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Hiro Protagonist II

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Everything posted by Hiro Protagonist II

  1. Totally agree with your mockup. Doesn't make sense to have individual inventories when there's no ammo, no encumberance, etc. Just change it to the stash in your mockup that we can access outside of combat.
  2. One of the things I don't like about the at will, encounter and daily powers in PoE is at first glance, I have no idea which are encounters and daily powers. In 4th ed pnp, at will (green), encounter (red) and daily powers (grey) are different colours as well as being the same colour in their own group. In pnp, if I'm looking at encounter powers, I can quickly scan the red powers. If I want to look at dailies, I quickly look at my grey powers. It's simple and quick. In PoE, I have to mouse over all the powers to find out is this an encounter or daily? I'd like them to be separated so encounters are together and dailies are together, or something that's easily identifiable without having to mouse over them to find a daily. Another problem is there is hardly any information on what dailies actually do with specifics and under what conditions are best to use them. An example is the Rogues finishing blow. In the game, when I mouse over the rogues Finishing Blow, this is what comes up. Firstly, it tells me it's a daily with the 'per rest'. There should be someway of telling me it's a daily without mousing over, but anyway. But then it says it's good for 'finishing off' opponents. Okay? So when should I use it? When an enemy is near death? Or 25% health? Or 40% health? So mousing over the power doesn't give me a lot of information in game. I then decide to go into the character screen and read the power and this comes up! Okay, damage is increased as the enemy has less stamina. But again, it doesn't tell me a lot. How much damage is increased??? I would expect going into the actual character screen would tell me a great deal of information on what the power does. Nope, not at all. So then I go to the wiki and see what it says about Finishing Blow. http://pillarsofeternity.gamepedia.com/Finishing_Blow Why is this not in the character screen or in the game??? It tells me straight away I should be using it when the enemy is under 50% and it gives me straight up percentages. I can use it when the enemy is at 40%, or 25% or anytime when the enemy is under 50% and the more bloodied an enemy is, the more damage I will deal. So then I can decide when to use it. if I want to use it when an enemy is at 35% or save it until 20% depending on the situation.
  3. I forgot about that. It's unblocked and no problem. It's all cool. But I did find it funny just the same.
  4. Geez, there's some special snowflakes on this forum. Going by Sensuki's posts over the last few weeks, there's a lot of praise, well thought out suggestions and some criticism with the game. How anyone can have an issue with Sensuki truly baffles me. And Sensuki and I have had run ins with each other to the point of him calling me retarded or something or rather as his signature and name shaming me on the Codex. I thought it was funny though. well played. meh, water off a ducks back anyway. But I will say that Sensuki has done a terrific job over these last few weeks and if people think Sensuki has been too negative or whatever, then these people need to pull their head out of their arse. Sensuki has gone well above any of the backers with his tireless effort to make the game better imo. That I commend and praise him for.
  5. So overall, you're having fun and it's a good game?
  6. It sucks too because I really wanna play a ranger. What do you find lacking with the ranger?
  7. Considering this is pre-alpha, it looks pretty damn good. The character animations look better than PoE. The capes look great. I'd like to know what resolution they're making it because the characters look slightly bigger and clearer than the ones in PoE. Maybe it's the art style that makes it look clearer or it was a design decision to make the characters slightly bigger. The music sounds like the original and the areas have that weird looking Torment feel to them like the original game. They've definitely nailed the feel of Torment imo. It'll be impossible not to compare both TToN and PoE considering they're using the same technology and both paying homage to the IE games, and ultimately decide which is the better game.
  8. Not 100% sure. Probably try your wasteland 2 email log in and see if it works first. Otherwise you may have to register.
  9. Decided to pop over to the Codex to see their reaction (as it's sometimes fun to see their reaction to things) and even they're excited too. I didn't have high expectations with inXile pulling this off but with WL2 and now Torment.. wow, they have their **** together. They got the UI right first time. I was also concerned about their decision with TB combat but having experienced how rtwp can go so wrong (PoE), I'm glad they did go with TB, not that combat was great in PS:T. Seeing this has inspired me to read up on the Numenera setting over the weekend with the physical books I received from my pledge. Books have been sitting in my bookcase for months.
  10. Think of Korax in BG1 with the basilisks. You send Korax in front of your party to engage the basilisks and the rest of your party mops up at range. It's very similar with the fighter. You send him up front and they dog pile on him and you mop up with the rest of your party. The enemy will dog pile on the character that aggros them. So if your wizard aggros an enemy, they will run past your front line and try and get to you wizard. I made a couple of posts about this some months ago with the enemy A.I. and it seems I was right all along. The Dev's are looking at changing the A.I. and I posted that the change is quite odd to me in some ways. Part of me finds it odd that an enemy will ignore the Fighter or Rogue that's doing damage to them right in their face, and then provoke opportunity attacks to try and continue to go after that Mage in your back line. Will have to see how it's implemented in the next Beta update. But this is already happening anyway in the beta to a degree with any of your back line making an enemy aggro, running past your front line and continuing on to get to the character that aggro them.
  11. Why would you make the cloaks and amulets less powerful? Also, what's the benefit of combining the two slots into one?
  12. You are arguing for things that are already in the game. You come up with things like a stance that gives bonuses to defences or DT. Well that is already in the game with Vigorous Defence giving defences to the fighter, and Armored Grace giving an increase with DT from armour. Instead of coming up with these 'new ideas', it's a good idea to check the game first and see if that's already in. It's like me saying the rogue should get a crippling strike power to inflict extra damage, or an escape power so the rogue can escape, or a dirty fighting power to make it easier to get a critical hit. Instead, it's a good idea to research, go over the fighters current powers and possible talents and work out ways to make the fighter more dynamic, and also makes sense in implementation. And maybe looking at 4E as well, considering PoE takes a lot from 4E. I can't see fighter combo's as the answer and I've given reasons why.
