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Everything posted by dunehunter
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The nerfhammer I played a lot combos in beta and almost all are nerfed to some degree, Unbroken/wizard(no longer trigger disengagement attack when enemy flees), Kind wayfarer/Helwalker(nerf of FoD, nerf of Lightning strike), Monk with rod(rod blast can trigger Swift flurry and has cascade effect, instantly kill a bunch of enemy). Rogue/Wizard(aoe from rod and blight no longer triggers affliction). Ranger/Berath priest(wounding is nerfed to only based on weapon damage, was applied to total damage in beta 3). Now I'm playing a Devoted/Soulblade(cleave and soul annihilation) and a Sharpshooter/Helwalker(rod + driving flight + swift flurry), hopefully these won't be nerfed
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Dual wielding is a no brainer in beta, but u might probably want to use single weapon in early game if u play on PoTD. I like draining whip better than bittering whip, because even now cipher generate focus faster, it’s still not fast enough without draining whip in early game. But I assume once u get fighter clear the path, u can respec to bittering whip.
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Sadly I don’t think u can compete with a well build fighter or Barbarian without spamming Empowered spells. Almost all wizard blasts have 3-4.5 cast time, and it doesn’t do more damage than warrior AOE abilities, which is instant cast. Btw cleave is full attack so dual wielding is better than 2h sword.
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Monk fist damage scales with Powerlevel. And as a single class monk u can access to upgraded version of torment reach earlier, that’s an AOE stun and u can spam it if u are shattered pillar or nalpazca. One of the top CC in early game. Also u get Burning Wheel in mid game(late game if u multclass him), combine with lightning strike u have +80% lash, which means your damage gonna be almost doubled. Or u can pick Swift Flurry + passive that trigger extra hit on crit. All of these feels really strong. You damage will be the No.1 because u have great damage bonus from transcendent suffering, great lash and super fast attackspeed, and they are all multipled factor unlike rogue with only additive damage bonus. In late game well u have some of the best ultimate...
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Dagger deflection bonus doesn't apply to ranged attack. Medium shield as a modal to resist 30% of incoming weapon attack(completely block). Also weapon/shield style raise reflective defense. But currently every level of shield enchantment only gives u additional +1 deflection, so fine medium shield would be +8 + 1 deflection. So yeah I do prefer dagger to shield.
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First impression on full ability tree
dunehunter replied to dunehunter's topic in Backer Beta Discussion
Er, both the Kind Wayfarer and Bleak Walker bonusses are REALLY good. I could dps-tank a dual wielding kind wayfaring paladin through a 1-ish vs 6 on POTD difficulty in the beta, with only very minimal support from the priest. That heal on a dual wielding char is really powerful, since it triggers twice for the entire party for a really good amount, AND doesn't cost you action time. Bleak walker also adds another damage type in addition to the damage bonus,m so you have another shot at targetting the lowest armor of the target. I agree that the other order bonusses are pretty weak, though. Big nerf of Paladin with flame of devotion. Honnestly, I understand the nerf of damage 25 % against 30 % (was ...50 %) But accuracy is the mark of paladin. 10 accuracy do a really minor difference now. MORE, why personnal bonus (upgrade) is 10 % against 20 % with shared ? It is a nonsense : p Personnal = 20 % Shared = 15 % Far more logical : p Cost of abilities, a lot with 6 sec of cast etc. I think, you can do more with a multiclass in this game. Flames of devotion really needed that nerf, to be honest. It was on line in power with barbaric blow and other 2 or even 3 resource abilities for only *1* zeal. Even as it now is, it is still pretty good. It really doesn't need +20 accuracy over +10 to be powerful. However, I agree that the shared flames buff is now better than the lingering flame upgrade. After seeing the full talent trees, I do agree that for most classes you can probably achieve more as a multiclass (when built smartly). Well you can make the upgrade version of FoD cost 2 zealot. I think at least Monk and Barbarian is very good if single classed. Monk's lvl 9 aiblity is very strong, Barbarian has Barbarian Retiation and Vengeful Defeat which is decent too. -
First impression on full ability tree
dunehunter replied to dunehunter's topic in Backer Beta Discussion
I think since the fighter Charge is only lvl 4 ability now, it only does full attack to the target u charged to, no on path damage. Flagellan is like an upgraded version of Charge, it does Crush damage to enemy on path. I'm not so sure, but Charge doesn't have any upgrade so it doesn't matter i guess. -
First impression on full ability tree
dunehunter replied to dunehunter's topic in Backer Beta Discussion
Because chanter has some pretty good blast, if I remember correctly they have a tornado like innvocaton at high level. As I said, chanter is very versatile, it can CC, blast, heal, revive, summon and has passive phrase. It also does very good in all of these aspect. -
First impression on full ability tree
dunehunter replied to dunehunter's topic in Backer Beta Discussion
