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Everything posted by limaxophobiacq
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[v278] Shield appears on floor in village buildings
limaxophobiacq replied to frogdown's question in Backer Beta Bugs and Support
I noticed this shield (here seen at the bottom of stairs and then the upper right corner) floating all over the place as I moved after I created an extra paladin at the inn (I also could not see the model of the paladin while creating her if that's related). I also had an axe floating at the feet of BB Fighter. -
Josh Sawyer visually explains Attack & Recovery
limaxophobiacq replied to TrueMenace's topic in Backer Beta Discussion
So what I can see from this, heavy armour with dual-wielding seems disincentiviced (+50% extra time between attacks for heavy armour compared to 33% with one-hand + shield or two handed). Is 2H recovery from chart used for ranged weapons as well?- 87 replies
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So beside the obvious like heavy armour for the tanking fighter or paladin, and light or no armour for the ranger and wizard at the back, what armours are people using for what characters? Chanters for me being a bard-like class I'd originally figured would go light armour, but with their chants not being affected by armour penalty at all I'm considering if I should just have them in full plate.
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Trough what I've managed to play through the beta so far I feel like I'm resting far more than I ever did in IE games, and almost always its because a single character (usually my tank) is low on HP from taking heals while most everyone else is fine (I've considered just letting characters get knocked out instead of healing them to preserve their HP and let other characters take the damage but honestly that just seems too stupid). Getting just some minor single-target out of combat healing would make the adventuring day much longer and would actually give a reason not to throw good spells and daily's in every encounter.
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Restricting people to carrying a realistic number of arrows would be nonsense in a system where every enemy requires a very unrealistic number of arrows to take down.
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Save up screen space. Yes that the most important thing. Some guys here seem to really forget that you dont play "UI the game" you use the UI as a crutch to help you with mechanics you cant deal with in any more elegant way. Personaly I would make it possible to switch out all parts of the guy. Hide the menu behind a tab that you can expand and make the ugly combat log transparent. All that talk about the omg important combat log makes people forget that their shouldnt be a combat log in the first place. Everything should be readable without the combat log. I OTOH would like pretty much the exact opposite, especially on the transparent combat log. I hate 'floaty' transparent UI elements, the solidity of the IE UI was wonderfull and something I very much want back in this game.
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Spot on as far as I'm concerned. Chanter/Paladin/Cipher/Barbarian are definitely the classes I'm the most excited about. Edit: On the armour front have to say that using anything heavy enough to be close to the full plate in armour penalty (the -45% to -40% armours) feels like a bit of a waste and you either want no armour if you're in the back, lighter armour (-20% to -35%) if you're in melee but still want faster actions, or full plate if you're going to tank, with the medium-heavy armours not really having a niche.
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I approve this even as someone who didn't use the combat log in IE games. Playing on a 27 inch 1440p monitor the distance down to the abilities on the left when managing a fight at the center of the screen is not really ideal (and it would be terrible on a 21:9 monitor) and having portraits and abilities in the middle would be much better. The decision to have the least used part of the interface (and the part not used 'under stress' in battle) at the center like it is now I don't really understand.
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This is a minor nitpick but holstering spears at the hip with the point down like a sword as characters currently do just doesn't look right, and having them on the back like the rifles when you've got another weapon set selected would look a lot better.
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Ranged versus Melee
limaxophobiacq replied to Valorian's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Hunting enemies running scared halfway across the map was never any fun when it happened in IE, no enemies running away please it's too annoying. -
I continue to be torn between Wood Elf Chanter and Godlike Paladin. Chants are more unique and interesting than the auras but on the other hand I like my character to be up in front in the thick of the battle. Quite likely I'll make a the chanter my main and then make a paladin at the adventurers hall.
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Superweapons
limaxophobiacq replied to limaxophobiacq's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Or perhaps that you cannot find them naturally, because they're what you end up with when you upgrade other weapons to max. Upprading would generally just mean higher numbers that regular weapons, which isn't really all that interesting. Carsomyr was amazing for the insane magic resistance and dispel-on-hit, Flail of Ages for the slow effect, Celestial Fury for the stun, and Staff of the Magi for too many effects to count. -
That's a question in a vacuum. I would assume that if they significantly boosted the Weapon damage bonuses from might, that they would also boost the spell-based bonuses from intellect, the accuracy/critical bonuses from Dex etc., thus every class build can find a way to battle on equal terms with a Might-build, thus maintaining balance without insulting us with these placebo stats as they currently are which don't really do much to any build. Still not a fan. People are underestimating the difference 30% makes. Jack that up to 60% and jack everything else up accordingly and you now have characters who are completely and utterly defined around their stats. I think the bonuses (boni?) could probably stand to be a little larger. But not much. 60% difference in damage from Might 3 to Might 18 would have seemed rather minimal to me to be honest before I saw that it doesn't even do that in project eternity. If you leave an attribute at it's minimum value I'd have assumed your character would be pretty much hopeless at whatever that attribute governs, if you max it out your character should be incredible at it. Giving attributes twice the effect they have right now still isn't that, but it at least means characters with average vs extreme values are differentiated, rather than only extremely high value vs. extremely low values actually being noticable.
