Jump to content

dunehunter

Members
  • Posts

    2738
  • Joined

  • Last visited

Everything posted by dunehunter

  1. New recovery formula gives me a feeling that it diminishes really hard. If you only have one big penalty or big speed bonus, it has large impact on recovery time. However, the more you stack, the way less you get. For example with -50% recovery time from streetfigher heat up, greatsword can have 4->2.3 sec recovery time, while if I dual wield fast weapon and have heat up, which is -50% -30% -20%, my recovery time is 3->1.2 sec or something like that. So you see the first -50% makes miracles. But at same time if you have penalty, it’s also a nightmare.
  2. Duplicated post.
  3. Aren't affliction also remove target inspiration? Also there was a single target version of Arcane Dampener in PoE 1, it is called Deprived the Unworthy and its a paladin ability I remeber it is very effective when combine with Sworn Enemy to remove Minor Avatar from enemy priest who has high will defense.
  4. For answer 1, I post another thread to explain it, but again because 1) blunderbuss is not working for backstab right now, only 1st projection of it will be considered as backstab; 2) it makes light weapon pretty inferior for backstabbing. For answer 2, in old betas, strike the bell was the only rogue ability that interrupt, now all rogue ablities interrupt, so it becomes pointless For answer 5, yep shadowing beyond is too expensive.
  5. Well Shadowing Beyond is like Escape + Smoke Veil + 0 recovery time, so it gonna be too good if has a cost of 1 imo
  6. I never use alchemy because I think they are brokenly overpowered right now. But you have a point nod.
  7. There is. Duality of mortal presence. +1 con or +1 Int / wound I wouldn't call that nor mediocre, nor non essential. Presumably there will be iron wheel in some form. Every subclass has a bonus and malus right? For shattered pillar it is ++rooting pain ++synergy with dps build, --duality of mortal presence, --passive builds, don't see the issue here.
  8. Yep, happens a lot to me when there are a lot mobs in a small area, one bump another away and make me miss my target(out of range) and lose my abilities.
  9. More subclasses!
  10. Welcome to add more idea/talents into the list!
  11. If they make abilities that cost wounds into Full attack abilities, then it will be the same problem as it is in PoE 1, you have endless wounds, you spam full attack abiities, you dump the hell out of Dex.
  12. I've made the suggesions below to make rogue better in compare with other classes. rework backstab so it now works for every attacks in the first 0.5 second out of stealth or invisible; (can backstab with offhand fast weapon, or even heavy one hands if Dex is high) remove Strike the bell and Wither strike. These are absolutely meanless right now. Cripple Strike is all you need for interrupting. Smoke veil, cost reduce from 2 to 1; Smoke clouds, add invisible because it is an upgraded version of Smoke veil, also reduce recovery time from 4 to 3 to make it consistent with Smoke veil; Shadowing beyond, cost reduce from 3 to 2, same as that paralysis upgrade version; Dirty fighting, increase the conversion rate from 10% -> 20%; add new self-buff active ability 'Reckless assault': +10 accuracy, -20% recovery time, -10 deflection, duration lasts as long as you hit someone within 5 seconds, can have two upgrade version, one remove malus, one gives more hit to crit convert; add new self-buff ability like poison weapon which add +30% corrode lash to weapon attacks for like 15 second; add new passive ability Light weapon mastery: +1 penetration with light weapons, +50% backstab damage with light weapons. In summary I suggest reduce the cost of rogue abiities, remove useless ones and add more self-buff and passive abilities to them.
  13. Finally someone tested it and agree with me Cleaving is a free win button in most of fights in beta.
  14. I find Swift Strikes and its upgrade to Lightning strikes to be class defining and one of the best in the game. Duration is like 15 seconds with a 15 Intellect and power levels which is plenty long enough. You get +5 Dexterity, +20% action speed (+35% including the dex) and a +30% lightning lash. plus it is the only mortification ability that I usually take so I can keep this active for the whole fight. What two abilities work better than Torment's Reach? The upgraded version with AoE stuns is really good. Not as good as in PoE but there it was stupidly powerful. I still like to set the AI to spam this as often as possible with good results on PotD beta. The fact that it costs wounds which are limitless is what makes Monks great. I love Shattered Pillars. Getting wounds to further fuel my offense by causing damage is fracking great. The upgraded Force of Anguish can be run perpetually as each one will generate at least a wound which will fuel the next one. A few Monks spamming FoA and ping ponging mobs all over the place is funny as hell. Plus if you go heavy defensive via Unbroken with shield, Paladin multi, Trickster, Wael Priest or Wizard you can get good mileage out of Dance of Death and still generate wounds from attacking. Not needing to be a punching bag is my favorite thing about DeadFire. Monks do best with fists as fists do more damage than a sword, 16.5 vs 16 average, with the attack speed and recovery of a dagger. They are the king of auto attacks for dps. Using anything besides fists is