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Veevoir

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Everything posted by Veevoir

  1. But , as mentioned in this thread - there is no oppression of animals - but oppression of a primitive native culture by other less primitive native culture that in turn gets oppressed by colonialism.. >It is very explicitly both-sidesing *colonialism* of all things, and that deserves to be called out. How? Group X oppressing group Y, colonialism - those things are as old as human history. What I see in this thread is calling out for it to be more black and white because otherwise it does not condemn colonialism strong enough. And that would be baad, because anytime a medium includes something we know to be bad - it must teach a strong and clear lesson on oh boy how bad it is! While in reality - game reflects our (humanity) experiences, it doesn't necessarily has to be a strong commentary on RL or be a part of historical identity politics.
  2. Talking animals? 1) They talk. 2) They create and use tools and clothing. 3) They use sophisticated hunting methods involving traps. 4) They decorate themselves with crafted jewelry. 5) The broodmother literally begs you to rescue her children from imprisonment They are not animals. They are a stone-age culture that is physiologically limited in it's ability to communicate with other species. So pretty much the same islanders are to Vallians
  3. That's a bold statement. Being a victim of one thing does not absolve you of being the oppressor in another. *Especially* if you are perpetuating the same or similar offense.
  4. Honestly.. all those options sound like a lot of writing and resources towards one of possible end results of a quest that is not even main path related and can be easily omitted. So.. tons of rubble on the head of 5 years old it is.
  5. Is Thursday the usual day or Tuesday? It would be nice to get some official ballpark? I know how people go monkeycrap out of entitlement about not meeting the internal deadline.. but at least naming the week would be nice
  6. Wait wait wait.. Do I understand you correctly - cleaving stance attacks trigger cleaving stance attacks?
  7. There is a rumored option for "beeline to boarding" being implemented so we can skip directly to boarding part. I agree that the minigame needs a lot of changes, wonder if something will be done with it since beta 2 patch. I'd love to have the ship-to-ship naval battle as an attractive option in combat. Currently it is simply mroe efficient and more fun to press for boarding cause my party will wipe the floor with enemy much faster and efficient than 100 turns of boring jibe-->shoot at 50% chance-->jibe-->repeat.
  8. Nooo delay! Yeee possible beta update, more testing and polish! But nooo delay! I have found some conflicted feelings within me. Also - Eurogamer cites some kind of statement by Obs (can't find it), all other news are quoting eurogamer.. XXI century news cycle.
  9. They are a great multiclass, especially with a more "active" second class. I am wondering if benefits of single class will be improved in final release (or there are omg awesome things at high levels only single class can reach), because at this point multiclass gives so much flexibility and fun - single is simply boring. Imagine a party where everyone multis as a chanter. Oh boy. The concept is what puts me off from using them as main character - Chanter is an obvious support class, nobody wants to be a supporter in his/hers own story But they are potent and not to be ignored. To be honest - I find a chanter more useful then a priest.
  10. Great Sword has a modal that is +50% damage but -20 (I think) accuracy. So you barely hit anything, but when you hit.. Useful for alpha strikes (also from stealth) or low deflection enemies though.
  11. Whew! I was afraid there will be an update and we will get to test things and do feedback, the horror... Now I can focus on replaying PoE and getting a nice save that will have no impact on PoE2. But at least it will be fun
  12. I'd say persistent, reliable CC is a much more impressive result than another build with high DMG numbers. Any Devoted/whatever can do that WIll have to try this out in beta.
  13. Consumables are better than PoE and they have a short recovery. So if you want to use them - they are a fine addition to use at start of the battle when rest of the team is casting buffs. And this is what I consider them as - self buffs to cast in the initial moments of combat, probably to be automated (like other buffs) through party AI so I won't forget to do them. In the heat of the battle - as OP said - there are soo many other things to do Traps are.. I did not use them much, but they are surely fun if you have a ranged character who can then open combat from stealth from distance (while rest of team is in stealth not to run into the traps) and enemies get kited through traps into your ambush. But they are very situational.
