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dunehunter

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Everything posted by dunehunter

  1. The enemies are tougher in new patch, but they still cannot do enough damage to kill your tank. The final boss is a good example of this.
  2. Wizard is very powerful atm, CC, blast, tank. All A+ rate imo.
  3. But all deflection bonus stacks, so I like their nerf to all deflection gears. It still gives u extra will deflense plus the deflection bonus, so not a bad choice, not even useless as OP claimed.
  4. They can put some limit on the helmet instead of disabling self-triggering instead. Like don't allow the elec lash to affect spells, reduce the % lash u get from elec damage.
  5. Actually I think this is more a designer question than a QA issue, but anyway thanks for reply Cdiaz, u r the best
  6. Specialist need some generic passive that is useful both low level and high level. Evoker’s echo is an good example. The rest specialists has abilities that is good in low level, but their usage drops dramatically when leveling up. My suggestion: Conjurer, summon familiar -> 0.5sec/0sec casting time. Illusionist, passive ability: chance to proc double image when being hit/critical hit. Enchanter, passive ability: casting enchant keyword spells on self has a chance to get an extra random inspiration. Tramsuter, ogre form as a modal like Druid, ogre form get passive fear aura like drake on high level.
  7. They should make Druid form scale with PL, not level. Now the penetration of animal natural weapon is not enough for PoTD, multclass shifter is better because u can multi berserker to get +2 Pen.
  8. I think the reason behind this is if both Might and INT benefit DoT spells, it gonna be too powerful, but how they handle the issue is not very elegant. My suggestion is just make either DoT per tick damage or Duration a fixed number, so DoT is only benefit from Might or INT.
  9. Example: Taste of the hunt, Disintegrate. We have this same issue in PoE 1, my understand is if DoT abilities both benefit from Might and INT, it would be too powerful. It's reasonable that the total damage is only tied to Might, but there must be an elegant way to handle the relationship between DoT and INT. Currently it's very ugly to see low INT one do more DPS. I'd suggest the DoT tick damage to be fixed, or duration to be fixed, problem solved.
  10. Discussed in this thread: https://forums.obsidian.net/topic/102077-lower-int-higher-dot-dps-its-back/?do=findComment&comment=2051859 Currently some DoT spells/abilities as it's DoT only tied to Might and Powerlevel, while duration is tied to INT, which results in if you have lower INT, you can do a higher per tick damage and thus higher DPS.
  11. Taste of the hunt, Disintegrate, both damage is not tied to INT, but duration tied to INT. So the lower the duration the higher the DPS is. I really don't wanna get through this again Btw, graze = higher DPS
  12. So it seems some DoT damage formula is changed back to PoE 1 version, the lower INT you have, the shorter the duration, but the total damage is same. So we have some 3 INT rogue build that benefit from this rule. I personally think this is a very stupid setting and it seems it's back in DF...
  13. So you can activate Blazing Fury and then switch to other weapons, same as Wild Barrage, intended or bug?
  14. Also, a legendary arquebus sells less than 60k in shop, but to upgrade one to Legendary it cost 60k gold. I think the merchants in DF are not good at trading.
  15. I can use OP’s argument against him, it also cheapen the experience of playing a martial class, when I can only auto attacks. Baldur’s Gate 2 is an example your fighter are only be able to attack. It’s very boring to play a fighter there.
  16. Turning Wheel works with spells, it basically multiples your spell damage by x 1.2. Same as Eternal Flame, that’s x 1.1.
  17. The economics system need rebalance, u can easily sell 100k+ worth of lengendary gears in late game. You will never be short of money then. I enjoy the icewind dale 2 better because loot is very scare and you have very little money to spend on buying gears. Forcing u to be careful when shopping. In deadfire? I just buy whatever yellow gears I see in the shop. It’s not exciting anymore.
  18. Some classes doesn’t need high Perception, ranger, assassin, fighters.
  19. In this game there isn't much difference between per encounter and per rest. I agree, until they implement some penalty for resting, per encounter = per rest.
  20. Fury form is still bad because if u wanna boost your spells, wear gears that +PL is better than turn into some form and lose all bonus from gears. The only sweet thing now is its speciality can be empowered. I tried a Fury/helwalker and did 200 damage 25+ sec stun with the empowered lightning speciality.
  21. Comparing the pure rogue you get two cast of Wall of Many Colors, lost -20% damage bonus, that's an additive bonus. Don't think it's a big deal and u get extra utility. If there's a rogue class that need uptune, it's not trickster but pure rogue.
  22. Gouging Strike is nice for long fights. Devastating Blow on low health boss could be devastating. So it depends on situation. And prolong thought about 5% up or down may be waste of time. But here is a thing: Martial classes have limited pool, and abillities are generally costly. At low levels you have to pick something. And you dont heave many options. Result: Over focus on low tier abillities, and just sticking tot them, since we already picked them, and are good enought. And for high tier... we dont have Guile or levelpoints for that. Other aproach: Fron load basic form of active abillities (at least most), with backload upgrades. So at level levels you could pick Cripping Strike, or Blinding, or Sap, Whitering, Ring the Bell, Just sap it. All options. But for upgrades... you need wait for them for tier 4+. That would be nice. I consider the guile cost too, Gouging is good yeah, Devastating I'm not sure if it worth 2 Cripple Strike, maybe you are right. Econmically I will just use Cripple Strike most of the times.
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