generally a bad choice unless the weapon had some game altering buffs and powers. Two weapon style is much better than anything else for damage output, near 20% better for dps (factoring in using the appropriate weapon styles). Two handed does less damage and really gets hammered by armor recovery. To be less painfully slow you'd want to be running in robes while dual wielding in plate does just fine. To fix they'd need to substantially increase the damage and/or increase penetration and maybe make enchantments stronger on two handed as well. I find Helwalkers to be too glassy for my tastes and Nalpazca are either going to be brokenly good (if there is enough drugs to be under the influence for every fight) or annoying (if the supply of drugs are limited such that you are always hoarding for the next fight). I'll take the Shattered Pillar every time, five wounds is plenty as there are not any per wound stockpiled type abilities like Iron Wheel or the fire lash one. I'd suggest going Nature Godlike for the extra power levels which add +1 penetration, +4 accuracy and +15% damage and going pure Monk instead of multiclassing as the additional power levels get you another +1 penetration +4 accuracy and +15% damage. The extra abilities gained at a faster rate really make a difference. Compare a Devoted/Monk with a pure Monk and the Monk is a lot better in my estimation with near equal damage and extra abilities. Agree most of your post except I think Devoted/monk is pretty good because of all good stuff fighter provides.
  15. I really don't care how much more damage it can do, its just too slow specially all other things are speed up now, the cast time of slowest spell is 6 sec, while 2h recovery time with plate is also 6 sec.
  16. A handicapped style which need drugs to make it works
  17. Any way the 2h weapons in DF is a failure, even if the devs double 2h's damage, it's still feels unbearably slow. I'd rather use DW anyway. Also heavy one handed + light one handed is the best combo since you can use full attack abilities with light weapon recovery = Awesome. You might want to use 2h for Bleakwalker/Assassin, but I will still use DW for the combo because I don't want to wait 5-6 second after backstabbing and sabre's damage is ususally enough to kill the mob, you don't really need greatsword for backstabbing.
  18. Between two swings my gunner already shoot and reload twice...
  19. With plate armor my 2h fighter has 6 sec recovery time zzz, dw is like 3.5 sec or so. Please show some loves to 2h weapons devs
  20. There might be gears +PL, and there definitely gears +melee too. I just give suggestion based on things we can see now
  21. Constant recovery? Also Torment Reach + Cleave > upgraded Torment Reach on cleaning trash mobs, upgraded torment reach is better at single target mob imo. Can't say which is better, both feels pretty decent to me. Pure monk = +15% damage on fist; Devoted/Monk = +1 Penetration, +1 accuracy, 50% hit to crit, 2x50 graze to hit, +25% crit damage; Imo devoted one is better. And also pure monk is the only melee class that can compete with its multiclass combo builds imo, or other melee classes is better multclassed.
  22. Compare with weapon bonus like attack speed, lash, wound, proc on hit, sneak attack, soul whip and etc, the way to boost PL is limited, only nature godlike, death godlike(too situational), ascendant, subclass wizard(most of wizard subclass is not so good atm) can boost PL, we need more buff, passive talent that can help casters doing damage. For example make talent like Scion of flame +PL with fire spells, or allow Concentration to +PL.
  23. Not the same thing than a fireball ? If you are surrounded by 4 enemies, each has 100hp and your per hit damage is 25, you need 16 hits to kill them all. 3 attacks to kill opponent for fireball and cleave stance need a first kill and 6 hits. So yes this is strong, but no less than others things now. Well will your fireball procs weapon on hit effects? Will your fireball trigger another fireball when it kills a mob? If this is a barb ability i'm totally fine, but this is fighter, you both have tankiness and better aoe abilities than barb Also the fireball damage is pretty much limited on its basic damage, which is around 60 unless you empower it, while I can easily deal 100+ damage with full attacks.
  24. Don’t they have that big data thing to see how much percentage of players picked which talent? If everybody picked discipline strike then they can see it and rebalance it probably.
  25. Yeah, my "feel" is that maybe it should drop to a 15 second base instead of a 20 second base, BUT having to wait to cast effectively really is a big hit since the opening seconds of combat are the most tactically valuable, so i might be wrong and 20 might be fine. I also suspect there's going to be a late-game issue where it takes progressively longer and longer to hit max focus. Early game, a single blunderbuss blast might be enough, depending on build; by midgame even an optimized build is gonna need dual blundy's ; by late game . . . you're gonna need more than just the initial alpha strike damage to get your numbers up past rookie levels. So it might balance out. After this run I'll try a "scaled up" run of the beta at like 10th level and see how it differs. Make sense, that’s why Im always whining that +max focus is not a bonus but a penalty for Ascedant ( it is a bonus in their description lmao )
×
×
  • Create New...