  14. Just did a quick check in the initial beta shop.. and here it is, a handy cheat-sheet to Deadfire armor (as per current beta). And yes, there is a line or a "break even point" where it makes absolutely no sense to wear armor that is too thin. But I feel it is much better than in PoE1 Clothes: usually 0, Robe gives 3 Armor, all clothing give 3 armor, +0% recovery. Robe is better than nothing I guess. Especially if you can stack some extra armor on it from other items or enchant it, as long as you reach 6 or more No penalty here, so no reason to run naked in PoE2 - clothes is what you should get at minimum ;)At least an aesthetics improvement. Light: Leather, Hide, Padded. Base armor: 5, recovery: +20%. All light & medium weapons have a base penetration of 5.. so, yeah. 20% penalty for nothing. If you get +1 armor (available by some class skills) above current equipment options = maybe worth something. Medium: Scale, Breastplate (Chainmail?). Base armor: 7, recovery +35%. Now we are getting somewhere. Most light & medium weapons (plus pistols, blunderbuss, hunting bows) don't penetrate it by default (even fine quality weapons! so always armor is one step ahead here) which I think makes a difference. Also greatswords and quarterstaffs don't go through. If the armor has a weakness for damage type - armor is 5, so lacks that one point. Anti-armor light/medium weapons match your armor as well. Still, the lowest actual protection you can get. And if you can get it by +1 point by aura or some other means - you are only threatened by arquebus, arbalest and estoc.. So for Paladins or Barbarians this is a very good reason not to actually wear heavy armor with right skills! Heavy: Plate armor, Brigantine (+ 3rd choice, there are always 3). Base armor: 9, recovery +55% Now we're talking, except for.. recovery. It is really punishing, even if it doesn't look that much. Look at the jumps light to medium is 15%, medium to heavy -> 20%. However - with Armor 9 you are ready for the big leagues, only arbalest/arquebus and Estoc can match your armor. But that is accomplished by armor rating of 8 as well, you only get that comfortable 9 armor just in case of something bigger or better. To beat those 3 weapons you'd need to bump it to 11 anyway. Of course I compare to human weapons, natural weapons are "whatever goes" territory. (let me know if I missed something)
  15. Yeah, definitely it is far from sound statistics It is closer to a short experiment. However - it is the question of beloved balance as well. Once you put the full plate the recovery times become really long. Unless it is a tank or a gun user - the lost of adaptability to the situation due to high recovery is real. Which is also an issue when you need to adapt to an enemy overpenetrating - with medium you could relatively quickly cast a heal or a CC. With heavy - you're stuck in recovery or breaking engagement/running away while the OP enemy pokes through your armor And that adaptability also moves into territory of player agency and very broadly defined "fun". Did a run with a heavy armor character and he spent most of his life in recovery. IT was quite.. boring. You schedule an action, go to kitchen, make a toast, action takes place, schedule another one, watch the paint dry Naked/light/medium characters actually feel like "doing something". You can do this, that, options everywhere and the combat feels more fluid. I understand this is massively subjective, but still can be considered a factor. That's why I argue that medium armor definitely has place in the game - without meta knowledge about enemies and swapping armors before each encounter - it gives a good balance of penalty vs armor. Sure, bosses will overpenetrate it no problem, but it is quite possible they will overpenetrate full plate as well, being, well, bosses.. At the same time it gives reasonable protection from the adds. So, unless you are tanky frontliner - it is worth consideration. Light armor I don't get. I actually don't think I met an enemy in beta that would not penetrate/overpenetrate fine leather. What is the meaning of light armor?