Exactly. Problem is also THE COST of all of this. 4 power source for twinshot. Already a bad choice, sadly. If you have 8 PS = 2 attacks only. VS 8 attacks. Big nerf of Paladin with flame of devotion. Honnestly, I understand the nerf of damage 25 % against 30 % (was ...50 %) But accuracy is the mark of paladin. 10 accuracy do a really minor difference now. MORE, why personnal bonus (upgrade) is 10 % against 20 % with shared ? It is a nonsense : p Personnal = 20 % Shared = 15 % Far more logical : p For me, level 16-20 are not particularly crazy, even if there are few exception extremely powerful. I think multiclass is always on top (to test) Cost of abilities, a lot with 6 sec of cast etc. I think, you can do more with a multiclass in this game. --------- I also found the tree of each class a little bit repetitive (line of overpower, line of wielding, etc. If you take that away, there is not much left) For me, ability can be categoried into the below types, and we should balance their power based on it's type as: AOE < single-target support < self-buff passive < active low level < high level lash < damage bonus full attack < primary attack now some passive has double effect than active, some lash is greater than damage bonus, and some high level ability has same effect as low level ones. -
First impression on full ability tree
dunehunter replied to dunehunter's topic in Backer Beta Discussion
I don't want to turn this thread is another combat speed debate, so we may want to take it to a new thread from here if we feel we have more to say. Using the combat speed slider is not quite the same thing as reducing recovery. The slider makes *everything* faster, which soon starts looking like the Deadfire version of the Benny Hill show while recovery still lasts too long relative to everything else. It looks and feels awkward, makes it harder to make strategic decisions because everything is too fast, and doesn't quite solve the issue. I believe weapon recovery times need to go back to 3s as there's no need for the 4s nonsense. It doesn't help that the way the math works in this game, a penalty weighs more than a bonus—which is why I'm against reducing bonuses. I'd rather speed up recovery on the other styles to make them on par, or increase their damage. OR lower the damage output of DW. Anything but making recovery longer works for me. With that said, thankfully weapon recovery time is easily moddable so once the game is out, I can cut it down to suit my taste. Just pick a barbarian or multiclass into barb if you want 0 recovery time Bloodthirst is the way to go! -
Deadfire: Would you like to know more?
dunehunter replied to Tattyblue's topic in Backer Beta Discussion
cast time/recovery time: 3 sec/4 sec -
First impression on full ability tree
dunehunter replied to dunehunter's topic in Backer Beta Discussion
Monk/Whisper of the Wind: Full attack to 1+5 jump enemies VS Rogue/Vanishing Strike: Full attack and turn invisible VS Ranger/Twinshot: double hit with primary weapon. Based on the info of beta, jump attack can affect original target so if I understand this ability correctly, u can do 6 full attacks to a single target if there is no other enemy around. I'm not a game designer but I feel it is very easy to tell that there are some big gap between abilities. Edit: But I could be wrong about Whisper of the Wind, the jump mechanism is unclear in beta. -
First impression on full ability tree
dunehunter replied to dunehunter's topic in Backer Beta Discussion
Twinnshot + driving flight + arquebus with extra target = 6 hits, that’s pretty cool. But the ability itself is lame. It’s just a 2h version of Full attack ability. -
Deadfire: Would you like to know more?
dunehunter replied to Tattyblue's topic in Backer Beta Discussion
Based on the beta experience, u get +50% damage when enemy is above 50% hp, and with every percentage they lose below 50%, u get 1% extra damage until 100% bonus when enemy is at 0%. This is my understanding of the ability. I might be wrong because I never restrictly test it. -
I want to play ranger and that is so potato. Same ability, different name and 4 levels difference in getting it. So Stunning shots has changed from an Level 9 on hit stun when hitting enemy with both ranger and companion to a Level 19 on crit interrupt (i guess at least it doesnt require animal but i would rather the other way around). umm... and Barbarian gets exact same ability called Interrupting blows at around level 9 for single class. I wonder if this is a bug since they are so similar the only difference is Barbarian says melee only and ranger doesnt. That isnt worth 10 actual levels is it? Because Barbarian is marked as Crowd Controller and Ranger as Striker? If this is the reason why ranger deserves the same ability but so much later I’m gonna be pissed. I never a fan of such role system. I like a roleless system so I can build my class into whatever role I want to.
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First impression on full ability tree
dunehunter replied to dunehunter's topic in Backer Beta Discussion
Does paladin have the old coordinate attack? Or Deprive the Unworthy? I’m a bit disappointed that a darcozzi battle observer build is no longer available because these are removed. Also righteous soul can reduce a few affliction duration in PoE 1. -
Some changes doesn't make sense... Eternal flame gives 10% to one character, Shared flame gives 20% lash to all team members. The design seems to force you make choice to meet the class's role by nerfing all other choices. Also ranger's Stunning Shot is basically the same ability as barbarian's Intterupting Blow. But one is lvl 5 ability, one is lvl 9... This is like the devs are telling u 'Hey u can make a ranger as a Crowd Controller, but it gonna be such a bad choice than u will not too.'