
Veevoir
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Sell me on a Class
Veevoir replied to armorb's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Rogues (and any class) can wield anything. So consider the awesomeness of sneak attacking people with 2-handers. In PoE being a rogue is not exactly D&D thief-sneaky archetype, it is more of a dirty fighter who when opportunity arises attacks fast and hard, hit and run style. As for pro's and con's - hatchets add to deflection (pro), but for rogues it doesn't matter that much - they are to attack while enemy is busy, not go head to head. The con is simple - as "special ability" of weapon is deflection - most of other small 1-handers are much more suited for dealing damage (eg. being stillettos that bypass some armor). If you'd upgrade to normal-sized 1-handers Axes are not a bad choice. -
So basically it is reduced to the very same issue Wasteland 2 had. Weapons/skill progression for enemies you actually consider dangerous nullifies armor bonuses all the time,so later in the game wearing armor is a waste of money (and time in PoE). Actually, in Wasteland 2 it was amplified by the fact armor could make you take *more* damage. It is funny PoE handles damage increases on weapons with % but protection increase is in hard numbers. Just making armors defend against % of given damage which scales very well.. forever. Of course with some fine tuning. But it seems that hard DR numbers are infinitely more complicated to do right.
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Just noticed that u can enchant clothing!
Veevoir replied to mrmonocle's topic in Backer Beta Discussion
Because, unlike any other clothes, robes give you special powers! .. or maybe not. Agreed on the point that robes should be clothes as well. Sure they are "wizard clothes", but still clothes, not armor. -
@morhilane: Sure it will get used against the party. Many abilities will be used against the party, some of them we (as player party) can't use. But that is not the point. The point is - why do we get to pick it at all when (as a level VI ability) it is very weak for player to use on NPC enemies. Now that would be a reason. We can argue if a good reason, but a reason to desintegrate nonetheless. And I do hope AI does that. Still - it is underwhelming ability (in fact Cipher's lvl VI abilities are all a bit underwhelming compared to IV or V)
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Oh, I didn't realize NPC's had a different health/endurance mechanic.... So no enemy health? Unless you would just call it health to begin with like most games do. They may have it (as per @Odd Hermit), but it doesn't come in the play like 99% of the time. Once a character in the game (PC or NPC) loses all endurance she/he falls down unconscious til the end of combat (except for some rare kills/abilities that can prevent that). So a bunch of unconscious enemies are as good as dead, aren't they? Unless they will win the fight
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Yeah, but what is the point of taking the ability for a Cipher in player's team? Enemies are dead when they lose all endurance anyway. So unless there are enemies that can stand back up from being knocked out of endurance (trolls ,perhaps?) but that just makes this ability very,very situational. And it shouldn't be, it's the strongest ability tier in the game.
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But is rogue *that* good in melee? I mean, with fighter getting 3 masteries of the weapon, confident aim, disciplined barrage and such - the damage output should be high and consistent, all the time. And delivered by a much less squishy individual Is there something I am missing about the rogue? Because if I were to make rogue I surely wouldn't stick that fragile being into the fray, but instead kit him/her out with guns :D It seems very situational to be in melee as rogue, whole engagement has to be geared towards distracting enemies from hitting the rogue, which may badly influence effectiveness of party as a whole (as in: rogue can't do it on their own)
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Speaking of stuff that doesn't work - paladins. I wanted to create a DPS with 2h weapon that can withstand a few hits and it seems that paladin will fail me at that. Who'd you recommend for 2h dps - a fighter or a barbarian? I've seen what carnage can do, but are a bit concerned that barbarian lower accuracy (even lower on carnage attacks) + slow attack speed of 2h may end up as a festival of misses. On the other hand having AoE attacks with a high-dmg weapon seems like a perfect way to end up the fight quickly. After Sensuki's musketeer video I also considered rogue, but I'm very concerned with squishiness. And considering Fighter has master/superior weapon focus I feel the fighter's accuracy "overflow" leading to a higher number of crits is underrated. BUt hey, not having BB I can only speculate, that's why Im asking for help.
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... I'm not sure that's accurate. You're supposed to take damage to both Health AND Endurance simultaneously. When you run out of Endurance, you're "downed"/incapacitated. When you run out of Health, you're maimed or dead, depending on settings. Your Health pool doesn't remain untouched until your Endurance hits 0. You're right and I was wrong. I re-read frames where TrueMenace shows Health and Endurance in-game descriptions. Damage goes to both, when endurance=0 then incapacitated. When health=0 dead. Which makes disintegrate scary only when used against player characters, not enemies (who are game-overed the moment they are downed). Unless you are fighting creatures with constant endurance regeneration that can stand back up. Makes the spell somewhat pointless. EDIT: Also, in the paladin video - I've noticed that Aura AoE or other friendly AoEs (eg. Inspiring Faith) do not increase with Intellect. Is that a known bug?
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Well, about health and endurance - you read the very passage how it works in your combat mechanics video :D In general - after losing endurance you start taking health damage. Endurance damage heals quickly, health only when resting/special circumstances. No other effect that I know of. If you lose health though (and not playing with health=0=death) then you are knock down til the end of the fight and then wake up with 1 HP and injury. And on that note: keep up the good work!