  16. I would disagree about lack of motivation to wear medium armor.. I agree on light as a bit pointless - it does not protect from anything really, every weapon aside from Wet Noodle of Weakness pierces it. And you still pay a recovery penalty. Probably would make more sense in a class with some aura/passive armor class bonus t get it on par with medium but shave off that 15%. But medium is already above pen values of light/medium weapons. And medium vs heavy (35% vs 55% penalty) choice is significant. I did some testing with a BleakW/Devoted with Great Sword (quite fun) in 1vs1 encounter against skull dude. All encounters were started by AI cast of Disciplined Barrage and Marked enemy. Then FoD until out of resource. If barrage went down - I casted it again (which usually was followed by normal attack as you cant queue actions and it is instacast with no recovery). If game got paused due to <25% health - casted second wind from 7 athletics. Str 20, per 18, dex 10, res 10. Did 3 fights on classic difficulty for each combination and added total time: Naked, modal (-20 acc, +50% dmg) off: 0:57 Naked, modal (-20 acc, +50% dmg) on: 0:52 Character came out of those fight barely alive. It was quick, brutal - I was able to quickly react to what is happening on battlefield due to low recovery... and it was also most likely unsustainable in a fight with multiple weaker opponents due to lack of armor. It is about 30% faster than medium armor though. Interestingly - the modal shaves off a few seconds, as a lot of attacks are bound to hit something eventually. But it is not a significant result Medium armor, modal (-20 acc, +50% dmg) off: 1:21 Medium armor, modal (-20 acc, +50% dmg) on: 1:20 As mentioned - 30% slower than running butt-naked (which is actually a good result as med armor has 35% recovery penalty). I was also much better off after each fight health-wise and only once had to cast second wind (naked fights each had a casting). So character ready to kick some more butts, despite depleted pools. With weaker opponents armor would probably result in much more "no pen" rolls and better suitability. | Interestingly - modal did not make a difference. Though one can theorycraft it is making things worse - it is better to hit with lower-dmg blows than once in a month land a large number. Heavy armor, modal off.. eh, who am I kidding. In most cases the fights went for about a minute each and I was unable to do it 3 times in a row without dying (no problem for med/no armor). Hard to react to changes on battlefield (often recovery made me unable to cast second wind in time), modal on fights made the whole thing hopeless - if you only have few precious attacks anything with accuracy penalty is killing you. So, to sum up - I don't see the choice as naked vs heavy armor. The penalty on heavy is significant, I'd say it is too punishing for damage dealers to use anything above medium. Of course for gun users, tanks etc. - heavy is the way to go. BTW - managed to do few tests on Berserker/BW - he is actually slower and ends up the fight worse off than Devoted/BW. I guess it would even out in multiple opponents fight - carnage would clean them up much faster than devoted/BW.
  17. So.. safe to say no more updates at this point?
  18. Ok, that's a new thing. I must read the descriptions more carefully. I guess not an issue in normal fight, considering length of a typical engagement. Though leaving PoE1 name is a bit confusing, it should be long enough but finite recovery
  19. How does one run out of constant recovery? Also - if you keep it as lingering chant - does it mean essentially "wasting" the whole class ability on healing-only? Even with high RES it may not be viable to try and weave in any other chant in the song.
  20. Do they scale with level or power level? Asking because it means that for multiclass the summons will eventually fall behind as multis get lower power level.
  21. Yeah, considering the changes that are already mentioned as planned.. at least one quick last effort round of beta would do some good. Maybe the results will not make it to release, but can influence direction of Day1 patch.
  22. I actually thought about using both (Devoted+Sharpshooter) for maximum effect with pistol or blunderbuss. Both PEN bonuses as well the ability to increase the terribad accuracy of the weapon with barrage buff from Devoted.
  23. There was a build in PoE 1 for cipher that basically switched around blunderbusses. Not only was it very effective (got a bit nerfed later on) - it would greatly fit the theme in PoE2 Is there anything viable like this in Beta, especially now that guns can be dual-wielded? I assume it would be a Devoted multiclass..
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