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axedice

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Posts posted by axedice

  1. Whats transparent is your bias in delivering news infinitron. Meanwhile steam is mostly a platform to wait for sales, and we use discord to chat with our gaming friends etc.

     

    Had epic cut prices (from their own pocket) , gotten involved in regional pricing and done some marketing, they'd slowly be gaining a steady customer base. And I wouldn't mind adding another launcher to my pc in that case. What they instead push is exclusivity which is a cancerous kind of competition that adds no value for the customer.

  2. Nalpazca boosts Power Level by 10 for certain elements of Drug effects, but not others.  Duration yes, but most magnitudes, no.  The per-tic healing of Whiteleaf is the only magnitude effect I've seen so far that it contributes to.  Whiteleaf REF bonus, both Deadeye bonuses, and Ripple Sponge Attribute bonuses appear to be the same as they would be for a non-Nalpazca of equivalent level/ALC.

     

    I thought Nalpazca's power level bonus on drugs not reflecting was a bug, but I missed the heal factor of whiteleaf. So "some" aspects of drugs are affected by power level and some are not? How are we supposed to know? That is some sloppy design.

  3. Thanks aweigh these are good to know. :thumbsup:

     

    Does the setsubclass command change the subclass, or add it as a new one? I've done it the hard way with addability command, it was something like:

     

    addability Companion_Eder(Clone) streetfighter

    addability Companion_Eder(Clone) streetfighter_flankedandbloodied

    addability Companion_Eder(Clone) streetfighter_flankedorbloodied

    addability Companion_Eder(Clone) streetfighter_notflankedorbloodied

     

    (not sure about the exact commands, I press TAB after typing addability Companion_Eder(Clone) street and it autocompletes the string each time I press TAB. Same goes for typing addability Comp and it autocompletes for each companion you currently have)

     

     

    • Like 1
  4. The racist remarks against orlans are obvious in the game, especially with Durance. Some npcs clearly see orlans as sub-kith, like their real world counterparts who believed the african black people were sub-human. Regardless of how stupid or vile this behaviour is, it was (is?) real and eminent in some cultures.

     

    I believe the game tried to picture how geographical conditions affect the development of a culture, rather than inherited racial traits, and specifically pictures black people as an advanced seafaring nation due to their appropriate location in Eora. At the same time they wanted to mirror the racism in our world, by projecting a not-so-much-developed culture/race and making them a prime target for racism and slavery due to their perceived differences from other races, largely because of their lack of contact with the rest of the civilization until that time.

     

    And this is all good, for racism still exists in our world due to thousand year old prejudices. Ignoring racism is just as bad as promoting it, we rather need to draw a realistic picture of how and why it emerges, and why those reasons are baseless.

  5. I play a monk on hard and really enjoy it. The wound mechanic actually works for me, even though when I look at it it should not, for the reasons people have stated here.

     

    My monk is unarmed and have no armor. I send him in just after my 2 tanks, Palegrina and Eder. He does crazy single target damage.

     

    In an easy fight, he will not get hit and get no wounds and just auto-attack. That is fine, since his auto attack damage is quite good enough.

     

    In a hard fight with many enemies, 1 or 2 will start attacking him, despite the 2 tanks (4 and 2 engagements respectively). So now he will get wounds, he will start doing aoe damage with Rooting Pain and his auto attack damage goes up with Turning Wheel (think of it as a fire enchant for the fists).

    If he starts to take too much damage, I will heal him of course, but also I will start doing CC to the mobs attacking me. With 2x per encounter stuns and Force of Anguish I can get rid of all mobs attacking me if I need to. This is the part that works out. As long as things are hitting me I have endless CC!

    His attacks so often that even a missed CC is no problem, another one coming up in 0.5s.

     

    This is the most fun class I think I played in a long time!

    Same here minus the aoe damage, I use all of my wounds for CC and a single swift strikes at the beginning of combat. 14 sec prones with max int, max str and dex for damage, min per and resolve, my monk gets hit all the time when he engages (which is the left overs from the tank, enough to get wounds but not too much to kill), and deals out damage and stuns/prones like a truck bomber plane. The class starts to shine after lvl4 when you get vulnerable attacks talent. No armor for max speed, clothes enchanted with might, 2 weapon fighting talent and works like a charm (unarmed attacks count as dual wield and the talent speeds them up too). Really like how the class turned out to be, though the wound raw damage over time mechanic could have been fun for tank builds too.

  6. The game could be leaked from the backers. You won't do it, I won't do it, but someone would. And the pirated version would be up on all torrent sites right before the game's release, seriously hurting day1 sales.

     

    Media copies also carry this risk, but they don't number 75.000+ , and Paradox has experience and control in this subject. Oh and btw, it's not Obsidian taking the shots here, it's Paradox. They partnered up for a reason, Obsidian has little to no experience in distribution.

    • Like 3
  7. Nobody would have prevented you from just waiting until release day and the day one patch in this case. So your argument is invalid.

