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Everything posted by morhilane
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Erm... yes. Of course. That was the whole point of my post. Not it wasn't patched. In fact, you can still have higher proc chance with Carnage, Blast, Torment's Reach, Driving Flight and Twinned Arrows as well as with multi-projectile weapons like Blunderbuss and Golden Gaze. What they patched only recently was that some special attacks like Knockdown (from Girdle of the Driving Wave) and Envenomed Strike worked in an AoE when you combined them with blast effects (Spirit Lance, implements' blast). What I was saying is that some combos (you can think of are in PoE2) may be just too good to not multiclass (even if destroys your build from a roleplaying perspective) - and may it even be only 1 level. I'm curious how OBS will solve this. I'm not saying they can't and I'm not saying that they need to exterminate such things completely. Just curious. If they didn't consider that a problem in POE1, I don't see why they would consider that a problem for POE2...
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You could use spellchance weapons with a Barbarian in POE1 (St. Ydwen's Redeemer or the Vent Pick for example). Also, the fix for that is to make only the initial hit apply the effect (haven't they already patched it like that in POE1 anyway?). We are probably going to get some OP combo, Josh is more interested in avoiding bad builds than stopping the existence of OP builds.
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New mmorpg interview with some new info (form today, it's like the 3rd one they do since the start of the campaign). Some info about consequences to POE1 decisions (gods, orlan baby, etc). Some explanation to the expanded reputation system which now include companions. Fighter sub-class: Black Jacket (about using the right weapon for the job) Rogue sub-class: Assassin (more glass-canon than the standard rogue, require more timing and positioning to be deadly)
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Well, it's likely that before the battle begun Alexander formed a plan for it, part of which might have been "focus the attack on the weaker flank". If so, I'd say that's strategy, though the actual execution of that plan is of course tactical. A strategy will win you a war (campaign), a tactic will win you a battle.
- 320 replies
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Can you explain to me how it's strategic? I've never understood this claim. It seems to me that the choice you refer to as tedious is the only choice you're making. It's convenience rather tactical. You ration your magic because the game gives you mind-numbing boredom if you don't, not because rationing it gives you a tactical edge anywhere because in practice, resting before every encounter always gives you the tactical edge. It's a punishment mechanic, not a tactics mechanic. Yes, same question: How is it strategic? It looks more like rationing spells due to perceived probability of needing them later (or due to metagaming knowledge after the first play through). It might be a good policy decision, but it doesn't strike me as a strategic one (more like logistics). I think of strategy more in the sense of scouting, pre-combat positioning, attempting to divide enemies etc. For example, Alexander the Great attacking Darius' army on their left flank because he saw archers there (protecting the weaker troops) would be strategy. Alexander saying "Yo Ptolemy, we're running out of salt." is logistics. No? What Alexander the Great did by attacking that flank was a tactic. Strategies are long term plans, tactics are what you do to resolve the current issue. In a RPG video game, your strategy is how you build your characters, your party composition and the decision of keeping or not stuff. A tactic is whatever you do to win a fight. Using CC a lot in a fight is a tactic, building a character to abuse using CC is a strategy. Just like using Empower in a fight is a tactical choice, but deciding to not use it so it is available later is a strategy. The issue with strategy is that in real life it evolve based on "in advance information" which you get via spying, scouting, specialist analyses, etc. In a video game though, meta-knowledge and wikis is your "advance information". Games are rather crap at telling you that you might want to keep X because in a few map you'll need it.
- 320 replies
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Chanter can summon phantom, undead skeletons and will-o-wisp and make corpses explode in POE1. Some of the chant are related to death as well, one chant improve ranged skill too. Few people realize the creepiness level of the Chanter chants and invocations I think. In POE2, the Ghost Heart sub-class (Ranger) pet is going to be long dead and you'll be able to summon it in combat as a spirit.
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Lol at the tendency of player to hoard or ignore consumables. *raise hand* I'm totally guilty of that...
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Split Health/Stamina
morhilane replied to desel's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Considering the new system they are playing with has no health, it can't be regenerating. It also doesn't mean that Stamina will regenerate even if it did in POE1. -
Josh example of per-encounter on the SA forum showed 2/2/1 which means the current plan is to max to 2 cast per spell level while you'll have probably around 6+ spells to choose from for that level.
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We don't know how everything scale off power level, so while that 1 level of fighter is going to increase your accuracy, it might not be by 20 points at all. The game is getting rebalanced with all the changes they are making so starting values are probably changing as well. Wizard don't work like that anymore. They always know the spell they learn at level up (you added 1 or 2 spells to your grimoire at level up in POE1) and they won't need to use a grimoire to cast them. They can use the spells in a grimoire when it is in their trinket slot as well.
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One of these posts confirms that Wizard don't need to grimoire switch anymore or even need a grimoire equipped to use their spells. I hope there is a limit to how many they can learn... Without grimoires you can only take spells from level ups, so that's a pretty definite limit. Misunderstood that part, I though they were all learned. That means level up spells are always known and you add to that the ones from the slotted grimoire (which have less spell than they did in POE1). So technically, you want your grimoire to have spells that aren't known. I like that, you go around with the big book because you don't know these spells as much. It also means that multiclassed characters who doesn't use a grimoire can still cast a few spells, but a full Wizard will always have more under his/her shelves.
- 320 replies
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One of these posts confirms that Wizard don't need to grimoire switch anymore or even need a grimoire equipped to use their spells. I hope there is a limit to how many they can learn...
- 320 replies
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Huh. Is everyone going to have a Chants/Wounds/Focus thing they have to build up somehow? Sounds kind of annoying, and how many "build up this resource" mechanics could they have up their sleeve anyway? That's not what I got from that answer. I read that as "everything is per-encounter or works like it did in POE1". Or if you prefer, stuff that was per-rest is now per-encounter and stuff that require resource build up remains unchanged.
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You will have it available at the start of the fight doesn't mean you will use it every fight. Going by how druids, priest and the grimoire will have less spells (bloat and redundant spells getting removed) and the switch to per-encounter, don't expect to be casting 4 spells of each level each fight. I'm expecting max 2 per-encounter spell per level while my character knows about ~6 spell per level.
- 320 replies
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Split Health/Stamina
morhilane replied to desel's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I kinda like the new idea personally. I didn't mind the old one either, but in my POE1 playthrough with the injury system, I rested a lot more because of accumulated injuries than my health pool being too low. They can even add an injury threshold where once a character get X amount of them, he/she dies. -
With the new proposed system, you don't rest to get your spells back, but they will surely have a low per-encounter usage compensate. You got four level 1 spells, but can only cast one of them in an encounter which one do you choose? Also, that Empower mechanic sound a bit like D&D 5 Sorcerer's sorcery points.
- 320 replies