Jump to content
View in the app

A better way to browse. Learn more.

Obsidian Forum Community

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Elerond

Members
  • Joined

  • Last visited

Everything posted by Elerond

  1. Although changing use paradigms in software development should be done with high care, as it easily leads lower usability level, that isn't case in computer games when we speak about systemic rules inside of the games, as games by design and purpose should offer players challenge using their own rules, which is why it isn't necessary for the games to care what rules other games have used or use or will use, because they should offer their own unique problem/s for the players to solve.
  2. They could make downed character's fatigue level rise, which would make their efficiency drop after each downing.
  3. I can understand why letting your party members to fall can feel somewhat odd, but I am not sure if such tactic is actually against the design or what is designed to be meaningful tactic. As whole barbarian class for example seems to be designed around kamikaze fighter, like their wild run that allows them run through enemy lines, but don't reduce damage they take, frenzy which adds their attack speed but hides how much damage they have taken, and that they have abilities that make them hit better when they are wounded etc.. All these things seem to point that barbarians are designed to fall in fight. And this design decision has lead on fact that kamikaze/letting character fall down is also valid tactic for other classes.
  4. Not the best example because the Lead Designer was set on that from the beginning. Other members of the development team were not. The CEO of their own company prefers combat XP. You're continued attitude of "the developers are better than you" is tiresome. This is bit funny considering that in most of the time in gaming forums people lament how games are made to please CEOs and other business people instead of following developer/designer's vision
  5. You must not have read my posts properly if you quoted me and then said that. Your solution is also a lot worse than mine and is effectively HP with two pools. However as I have already said (many times) that I don't mind the current system. D&D 4E Healing Surges was one of the good things that 4E did though, so healing your stamina from Health wouldn't be too bad either I don't think. In your system should one health point heal give multiple points of stamina (like for example 4) or should health pool be just multiple (like for example four) times larger what it is now. In any case your system isn't big change from current system, even though healing spells become bit worse, by automatically decreasing health instead of after damage is done, but I can see how it could make system more clearer for the player.
  6. If Paradox has any sort of sense they don't do such things before Obsidian deliveries them release candidate version of the game and even then only if that version has some serious problems that can't be solved during period that game is in gold, because otherwise such suggestion only works to lower morale of developing team and lessen change that game will be finished on the time. And Obsidian has plenty of time to fix the bugs and tune balance, I would predict that only major changes in game system or added features/content would cause them need more time in such extent that they would need postpone release date from what they have currently announced.
  7. Party of 6 Chanters are currently very OP. Ability constantly summon help without any real limit gives them ability clear any group of enemies without any long time cost.
  8. Health & stamina system works fine in purpose which is was designed, although amount of health may be bit low considering how much damage enemies do, as currently you can go average 3-6 encounters before rest.
  9. This is bad design to me. I think that spell casters need armored caster talent that negates most of the casting time penalty from armor. And I think casting time is currently bit too long, because spells aren't currently that effective overall, especially damage spells are quite weak in beta because most of enemies have so high DT's against elemental damage. In previous build situation wasn't as bad, but as they rose those elemental DTs amd fixed bugs which caused that DT don't work, it is most cases best only buff you party and debuff enemies.
  10. Memorization — The game character must memorize a fixed number of spells from the list of all spells the character knows. This memorization can only occur once in a specified time period, usually a day, or it may require the character to rest for several hours. This system is sometimes called "Vancian" in the game designer community, since its first use, in Dungeons & Dragons, was inspired by the way magic works in Jack Vance's Dying Earth world.
  11. I read updates about game through I find lore tidbit, which tell us that Wizards have started to use heavy armors, because of use of firearms that penetrate arcane veil. But currently beta don't draw that picture to us as number of enemies with firearms is so low, that one don't really consider them as serious danger for one's back line characters.