    "I" would have prevented myself from waiting until release day. I would have torn myself apart playing, skipping work, skipping social life, skipping basic hygiene obligations, and play the game like there was no tomorrow. Like I was a base animal, right out of hibernation with an empty stomach..

     

    Now I can take a day off work, get the necessary permissions from my girlfriend, stockpile some coffee and play the game at least with a semblance of humanity. So thank you Obsidian, for considering my sanity.

  8. Well if we're taking D&D as an example, no DM would allow you to cast 36 skull traps by resting 6 times, right outside the line of sight of baddies, just because they can't see the skulls magically appearing out of thin air right in front of them. 

     

    If you enter a dragons lair and know what you're going to face since you scouted/clairvoyanced etc, go ahead and use successful tactics. Be a winner, nothing wrong with it. But IE games did have encounters that were over before they began and this involved cheesy tactics. Just saying IE is not better than PoE in this regard. 

  9. deflection and reflexes defenses are numerical values designed to represent the ducking/diving/rolling/circling/foot by foot repositioning that occurs in micro moments during combat. That's why this is a pnp based system and not an action rpg. It's not intended in pnp that players need to have 1 to 1 evasion of enemy attacks with mobility 

     

    I agree with this, RTwP should definitely be twitch-free, unlike MMO's or MOBA's. While I don't think this was the reason for implementing the recovery penalty, it's still an important point when comparing games.

     

    I don't find the penalty offensive btw, it's consistent with the game world and combat mechanics. Getting into a flanking position should cost the melee characters some something. Even so, I wouldn't mind much if they removed it in a future patch, not a game-breaking mechanic imo

    • Like 1
  10. Some of your questions have been answered before, especially by Sensuki's posts and vids, but I hope I'll be able to summarize the basics again correctly.

    1) Interrupts don't cancel attacks or spells, just increase their time according to the weapons interruption time in its description. I believe this changed in the last patch.

    2) So your daily allotment of spells / special attacks are not lost when interrupted.

    3, 4) The same applies to recovery and reload, their frames increase accordingly.

    5) I believe recovery is universal, while reloading is tied to the specific weapon. By changing weapons you only ignore the reload (there's even a build around it, here is a vid by Sensuki) but not the recovery time (there was a bug about this too, probably fixed by now)

     

    6) Weapons don't recover individually it's global, but they reload individually as they should. No background reloading.

     

    7) There are clothes with no armor bonus, so actual nakedness is not required for "mechanical nakedness" aka full speed. You can also enchant these clothes just like any armor set, nothing lost. 

    • Like 2
  11. DnD 3rd edition max dex modifiers didn't work well either, with leather armors getting the same armor scores as plate if you accumulated enough +dex and no incentive to go lighter when you haven't reach max dex yet.

    Disagree with you here, D&D made you wear the amor that suited your dex bonus.

     

    But the main point is, heavy armors need some other penalty that makes sense within the system (banning spells would be terrible I agree), like a deflection penalty.

     

    Plate : -8 def

    Mail : -6 def

    leather : -4 def

     

    etc. Or maybe a percentage based penalty for your deflection bonuses total, rather than flat values, since -8 is too much on lvl 1, but too little on lvl 10...

     

    I like this second idea better, it's consistent with the game world too. I was also thinking of adding an accuracy penalty, but the moment you reduce dps output, armors are a no-go for most non tanks. While "dodge tanks" aren't preferred by healers in MMO's (spike damage kills healing efficiency heh), it could be an intresting mechanic here.

    • Like 1
  12. Graze reduces the damage by half, regardless of DR / DR bypass right? I just noticed that if you use Vulnerable Attack (DR reducing modal) with monk unarmed, your graze damages are reduced only by 1/4. Is this a bug, or am I missing some mechanic?

     

    ie 

    monk without VA : 15 hit damage / 7,5 graze damage 

    monk with VA : 20 hit damage / 15 graze damage. 

     

    As far as I could see, unarmed monk attacks are the only ones affected like this. Vulnerable attack is very valuable for monks in this scenario. 

     

    poemonk01_zpslec1flqh.jpg

  13. Yes to both of your questions. Plate armor has a 50% speed penalty, so if you attack once in 4 secs, with plate armor you attack once in 6 secs (4 + 4 * 50%) 

     

    Dex makes you attack 3% / dex faster, so your overall attack speed is increased by 30% if you increase your dex to 20. The attack speed would now be... 4,2 secs? Nah it would probably be 4,6 secs but I'm not really sure about this math. 

  14. Doesn't the recovery time penalty compensate the damage loss for duelist style? IIRC from the attack speed/recovery charts, the system should be like this

     

    Type             Attack Time        Recovery Time            Recovery Penalty          Total Time

    Duelist           1.0 sec         +         1.0 sec           +             0 sec          =         2.0 sec

    2Hander         1.0 sec         +         1.0 sec           +             1.0 sec       =         3.0 sec

     

    1H+Shield has the same recovery penalty with 2 hander, so that would also be 3.0 secs total. Without armor etc.

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