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Everything posted by limaxophobiacq
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Anyone know what 'type' of attack speed the speed bonus from Spelltongues attack speed drain is? After looking around on the attack speed calculator I saw I could get quite fast attack speed with Spelltongue + Dragons Maw while still wearing Vambraces and having Vulnerable Attack (in my quest to give up neither defense, burst damage with HoF, or sustained damage), but that's assuming it stacks multiplicatively with Frenzy and Bloodlust like Gauntlets of Swift Action.
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- Mechanics
- Attack Speed
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I agree with other here that perception is very usefull, especially for any character that does AoE damage with interrupts like a barb or wizard, but Resolve IMO really is just a bad stat, with the exception of solo play where it can be important, due to the wealth of spells available to parties that make base resolve fairly meaningless. Deflection is only stopping damage attacks and having a party go down to just damage is really hard with all the AoE heals and defensive buff you get in this game. When you have Moonwell and Crowns for the Faithful down who cares what your base resolve was?
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I did not feel like reading all of it but I'll just comment on this first bit. Boreal Dwarf bonus isn't bad but except for a bounty or two none of the hardest encounters in the game are of either type. No way its to powerfull. I'd rather see the bonus changes back to being against beasts and wilder like it was originally supposed to be though. Pale elf bonus is big but fire and cold damage are really not common enough for even double the current DR against them to be OP. Again how many difficult encounters does Frost/Fire DR actually make a big difference in? Not many. I don't think goldlikes should get their drawback removed, its just that the Death and nature godlike abilties especially are far too weak. IMO if any race should be changed it would be Wood Elf since their racial ability applies all the time and makes them the auto-pick for anything ranged which is kind of boring. OTOH Mountain dwarves +20 vs. poison and disease is weak and very situational. The Coastal Aumaua +20 vs. stun and knockdown is way superior and since both have +2 might (and 20 Con never being a priority) there's never really a reason to make a Mountain Dwarf over a Coastal Aumaua.
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You get access to Durgan enhancement at the end of the first expansion, if you havent finished it yet. Whats good about it is that it has got one of the best self-buffs in the game bound to it. With instant activation so you dont have to spend time drinking a potion. You just click the ability and double-tap the pause button and then you're hasted, letting you cast more spells faster. It's not that great before you have Durganised it because of the 20% recovery penalty on the armor but durgan reduces the recovery penalty to only 5%.
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For duplicate I think the most useful (but perhaps not most fun) is probably Little Saviour as Boeroer said, or Angio's Gambeson (with Durgan enhancement) so the Druid and the Priest can both have it and they'll both be able to dump all their most powerfull spells really fast in tough fights. I don't think the difference between having the best weapon for your build duplicated in both hands vs. having the best weapon in one hand and the second best in the other is going to be as impactfull as one of your casters getting an extra high level spell of early in a fight thanks the instant Deleterious Alacrity of Motion.
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Carnage because it's just really cool and fun to combine with weapon traits that benefit from it. It's a bit sad that though they've nerfed so many of the carnage combos, from retaliate to the The Unlabored Blade. For spells I am a simple man that likes big damage AoEs and stat buffs to get even bigger and higher damage AoEs. Plague of Insects was my favorite in the core game and Minor Avatar into Storm of Holy Fire always makes me happy. If you're counting item abilities I'd say the instant activation DAoM on Angio's Gambeson. The instant activation makes it so much better than it would be otherwise.
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I do wonder what it is that's made DoTs so buggy. which they've been since beta (https://forums.obsidian.net/topic/71355-480-some-damage-over-time-spells-still-have-problems/) though most of the problems have been fixed now. If its something in unity I hope its something that works better in the newer version they're using for PoE2.
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Is SCS AI really that smart? IIRC most of the added difficulty comes from enemy casters getting a bunch of spell-sequencers, auto pre-buffs, scrolls of immunity to magical weapons and some other protections, and being coded to cast all the really broken spells, which can't really be called AI improvements. For obsidian to do the equivalent and give all the enemies a bunch of scrolls of Paralysis and Maelstorm and scripting them to spam those and all the best spells in the game on repeat would really be rather dreadfull. Edit: Not to put down the work of the SCS mod. Writing the individual scripts for every mage in the game must have been an insane amount of work, and the general improvements to targeting and giving smarter responses to PC actions are real AI improvements.
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I hope there still will be spells that are faster though. Protections like the 'Prayer Against X' spells aren't very usefull if you can't cast them before the effects you're protecting against hit.
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Wait what? I've missed this, are weapon focuses now just for one kind of weapon, like Weapon Focus: Greatsword, Weapon Focus: Pistol etc.? That seems like a bad idea that will either make in necessary to place far more different weapons in the game like you say or people will have to wait for lists to be made for all the loot available in the game before they can make a decision on what weapon focus to take, instead of a system like in PoE were you can really take any weapon focus and be fine.