  12. With PoE you should take account that beta isn't final product and never will be, as end of beta Obsidian will remove beta from the Steam and publish new product there that is final game, so that people's comments and reviews about beta would not haunt those people that look to buy the final version of the game. And not using default package handler for such beta product would be in my opinion somewhat waste of resources. I am quite sure that final version of the game will not fir example include default unity launcher, especially with input tab that has control options for things that game don't even use. So even though this is something that Obsidian should probably take under consideration when they make installers for the final version, it isn't probably something that they should use their time for backer beta version.
  13. This is something that all my games that use Unity have in common, which makes me think that it is necessary anything that developer chose to do, but what Unity's package handler does at least as default for Windows programs.
  14. Some level trigger warnings are now days required in many places for the audiovisual content that is sold publicly, as they are part of the required content rating systems.
  15. Artificial solution is...artificial. In games you don't have any other sort of solutions because games work using artificial rule system.
  16. Setting movement speed for all enemies to be faster than player's characters would block all easy kiting tactics. But I am not sure if such would be best option
  17. You may be right that melee engagement would block such issue, even though you can hit enemies outside of their engagement zone, but enemies probably can move close enough to engage before attack animation is over.
  18. If we don't want see spear/pike/etc. longer ranged melee weapon kiting, become too dominant tactic then I think that movement should probably increase melee recovery little bit (10-30%).
  19. Game seems to need "I am not casual but..." challenge mode that makes health resource to be infinity, removes limit from camp resources and changes all spells and abilities to be per encounter and adds potions that recover stamina. Also every kill probably should give xp.
  20. https://www.kickstarter.com/projects/obsidian/project-eternity/posts/328976
  21. Hmm, the way ACC/DEF/DT works, I'd imagine you put the 2hd on the rogue instead to maximize his abilities? I mean, bow and dual wield seems a complete waste on it no? Since he's got that "teleport" ability, you can also just put him naked and "port" away or in melee as needed? Isn't the rogue crippling strike (or whatever the name is) a % based scaling ability? Seems to be a winner right there for 2hder, especially if he's gonna crit/sneak attack all the time. Edit: Hmm, yea...Rogue = massive 2hders for sure from reading talents on wiki... - Sneak attack for DPS bonus - Reckless assault for ACC/DAM bonus - Escape for quick pop-in/out - Dirty Fighting for non stop crit hits - Finishing Blow for % based multiplier to DAM - Riposte seemingly unlinked to attack delays, meaning 2HDers are MASSIVE on this, especially with Adept Evasion - Deep Wounds (adding all that crazy DPS into raw damage on top of it all) Seems the entire class is designed to use the slowest and high base damage 2hded weapon Default rogue build is melee DPS, other DPS classes are Ranger for ranged DPS and Cipher for ability DPS. In previous build cipher was in my opinion overwhelmingly best in DPS role, but some of their abilities are nerfed in this build and I am not currently sure which class is now best in DPS role.
  22. In my understanding it is passive ability that should not be seen in ability quick slots.
  23. It is recommended to delete save games from previous build. Because old save files can have some data that can causes glitches.
  24. One bar health system would need quite lot rework with abilities, spells, etc.. And such rework would not lead to better game IMO. Game also already has fatigue system that you described, with exception that I don't think that final state of fatigue is dead.
  25. I think this factors for couple things Stamina recover after battle with very fast rate Casting is slow, which limits number of spells that you can do, and buffs, debuffs, offensive spells or attacking with weapon are in most cases more effective in fight than recovering stamina to one or two characters. To me this seems to be some what deliberate design decision, as it devalues healing, making healing classes not necessary for the party. And it also seems to work towards combat ideology where it is OK let your characters take damage and even fall. Front line classes especially seems to be build around this idea, fighters with their constant stamina recovery and ability to get 50% of stamina back, barbarians with their frenzy and carnage and monks with their wound resources and abilities powered by them. They all seems to be designed so that they can do front lining without healer helping them. Currently healing is more safe net that you can use if your tactic seems fail miserably, as then it can offer you way to rectify your mistakes. Maybe casting healing spell should take only half of the time what casting other spells take, which could lessen efficiency deficit that casting healing spells causes.

Account

Navigation

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.