge the engagement system. However... After Bester's insightful comments (at least in current game state) and my experience, as I feared in my thread, I am concerned that it grows too complex and cumbersome. When a system becomes too complex, it becomes a hindrance more than a feature. I start to think more strongly that they should just pro
  10. I agree and prefer the ability to choose our skill allocations when traits were not tied to skills. So +1 to OP & Sensuki.
  11. I like engagement in theory,but wonder if it can be simulated well in practice. I would be afraid the code for it might be too complex. I feel it is neccessary to let melee frontlines like fighters and paladins the capability to hold and command ground around them, a battle space if you prefer. The problem is how the game treats disengagement and worry that not only is it too harsh, but too inflexible. If I understand, if you move one pixel after in engagement then you'd be subject to an attack of opportunity which would be wrong. I propose engagement be judged by weapon range. The id
  12. Thank you for thanksgiving update, enjoy the holidays I know I didn't like what was done to DS3, but having better hopes and faith now in kickstarter and you. I'm glad you all played your game and came up with similar conclusions the community has voiced as well. When you find your happy medium for combat speeds, might I suggest something another person had earlier that you include a Combat Speed slider in the options (instead of fast and slow hotkeys). Your artists are doing a great job I already have my own custom portraits done, but yours do look great. That's all, take your t
  13. I'll just include my thoughts in this. When I worked on mod projects and had to give loot distribution when a mob dies, I followed one very simple rule. If the mob has a Proper Name (ie: The Big Bad Wolf of Red Riding Hood) then whatever it had is what you get, everything~! If the mob was generic and multiple copies of it existed in the world (Ie: a grey wolf) then the loot was a percentage chance of getting whatever it had for not all wolves are made or killed equally. You can realistically explain the percentage chance by combat chance of destruction, the value is sub par and not worth t
  14. I was just curious if something like this is a good idea or possible. It might encourage pre-orders for the holidays, but it might not. I'm not a marketing expert, but based on this youtube you might have something very much already there. It'd basically just showcase char creation and the first lil part of game as well as give backers and perorder people a better first impression of the game than what BB currently does. I've left a youtube link below of the demo I talk about, don't click it if you are against spoilers: https://www.youtube.com/watch?v=399woWuxUUM
  15. Okay, maybe not chains, but I thought it might be fun to have whips in game that would have melee reach of spears and such. It'd be fun to have a cipher with a pistol style weapon and whip like Indy in these puzzled ruins and things we adventure through. A lot of darker orientated characters might enjoy dishing out painful lashes to their foes before killing them. It'd be a cool weapon and unique. I dunno a fun idea but no neccessity. After watching 20 vids on youtube, really feeling sorry for your version of the wizard class. I was thinking you could give the undead summons of the ch
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