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Everything posted by dunehunter
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The dual wielding nerf hurt non-rogue classes a lot more, since the penalty is calculated additively, it can be easily be compensated by rogue's huge damage bonus. But it really isolates other classes from dual wielding... Some classes like pure fighter, will find that DW Full attacks very weak even weaker than autoattacks because he doesn't have much passive damage bonus. The more I ponder this new mechanism, the more I think it is a bad decision because: 1) rogue will still spam full attacks with dual wielding because like you said they will never feel it. 2) Fighter, Paladin, and even barb and monk, if pure classed, will have to give up dual wielding for full attacks because it sucks a lot...
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v2.1.0 is now available on the Beta Branch
dunehunter replied to David Benefield's question in Patch Beta Bugs and Support
Power strike is an active ability while backstabk is passive, I don't see why something cost resource should be same as a passive. Also you can combine backstab with high lash ability to get more out of it. -
[2.1] New Enchantment UI bug
dunehunter replied to dunehunter's question in Patch Beta Bugs and Support
I have a save with sun and moon upgraded fully with fire path, and then I upgrade my game to beta, I found I can still upgrade the ice patch. -
[2.1] Character falls into animation loop when using an ability
dunehunter replied to dunehunter's question in Patch Beta Bugs and Support
It is really easy to reproduce the issue, I’m having the problem all the time now. The best way to reproduce is using an ability at its furthest range, very likely u gonna be stuck in an infinite animation loop which leads to game crash eventually... -
So even there pops a window tells me if I enchant my weapon into one path and excludes me from another. I can still enchant both paths.
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v2.1.0 is now available on the Beta Branch
dunehunter replied to David Benefield's question in Patch Beta Bugs and Support
I agree Boeroer. And I also think my test is not proper enough because I'm using a lvl 20 character and a Rogue. So I have tons of damage bonus that compensate the malus of full attack penalty. I can imagine if I don't have so many bonus, my Full Attack abilities will fall behind my atuoattacks, which yeah I agree feels a bit weird -
v2.1.0 is now available on the Beta Branch
dunehunter replied to David Benefield's question in Patch Beta Bugs and Support
I did a few test on new full attack abilities. Although it hurts a bit for dual wielding style, a Bleakwalker/Assassin can still do tons of damage with Magran's Favor+Sun&Moon and FoD. A two-hander still won't do as much damage, but both style is very very close if you use normal single-handed weapons instead of +Fire PL ones. So I'd say it is a good step to make different weapon style balancer. -
v2.1.0 is now available on the Beta Branch
dunehunter replied to David Benefield's question in Patch Beta Bugs and Support
Still downloading the beta, let me check if it is -
I don't know how you tested it but it's not true at all. You have recovery with the scepter in the OH or reload if the pistol is in the OH. Don’t make assumptions, TEST it. He means scepter in mainhand and pistol in offhand. In this way since full attack abilities use offhand recovery time and firearm has no recovery only reload. You actually CAN spam full attacks without recover. Imo it is a bug and should be fixed. Have you tested yourself? What makes you think I didn't test? Of course I test everything I post here. That's why I know you didn't test it. If you want proof, here u go I use two set here, scepter in main/pistol in offhand. And pistol in main/scepter in offhand.
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I don't know how you tested it but it's not true at all. You have recovery with the scepter in the OH or reload if the pistol is in the OH. Don’t make assumptions, TEST it. He means scepter in mainhand and pistol in offhand. In this way since full attack abilities use offhand recovery time and firearm has no recovery only reload. You actually CAN spam full attacks without recover. Imo it is a bug and should be fixed. Don't you have to reload the pistol in that case for the next full attack or is there a bug that ignores you reloading between full attacks? Yep bug.
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I don't know how you tested it but it's not true at all. You have recovery with the scepter in the OH or reload if the pistol is in the OH. Don’t make assumptions, TEST it. He means scepter in mainhand and pistol in offhand. In this way since full attack abilities use offhand recovery time and firearm has no recovery only reload. You actually CAN spam full attacks without recover. Imo it is a bug and should be fixed.
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I think, without interesting interactions like this, increasing stats isn't a real choice: you always do it. I prefer there being reasons to not, just so there are interesting decisions and alternatives to be made. Especially with Cipher, weakening their substantial repertoire of afflictions, inspirations, and buffs just for a better Disintegration (a PL 6 ability!) is a huge tradeoff, but at least there's a reason to do something besides stack INT on every Cipher ever (which a lot of people complained about in PoE1's Barbarian). I personally think INT is the second best stat in the game (after PER), which is why I made this thread in the first place. Increase stats should always get u more benefit, the 'interesting decisions' you mentioned should between stats, so its up to you to value which stats will benefit your build more. Not when increase stats hinders your build while dump it make your build better, it's just a lame setting imo.
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Wait, what? I thought from the wiki description it was -10 deflection *to self* ... it is to enemies? Yep, it’s not to self, but to enemies and allies, if u are soloing it’s enemy only then. There is another item that grant u Dex Immune, but that item also reduce your deflection by 10. That’s why I think cap of laughingstock has almost no penalty and grant you double bonus is OP.
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As topic, after activating vanishing strike, any attack u make won't breaks invisibility. With high INT and +duration gears you can get 10+ sec invisible time where nobody can target you while u can cast/attack and enjoy backstab/assassin buff. From ability description I didn't see anything hint it should behave like this. Bug or intended?