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Of course everyone prefers difficulty to come from smart AI, but I doubt obsidian isn't trying to make the AI as smart as they can already, its just a fairly hard problem and there's a limit to how much resources its worth throwing at it and if they do succeed I doubt they'll make the AI 'dumber' on lower difficulties. As for PotD compared to PoE, I think its at the right level of challange in the early game but gets progressively less challenging the later in the game you get (to the point where even I beat every boss in WM 1-2 on the first try and I'm not one of the hardcore players here), which might be related to what AndreaColombo said above about being balanced around non-completionist. Now I guess one problem of actually making PotD hard enough that a full party played by someone who actually understands how the game works will still be seriously challanged through to the end is that it might make something like a triple-crown-solo run actually impossible. Personally I'm ok with that because I don't enjoy playing solo but others might disagree.
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http://www.kicktraq.com/projects/obsidian/project-eternity/ PoE2 campaign has 16 days left, at this point the PoE1 kickstarter had about the same money this campaign currently has and PoE1 ended at 4 million. People in general either get things done right away or they're procrastinators, so most of the funding commes at the start or the end of the campaign. It would be extremely surprising if they don't hit 3 million at least. I think enthusiasm might be slightly lower than it was for PoE1 because this time the game is guaranteed to come out either way regardless of the crowdfunding and Fig isn't as popular as Kickstarter but I'd expect it to hit about 3.5 million.
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Yeah, I also think this is a terrible idea. A lot of the most fun and best looking weapons and armors in PoE come pretty early in Defiance Bay and Dyrford; all the high interrupt weapons (Mosquito/Vile Loner/Shatterstar), Hour of St. Rumbalt, Tall Grass, and Borresaine, as well as Angio's Gambeson, Sanguine Plate etc. It would suck to not be able to build around the abilities of those items just because the game forces you to throw them away for something with higher numbers on it in the late game, which would only be fixed by creating other items with pretty much the same abilities that are of the same weapon/armor-category but with higher numbers but then what is even the point? You're just making a Sanguine Plate Mk2 for us to find in the late game when you could have just let us keep our Sanguine Plate and increase the numbers on it.
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Wael's Boon
limaxophobiacq replied to Messier-31's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Having a priest that follows Wael in this game really is pretty misserable. First the priestess of Wael and the temple in Defiance Bay doesn't give you access to the vault, punishing you for being deceptive in direct contradiction to your god (worst priestess ever). Then your Symbol of Wael spell is absolute garbage compared to the Symbol spells of the other gods, and finally you can't get your gods blessing. Being divinely commanded to lie and make smartass comments is still pretty great though. -
Is this explicitly confirmed? It seems like if only two Paladin orders, and only two gods, both out of several available, got subclasses, that'd be a little messed-up. Wouldn't it make more sense for the subclasses to be role-based, rather than order/diety-specific? I mean, that's how AD&D did it with kits. Josh has said on SomethingAwful, I believe,(Ropekid is his handle) that the Orders and Deity's will be Subclasses. Whether they are consolidating a few Gods under 1 subclass and the rest into the other, or like PoE1 they are retaining a handful of choices... I am unsure. That is why I haven't put more than I have. Since the Subclass goal said 2 subclasses per Core Class I tend to lean that the Deity/Order system will change. YMMV, on that assumption. I hope we at least get some more spells that act differently for priests for different deities. A weapon-summoning (like Parasitic Staff or Spirit Lance) for Priests that summons a weapon based on your choice of deity (so a Greatsword for Berath, a Stiletto for Skaen, a flail for Eothas) would be really neat, as would Minor Avatar giving you different bonuses depending on which deity you become an avatar for (f.ex. more weapon damage and might bonus for Magran, sneak attack damage and a higher dex bonus for Skaen, higher Int bonus for Wael). Edit: Just as long as they don't balance it as horribly as the symbol of (GOD) spells; +30 against charm/confusion/domination vs. +20 to all defenses, seriously?
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The BEST 3 RPGs you have ever played
limaxophobiacq replied to IamNOOB's topic in Computer and Console
For just 3 I'd have to go with: 1. PS:T (first rpg I ever played, so its unlikely anything will ever be able to knock it down from the top spot for me) 2. Fallout NV 3. Fallout 2 All far from flawless games; combat in Torment is thankfully pretty rare which is really the only good thing you can say about it, the engines used in the modern fallout games are clearly not made for first-person-shooting even though thats what you spend half the time doing, and Fallout 2 is a bunch of cool set-piece locations with very little connection to each other. -
IDK exactly how bashing works, but assuming it's essentially like dual-wielding with a 'shield bash' weapon in the left hand except you dont get the +0.5 attack speed and two-weapon style doesnt apply but its still its own attack with its own unique animation and recovery couldnt they just make the animation and recovery for the bash attack itself very fast (like half the time of a light weapon attack) without affecting primary attacks or special attacks?
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