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morhilane

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Everything posted by morhilane

  1. Looks like people will have to stack Intellect resistance, because you can't cast buff on enemies (I just tried). That means you can't remove charmed/dominated, only prevent it by having intellect inspiration on the character to get that removed.
  2. Josh prefer armor being about reducing damage received instead of being part of the total defense calculation (going by Fallout New Vegas and now POE). Although, technically they could just have a -/+XX% received damage of type Y on the armor and not bother with either AR vs Penetration or DR calculations.
  3. The "slow down" feature was deactivated for the beta. Obsidian already slowed down the combat from POE1 and wanted to see how players reacted to it without slowing it down more.
  4. What does that have to do with anything? I like the current injury system/resting and I never played POE1 on PotD (or even Hard).
  5. I have that too and I got the auto-pause on spot as well. I also got one case of an enemy I couldn't see (but that was spotted) that started to attack my party from range. I had no idea where he was.
  6. The auto-attack settings is in the "Auto-Attack" section of that AI page (bottom half). By default, it is set to Aggressive (i.e. home on nearby enemies and start attacking them with weapons). If you set nothing in the AI Behavior section (top half), no abilities will be used, only auto-attacks. If you screwed with that panel and everything is screwy now...Welcome to beta! Forgot to mention, you have to click "save" after making change on each characters before moving to another.
  7. They are still there. What gave you the idea they were gone? Alhoon said he posted every single racial, but they weren't included. I'm not mad or calling him out or anything; I think it's awesome what he did. Just answering your question. He only listed the racial powers/abilities. These aren't in the character creator UI. The stats bonuses didn't change from POE1 and visible when you created a character.
  8. The resource icons on the character portrait don't always update accurately. It's not just a chanter thing.
  9. Quaterstaff still do, so I suspect that the pike do as well, but I haven't tried one either. Quaterstaff is cool though, stand behind the tank while hitting stuff while also being able to get a deflection bonus if you end up "alone". Although, the modal bonus doesn't work against carnage hits.
  10. Priest have a spell that grant Smart, I don't remember the name right now. Wizard's Infuse with Vital Essence was turned into Fit + Smart as well, but that's a self spell.
  11. It does? I don't remember seeing that when I looked at the log.
  12. At level 6 in the beta, the weapon summoned is of the "fine" quality and doesn't appear to have anything special attached to it. It has a 6sec cast time, but last a long time. I personally suggest using a real fine weapon(s) for now. I had fun watching Merc Priest smash things with a summoned greatsword though. I need to check Firebrand too (Priest of Eothas gets that spell for free). Wizard's Parasitic Staff seems to just be a fine quaterstaff right now, so I wonder if the weapon summon spells are done or if they still need to add their special effects.
  13. I personally would suggest to just remove graze entirely and re-balance enemies and encounters. POE1 combat issue has always been too much damage dealt (so you die too fast and enemies are HP sponge). Re-putting more in, isn't going to solve anything. How would you solve the issue of abilities missing all the time and feeling useless then? I think that's the biggest issue with lack of grazes personally. Spending a bunch of talent points, and power points / spell levels, and potentially a long cast time just to have nothing happen 60% or more of the time is just less fun than having something happen IMO, even if that something is a lot weaker. Just my opinion of course, but like I've said previously, even D&D tends to have partial damage or effect for "misses" these days, especially in 4E and 5E but even earlier editions had it for some spells. Spell accuracy is currently lower than what you get with weapons unless you use Empower because spells don't get as good accuracy bonuses as weapons do. That needs to be fixed first. Right now, it's a better idea to have your Wizard use weapons than damage spells. Also, I agree that spells should have diminished effects on "save" unless the creature is immune if they are to keep the current amount of per-encounter cast, recovery speed and spell magnitude.
  14. Take Marked Prey/Takedown. Focus on pet passives and use a saber (or two). Pick Stalker for the defensive passive or Sharpshooter for the +pen under 4m. It's a pretty good low maintenance, minus managing the pet, damage dealer from what I tested. Why? Everyone has the same base accuracy and medium shield modal is a pretty good defensive tool. They can also self-heal pretty well.
  15. POE2 has perma-death, once you get 4 injuries the character dies and is removed from the party. You get a corpse on the ground with all his/her gear.
  16. They are still there. What gave you the idea they were gone?
  17. The Delemgan/Spore encounter just north of the village has the sporelings and Delemgan(s) move in super fast on your party as well if you do not ambush them as well. After that they move normally. Every time I do it, I have to check to make sure Fast Mode isn't enabled.
  18. Not yet, but these are mentioned in the "welcome to Deafire beta" post as a feature for the final game.
  19. AI Behavior is not in the beta. All that is there is a temp system. For some reason, I completely missed that information and assumed that because there was some sort of AI working, the feature was fully implemented. My bad then Well the temp system is working (well beside some wonky decisions) but it's not the final system. There is two slots to support multiclassing, so the random just means the character select abilities between the two classes randomly.
