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Anthony Stark

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About Anthony Stark

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  1. AI in video games is a complex subject, and its implementation depends entirely on what sort of game systems you're using. It's difficult to talk about it in broad strokes. In an IE-style game like PoE, the AI is usually broken down into a series of potential actions. A monster, for example, might have two actions that it can perform: -Move to a target and perform a melee attack. -Cast a healing spell if I am below 50% HP. These actions all have a series of conditions that must be fulfilled before that action has the potential to be chosen. Moving to a target requires that the mon
  2. The Temple of Eothas is entirely about utilizing proper positioning and downing them before they can get to your backline. I completed all of the Temple with a 3-person party (Priest, Fighter, Wizard) on Normal, and with a 4-person party (Fighter, Wizard, Priest, Rogue) on Hard. Generally, I'll block the Shadows/Shades at a doorway, keeping my backline far enough away that the Shadows/Shades will not teleport to them and instead teleport onto my tank. They seem to have either a cooldown on their teleport ability, or a scripting hook that prevents them from using it with wild abandon, so th
  3. At level 9, you will have 5 level 1 spells per encounter if you take that talent.
  4. It's not really that it targets Deflection so much, but that it (somewhat bizarrely for a "panic button" ability) lacks the inherent spell accuracy that all of the other Wizard abilities get. It's only using the base accuracy that Wizards get, which makes it miss a hefty amount of the time.
  5. I believe both the Minor Spellbind and scroll versions of Jolting Touch missed a damage downgrade at some point right before release, so they're vastly more powerful than the current basic spell.
  6. I fear this would mostly lead to what can best be called the "fidget strategy": attack them in melee until they back off, then switch to guns and move forwards just enough to shoot them until they decide to come back into melee, at which point you retreat back into the chokepoint.
  7. I would say that the only realistic solutions are: Design future maps to specifically minimize chokepoints and require the player to engage enemies in much more open spaces. Create hard AI leashes that drag enemies back to certain spawn locations if taken too close to doorways. Create more Shadow/caster-type creatures that can make fighting in chokepoints disadvantageous, either because they can make the chokepoint a deathtrap themselves, or because they can bypass the tank line entirely.
  8. This is a bug, and it happens when hard CC effects are reapplied while a previously-applied effect of the same type is still active.
  9. My overall feeling on the difficulty is that it's simply too easy to block chokepoints, apply CC/debuffs, and chew through opponents without much danger. The funneling method is both very simple to do, and very effective, as it drastically cuts down on the number of opponents attacking your tanks at once and prevents them from being flanked. Opponents either need more forced movement (so that they can break through a front line), more dangerous ground-targeted spells (to make staying in one area dangerous), or more ways of circumventing defensive lines (e.g. Shades/Shadows). Part of this i
  10. If you're looking for survivability, you have no need for Dexterity, and Constitution is point-for-point much worse than Perception.
  11. From what I've read on the Nexus, the only way to get around this currently is to use a hex editor to change the necessary lines. If you check out the Arcane Veil Modal entry on the Nexus, the creator goes a bit more in-depth with regards to how they changed it. Could you explain the process you used to edit them? I've done modding with NWN1/NWN2 before, but the process here seems a bit more opaque.
  12. It should be noted that scrolls and potions are relatively cheap to produce in this game, and can be used by any class with enough Lore, so it's easy to just make something like a Paladin who uses Scrolls of Fan of Flames to replicate the effect.
  13. There are two main issues with this: The first "sustainable" Deflection-boosting spell that Wizards can get is Llengrath's Displaced Image, available at level 5 (and with only 4 casts at level 7). That's a fairly long time to be waiting for a solid Deflection score. This also precludes you from actually using Tier 3 and below spells for offensive/CC purposes, since you mainly have to spend them on improving your defense or offense instead. Wizard buffs do not stack with the buffs of other party members, meaning that, unlike other classes, you won't get the increased benefits of Circle of Pro
  14. Currently, the biggest issue is that the Wizard is one of the slowest starters in the game. Tier 1 spells have very niche applications (especially now that Slicken has had its duration reduced significantly), and are especially lacking in damage options for the early game. This is partly a consequence of the damage types used (Freeze damage is commonly resisted) and partly a consequence of the targeting types used. Both Fan of Flames and Jolting Touch require the Wizard, which is a very fragile class, to be within melee range of opponents (or to maneuver themselves to be open to attacks). By c
  15. Skaen is about vengeance and just desserts more than trickery. He promotes deceit, but only in the interest of eventually striking back against those who wronged you. In that sense, he's a good ally for Woedica, as she wants vengeance against the upstart gods and is willing to take underhanded means to do so. Wael is the trickster figure of Eora who wants nothing more than to see the well-laid schemes of the gods implode, even if that means that he's also weakened for it.
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