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The IE games, BG2 in particular, had certain items that were just incredibly powerfull in the right hands, far beyond anything else you could find or buy in that category: Carsomyr, Crom Feyer, The Staff of the Magi, the Flail of Ages and Celestial Fury. Weapons that defined the way the character wielding them played with unique abilties going a great deal beyond just doing damage. Balanced? Not very perhaps but exciting when you got your hands on them and memorable to this day, and in ToB they at least made an attempt to make 1 such superweapon available for all weapon proficiencies (which I think if they were included in PoE or a sequel they should try again, or do it like in Heart of WInter when you forged that weapon out of the ice and it let you choose what kind of weapon it is Edit: actually the later is probably preferable), though Carsomyr still might still have had no real equal. Do you think these kinds of unique and incredibly powerfull weapons should have a place in PoE. Or do you think as a game supposed to be more low-level like BG1 they should wait with it for an expansion or sequel (I'm personally inclined to this)? Or do you think having such powerfull items is too big a blow to game-balance to ever include?
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Poll: Should Attributes Matter?
limaxophobiacq replied to limaxophobiacq's topic in Backer Beta Discussion
People complained in the other poll that the choices weren't mutually exclusive, or about an option to leave it as is, that's why I made this one. -
Currently, compared to IE games and D&D, the values of your Attributes (Might, Dex, Con, Int, Per, Res) in Pillars of Eternity just generally matter a lot less. F.ex. the difference in total health (or Fatigue) between a character with Con 10 or Con 20 in PoE is about the same as the difference between Con 10 and Con 12 in DnD 3.0/3.5. Might 10 to Might 20 gives only a +16,7% damage increase, about equivalent to the difference between STR 10 and STR 12 in D&D. Intended to have clearer choices than the other one (http://forums.obsidian.net/topic/67747-more-meaningful-attributes-vs-more-viable-variation/).
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As Stun said, it's not about wanting to increase the effect of Might, but to increase the effect of all attributes. Compare Constitution in DnD (2e & 3e) and PoE: In DnD the difference between 10 Con and 20 is +5 Hp/level, almost doubling HP for fighters (5.5 hp/level average) and nearly trippling it for wizards (2.5 hp/level average). In PoE the difference between a 10 and a 20 in Con is the difference between +20% and or +40% Stamina/Health, at most a fifth of the difference it makes in DnD. The difference between Con 10 and Con 20 in PoE is the same as the difference between Con 10 and Con 12 in DnD 3e/3.5e. This seems true for all stats, they've basically limited attributes to values between 8 and 12 and then made that scale pointlessly granular.
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"No Bad Builds" a failure in practice?
limaxophobiacq replied to SergioCQH's topic in Backer Beta Discussion
With the P:E approach on the other hand, there really are different viable stat distributions for different character concepts. The thing is that the different stat distributions don't really matter because the effect of Attributes is so very tiny. Of course all stat distributions will be viable if there is no big difference between having a 10 and a 20 in an Attribute. But that's not building a balanced attribute system, that's basically not having an attribute system. Except it's not different, because the difference between dumping RES and CON at the expense of INT and boosting INT at expense of RES and CON is negligable. I like the muscle wizard, and the genius barbarian, but I want them to actually be noticably different than a 'regular' wizard or barbarian due to their different attribute allocation. One True Way to allocate attributes for classes (like DnD wizard & barbarian) = bad Different attribute allocations don't matter (current Pillars of Eternity) = also bad Different stat allocations being equally usefull but different = good -
Is that correct though? That would be an awfully complicated way of applying the bonus. Any reason it wouldn't just be the much simpler 1.30 * base damage ---> 1.32 * base damage? (for 15 MIG to 16 MIG) EDIT: I might understand what you're saying - you're calculating the percentage damage increase an additional point of MIG gives you from your previous MIG-adjusted damage. Fair enough. But the same thing would apply to the increases in damage from DEX/Accuracy (I'm pretty sure) so I don't think it makes a difference. The values I've calculated for Accuracy dps increase are relative to base, as is the 2% value for MIG. So MIG is still 2X the damage increase of DEX at the 5-45 point disparity mark and 1.33X the damage increase of DEX at the <5 point disparity mark. It's quite possible I've missunderstood how the increased average DPS from higher Dex would scale proportionally.
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"No Bad Builds" a failure in practice?
limaxophobiacq replied to SergioCQH's topic in Backer Beta Discussion
I think I'm seeing a pattern here. I get the feeling that some of you really don't like that it's actually impossible, or very difficult, to gimp your character at chargen by picking the 'wrong' attributes. And, conversely, that it's impossible, or very difficult, to make your character objectively much more powerful by picking the 'right' ones. Is this in the ballpark? If so, then yeah, I'm pretty sure it's not going to be changed as it goes against Josh's prime directive of "no trash choices." And yes, that is always going to make minmaxers unhappy. I just want attributes to have a noticable effect, if the effects of attributes are balanced proportionally, it shouldn't matter in the current system if the values of all those effects were doubled, it would just mean different characters are actually more different. Currently Might 10 to Might 20 is a measly 17% increase in damage and Int 10 to Int 20 is only a 33% increase in AoE/Duration; so an Int 20 Might 10 wizard and a Might 20 Int 10 wizard play pretty much exactly the same with an almost negligable difference. Letting the Int wizard have truly huge AoEs and really long durations but hurt on the damage side while the Might wizard is the opposite would offer more diversity. Yes someone who maxed Int and then only used single target instant damage spells would be hurt but he already is, only less so, and really understanding that if you have a high score in the Attribute that affects abilities that do X but a low one in the Attribute that affects abilities that do Y you should look for abilities that do X and avoid ones that do Y isn't too much to expect.