  20. AI Behavior is not in the beta. All that is there is a temp system.
  21. Looks like the logs window settings are shared by both POE1 and POE2. Setup: - POE1 and POE2 installed via GOG (currently my setup). Steps to reproduce: 1.Start POE1, open a save and make sure the log window is small size. 2.Save that POE1 playthrough and exit the game. 3.Start POE2 beta, open a save or start a new game, resize the log window to be large. 4.Save POE2 and exit the game. 5.Start POE1 again and open the save you saved at step 2. Now the log window is going to be large instead of small. Not a deal breaker, but it might hide other shared settings between both games that aren't as visual.
  22. This is how I understood the initial idea as well, but asides from the current implementation being unbalanced as hell, the math still dictates some rather unintuitive effects for the lower end of armor of your example: When you upgrade both weapons and armor (so +1 to +4), the difference stays the same, but the fraction shifts. That's fine for normal hits vs reduced hits, since they only care about the difference, but introduces effects for the bonus damage. For each +1 on armor, you need +2 an weapons to keep the bonus damage. Put differently, if your (light) armor is only supposed to keep you from taking the bonus damage instead of reducing damage (the difference is constant, so you can't hope to reach the next breakpoint), then every second bonus to armor is useless against that weapon. That's mostly a problem for the lowest tier armor - in this case robes - since you may not even feel the difference of upgrading it for the most part. Talents that grant +1 to your armor can have similiar strange effects as well - they can create big intervals where you upgrade your armor without it having an effect, making them less effective on low armor, against all intuition. On the flipside, it makes scoring the bonus damage much harder the further you are into the game, at which point you might just drop a lot of excess penetration altogether. Ideally, a buff should always be useful, not only if the numbers align (that's kind of a bold statement though - a buff to damage is not useful if it doesn't reduce the hits needed to take down an enemy as well). In general, you have the following issue: If buffs to armor can bridge the gap to the next breakpoint, that devalues the choice of armor, and if they can't, that devalues the value of armor buffs. This could all be resolved by making the damage reduction a continous function of the difference of armor and penetration rather than having the arbitrary break points. You can still have differenct slopes between break points, so your damage might still plummet downwards quite fast once you're under a specific threshold, but at least that would make upgrades into armor and penetration more useful past fixed values. I wasn't trying to be super balancing in my example, just showing how I expected it to work. The system should be 0 (no protection), 2, 3 and 4 + the 50% bonus on crits and never get improved outside of temporary buff/debuff (not the current buf/debuff values) to keep it balanced. Also, I do think that armor types should all have damage types they are great against and types they aren't great against. Plate should be resistant to weapon a lots more than robes, but that doesn't mean plate should be more resistant to elemental damage than robes are. Also, AR/penetration isn't the only thing that need balancing right now.
  23. Loading save in encounters areas is all broken at random. I get missing enemies sometimes, other times I don't appear in the same spot. For the same area as you, the Chieftain wasn't there when I reload, but my party was at the right place. Then in the Sulking-Terror beach, I re-appear in the middle of the map instead of near the entrance. In the Delemgan/spore trails, the Dank Spore was gone on reload. All this was after saving, closing and restarting the game. I haven't seen that on just reloading while playing.
  24. I tried one this morning. I shutdown a Delemgan from summoning a blight and some of the Lagufaeth from casting spells too. I'm not exactly sure how that works. It actually doesn't look like interrupts, the caster gets a "debuff" for 20 seconds. As for the spell resistance, that is actually a defensive bonus to the defense targeted by the spell. At level 6, that's a +11 improvement, but Skulking-Terror has +13 at level 11 so looks like it gets improved by power level increase. I think the defensive bonus should be increased, Paladins have better by just breathing.
  25. We're looking at it from a different angle. My problem with AP vs AR right now is that being just 1 point short of your enemy's AR means your frontliner is useless in combat. A Fighter with a Fine estoc using the estoc modal has 12 AP; one of the lagufaeth kinds has 13 AR (can't recall which one.) The Fighter is useless against the lagufaeth and there isn't much else it can do in the fight except dealing minimum damage. The dip in DPS for being below an enemy's AR needs to be gradual. You are under-geared and under-leveled in the beta. That 13 AR enemy is either level 9+ (all lagufaeth are level 7+, the Terror is level 11 with Exceptional gear) with a buff like Hardy (+4 to AR). Most enemies in the beta are level 7+, the only that aren't are the Delemgan armies and the Xaurips. When Josh announced the change, the idea was that you should match damage type vs weapons damage type penetration. But it seems they just slapped POE1 DR values on armors instead of actually balancing the system. This is how I understand the system should be working: Greatsword: slash 5 penetration Mace: blunt 5 penetration Robe: slash AR: 3, blunt AR: 3 Hide: slash AR: 4, blunt AR: 4 Padded: slash AR: 4, blunt AR: 6 Leather: slash AR: 5, blunt AR: 6 ... Plate: slash AR: 6, blunt AR: 3 With this, the Greatsword is good against softies, but can only fully damage someone in plate if they crits. In the same way, a blunt weapon can hit well the softiest of the softies, but they have issues with soft-padding but dent plate super well.
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