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They may know (and it is good they do!), but it gives a hell lot of control - you engage them on your terms (and with own traps), which makes this spell really useful. Especially if you scouted out the location with a sneaky character first Nice. Maybe wizard ain't *that* bad.
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Holy crap! This Rolling Flame range is borderline on exploit - if enemies who don't see you wont go looking for whomever sent the rolling fire - you can kill anything outside of visual range... It is also conveniently about the right size for a dungeon corridor And if the do it is still strong - set up traps, roll a fire, wait for them to stumble upon traps :D
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@ushas: I did not assume it is *that* bad, thought it is mostly an issue with numbers that need a bit of a tweak at this point.. If most spells are bugged - there is no point
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This is the true public service announcement in your post. Any chance chart will get improved with spell levels? This is an important distinction, to see if dmg progression from spell level to another is at least consistent.
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About the cipher video - yes, you are missing something about lvl VI powers The Amplified Wave (prone cone) knocks everybody in the AOE range prone for 4 seconds! (and thats base). THats in addition to damage. It got hit quite hard by the nerf bat though, the damage and duration was bigger/longer if I remember correctly. Disintegration - when a character has endurance reduced to 0 they start taking health damage.(they are not dead like you claimed in the video). If they lose all the health they are dead. Disintegration skips the health part, making it quite powerful - in your combat overview video your monk had 49 endurance and 290 health. This skill makes him "lol you dead" in 2 seconds as for mind plague (or mind fcuk).. The power does the following to 1+5 (!) enemies for base 18 (!!!) seconds. Now read the effect and tell me again it is weak :D Dazed: –2 Intellect –2 Perception –2 Dexterity –10 Melee Accuracy x0.85 Attack Speed –10 Ranged Accuracy Confused: once per 6 seconds character chooses an action: act normal,attack ally, wander around, do nothing Edit: ok, it is weak for a 6th lvl power, I'd rather cast ringleader on them and make them force attack each other one by one I think this power exist solely for the Led Zeppelin reference. Shame it doesn't last for 6 minutes :D
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Rouge sitting on a turrent in a hanger - it is cannon. Internets (and game forums) are all made of misspellings. I, for one, will avoid elves as much as possible. There is not a single race in fantasy/sci-fi I hate more. Damn emo/withdrawn/look at my feels knife-eared dandelion-eaters with usually OP racial bonuses (to add insult to injury) I'm still offended by Colin McComb non-appology As for my perfect party - 6 Island Aumaua (2 fighters/4 rogues) with lots of firearms.
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[435] Background skill bonus inconsistencies
Veevoir replied to Sensuki's question in Backer Beta Bugs and Support
..which would make only one of those worth choosing (from mechanical standpoint). Hard to find a cRPG where you don't swim in items and gold after some time, making hard bonuses to stats >>>> getting stuff on character creation. I get what you're aiming at ,though. I'd rather see a greater emphasis on skill bonuses from background/culture than from class - that would alleviate the issue presented here to a great degree. It is ok if only magical classes can get +4 lore at start or rogue is the only one with +4 bonus in mechanics.. but having more than +1 skill point from class shoehorns players even stronger into stiff combinations of class+skills to choose. -
[435] Loot list / container issues
Veevoir replied to Sensuki's question in Backer Beta Bugs and Support
We are probably too close to release to even talk about the loot distribution methods and their pro's and cons.. But at the same time - all those experiments show up that the loot tables are screwed in a major way. I mean, 370gp vs exceptional item and junk worth more than 370gp as two options in the same chest? That is over 300% value range on one chest! At minimum those should be looked at and loot drops locked to tighter gold value ranges. I can live with getting 300gp of stuffs vs 400 gp. But over 300% is an insane range! -
[435] Sinful post-processing effects marring the 2D Backgrounds
Veevoir replied to Sensuki's question in Backer Beta Bugs and Support
Subconscious yearinings of Sensuki :D And yeah, this looks like a dream sequence or looking through a lense, doesn't seem like there should be any reason to do those kind of effects. Also - in video it is visible that the effect is weirdly applied during scrolling - it updates after scroll finishes (0:24-0:27) -
I've been wondering about Cipher + Blunderbuss build lately - this (along with additional +5 DT talent) would allow for a shattering opening (well, this works for any class) that at the same time loads up a lot of focus for the Cipher - after all it does 8 attacks, making it prime choice for Cipher weapons.. And at later levels it still remains potent - you can open with spells and when needing focus - just one, well placed shot for all your needs. That is - if soul whip range is far enough to be useful at all with ranged weapons.
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Combat Start: Ideas to fix it and Dev polling
Veevoir replied to tdphys's topic in Backer Beta Discussion
Not a bad idea, but it would allow pre-buffing (not really, but technically), so I don't think they would go with it. AWith the length of buffs we currently have - prebuffing would be very, very hard even if allowed before combat (so yes, only technically). best case scenario a player would get a few seconds of buffs. The whole war on prebuffing is stupid, but that's just for another thread. -
Combat Start: Ideas to fix it and Dev polling
Veevoir replied to tdphys's topic in Backer Beta Discussion
To borrow something from TB games - how about "start/stop combat" toggle that turns combat state on? how terrible is this idea?