  13. makes me wonder why people are calling the fighter 'boring' - sounds pretty good to me. Do you enjoy playing the fighter? What, if anything, needs to be improved? Or is it just that some people don't like the fighter's role as 'defender' and want them to be a damage-dealer (in which case, isn't that already in as higher damage over time due to more consistent hits?) Or it's the rogue who spikes damage with sneak attacks but is less consistent overall (but people are attached to the name 'fighter')? I can understanding wanting to build different builds of fighter - ranged v. melee for example or damage-soaky-tank v. dancy-swashbuckler - so we're back to talents for different styles. The fighter is boring in that it plays like a meat shield front line tank. The common strategy is send tank ahead, aggro enemies, enemies dog pile on Fighter and your other characters help out with attacking enemies. Enemies die. Rinse and repeat. There's not much strategy or tactical combat when you're playing the same strategy over and over. And when you have the enemies dog pile on the Fighter, you send in your nude rogue to flank and sneak attack. The enemies usually ignore other characters 99% of the time in your party if those characters didn't aggro them. Yes, the fighter can do other things like throw up defences, regenerate stamina, knockdown enemies, but it's mostly defences and pretty much the same thing over and over. The tank just sits there while the rest of your party go to town on killing enemies. There doesn't seem to be much variety with the Fighter. Also, trying to play a ranged fighter doesn't make a whole lot of sense since the fighter's role is a defender first and is supposed to be on the front line. This is very much NOT like the IE games with a Fighter. Trying to play ranged gimps the fighter. The recovery time with armour severely penalises your characters which is why there's the nude strategy with ranged characters. I take it you don't have a beta key? I have one to give away if you want to try it out.
  14. Here we go. You're missing the point Lephys. A lot of what you write either doesn't make any sense, going off on tangents or arguing for things that are already in the game. It's why I asked if you've played the beta because if you had and spent some time on it with the different classes, testing their powers including the BB Rogue and BB Fighter that are already in your party when you start playing, you would know some of the stuff you're suggesting is already in the game. And suggesting things like "prone? okay bleed effect." does not make sense at all for the Rogue when the rogue already has the bleed power in the form of deep wounds. The Rogue does not need an extra hand with bleed effect because a target is prone. The Rogue ALREADY gets a helping hand with sneak attack when a target is prone. And if the rogue wants a bleed effect, it's already in the game in the form of a power for the rogue.
  15. Just noticed on the Torment website, it shows how many backers there are and how much money was raised in total. I wonder if it's like a counter and the numbers will go up.
  16. I did see a post from one of the devs from InXile that they wanted to get the site up first and they'll fix up all the other stuff like adding add-ons. Their main concern was to get the new site up with people able to access their WL2 keys with the release of the game this week. I expect we'll have to wait maybe a week for them to update the site to pledge more with the add-ons.
  17. Two games I'm really looking forward to from InXile. This and WL2.
  18. The rogue's sneak attack is conditional for a reason. And you can already do those effects like Blind, Hobbled, Bleed (Deep wounds) while sneak attacking and still get a bonus for sneak attack damage. As I said, with my Rogue, I can do various things but ultimately -> I want to be able to sneak attack every time. So I have no idea why you want to bring up something like: "prone? okay bleed effect." That's just way too OP if the game gives you a bleed effect power for free (you have a similar power called Deep Wounds) because an enemy is prone but also gives you sneak attack on top of it. Basically, the game is giving you a free power and you can keep your power in reserve. No, the sneak attack is enough and if you want the enemy to bleed, then you need to use your rogue power to do additional damage. Not because the enemy is under some effect like being prone. You're already getting additional damage with sneak attack. The game doesn't need to give you more damage for free. Also, the fighter is able to increase deflection, increase DT, increase the Fighters attack grazes to hits, increase number of attacks in engagement, increase defences to allies for a short time, makes it more difficult for enemies to score critical hits against them. So your suggestions like deflection boost are already in the game. The argument for combo attacks for the Fighter isn't convincing at the moment and is a mess. If you want to convince people like myself, you'll need to show how this would be implemented and in what circumstances with simple examples. None of these confusing 7 paragraph posts. I made an easy 4 point post showing different types of statuses and effects from damage and even that came across as convoluted. As I said, I want to stun an enemy with my fighter? I have to go through Knockdown, daze and then stun which is 3 attacks and that is if every preceding status is still in effect with my next turn. As soon as a status changes and I don't get off the next hit, I have to go through it all again. ugh, no.
  19. My fear is two years from now, a patch will be released with Sawyer still trying to balance the game with tweaks to the attributes, skills, etc.
  20. Give them a fortnight? That would make it a month!
  21. Very good feedback from someone who has jumped in and not knowing a great deal about how the game works. You're not alone with your concerns as many backers have expressed these concerns as well and we know how the game works as a lot of us have followed the development over the last two years. I imagine when this game is released, a lot of people who jump in not knowing a great deal about the game or thinking the mechanics will be like the IE games, it's going to be a huge shock and go down like a lead balloon.
  22. I find that quite distracting. I'd rather an area keep cleared while continuing to explore like it was in the IE games. And the fog of war was a concern for me early in development. How it is now in the beta promotes meta-gaming with seeing enemies in the distance, around corners and through walls when you shouldn't be able to.
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