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Everything posted by dunehunter
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Josh's new suggestion for Resolve is brilliant IMHO!
dunehunter replied to IndiraLightfoot's topic in Backer Beta Discussion
I didn't see enemies using empower.What I meant though is: imagine a dragon who randomly procs empower several times in a row (due to high resolve). Or think of Deadfire variant of Adra Dragon who would randomly get her aoe breath empowered; and if usually it would leave your tank at 20% (and you could heal-up), now it would kill him. It's not really satisfying if such random happens against us; and it's not really feeling deserved when it happens in our favor. Since this is new suggestion, and many encounters are probably already designed, such change would require re-iteration and re-balancing of majority of enemies with low and high resolve scores. Although there could also be complaints for having backline squishie one-shotted by a randomly-empowered necrotic lance, by an enemy with just 11 resolve. Btw, do I understand it right that this "+% random chance to empower" was thought to fit into current STR/RES system, and resolve would have 4 effects?: +1 deflection, +3% healing, +3% spell damage, +x% chance to empower? Edit: have moved a few quick alternative suggesions here. Voted, randomness in Res might be fun for player, but is not too fun when used by enemy. -
A new proposal on Resolve/Interruption system
dunehunter replied to dunehunter's topic in Backer Beta Discussion
Yep I agree the numbers need adjustment. One reason I come to this idea is because the interruption in DF is a bit too powerful now. There are so many way to cause interruption, spells that interrupt on critical, abilities that cause interruptions multiple times in one ability, but lack way to get Concentration, or resist Interruption. -
Oh you are faster https://forums.obsidian.net/topic/96287-a-new-proposal-on-resolveinterruption-system/
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I'm reading a lot threads and discussions about the new changes to Resolve due to the interruption/concentration changes in DF. And a lot effort has made to try to fit this into the new System. Here I come a new idea that might solve the issue we have. 1. Changing the Interruption/Concentration system in this way: Old: An Interruption has 100% chance to break a layer of Concentration. Now: An Interruption has 50% chance to break a layer of Concentration. 2. Knockdown as a Stronger version of Interruption so it still has 100% chance to break a layer of Concentration. 3. Each point of Resolve reduce this break chance by 3%. So for a 20 Resolve player, the chance to break his Concentration is only 20%. 4. Furthermore, we can give Perception +chance to break Concentration in the same way as Resolve. 5. Question: does this make Interruption too weak? Answer: I don't think so because based on how many method some classes has to interrupt, for example Rooting Pain, and Blunderbuss + Interruption ability, and any Full Attack that delivers two interruptions.
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Josh's new suggestion for Resolve is brilliant IMHO!
dunehunter replied to IndiraLightfoot's topic in Backer Beta Discussion
Well let's make a seperate thread and see how beta backers like our idea? -
Josh's new suggestion for Resolve is brilliant IMHO!
dunehunter replied to IndiraLightfoot's topic in Backer Beta Discussion
One idea for current Resolve system I have is: Change the Interruption/Concentration system in this way: Old: An Interruption has 100% chance to break a layer of Concentration. Now: An Interruption has 50% chance to break a layer of Concentraion. Each point of Resolve reduce this break chance by 3%. So for a 20 Resolve player, the chance to break his Concentraion is only 20%, sounds good? Furthermore, we can give Perception +chance to break Concentration in the same way as Resolve. Problem solved. Question: does this make Interruption too weak? Answer: I don't think so because based on how many method some classes has to interrupt, for example Rooting Pain, and Blunderbuss + Interruption ability, and any Full Attack that delivers two interruptions. -
how does the penetration mechanic feels like?
dunehunter replied to Ancelor's topic in Backer Beta Discussion
I come with an idea to make full penetration not doing full % damage, and make overpenetration do full % damage. The idea is like this: if Pen >= 2 X AR, one receive 100% damage no matter what kind of armor he wear, but it's harder to meet overpenetration when wearing plate. if Pen >= AR 1. for heavy armor, one receive 70% of total damage. 2. for medium armor, one receive 80% of total damage. 3. for light armor, one receive 85% of damage. if Pen < AR, each point of diff reduce the damage received by like 15%, until reaching a threshold = 25%. For heavy armor it means Pen - AR = 3, for medium/light armor it means 4. So no matter how high your armor is, you will still receive 25% damage. In this way Medium and Light armor is still useful as you still get some damage reduction even when your AR is lower than enemy Pen. While Plate still keep it's lead in damage reduction. -
That's simply because Rogue ability scales badly with level isn't it? You get sneak attack +50% damage at lvl 1 and then backstabing at lvl 2, then invisible at lvl 3, well you are all set for a good spike damage dealer. And then it's higher level abilities(both active and passive) just not scales too well and feel pretty weak. This makes multiclass Rogue feels extremly powerful while single class Rogue doesnt have much more to offer. One solution is delay the level u can get backstabbing and invisible. Another long term solution(and for all classes) is making abilities scales with PowerLevel better as many suggested here.
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Josh's new suggestion for Resolve is brilliant IMHO!
dunehunter replied to IndiraLightfoot's topic in Backer Beta Discussion
Not a fan of chance based benefit actually. It is not reliable and wth is Depower for low Resolve? Like -10 powerlevel for my ability? -
Yeah but for a team of 5, shared flames adds 20% lash to 4+ characters, Mith Fyr adds 25% lash to 5+ characters, compared to eternal flame +20% lash to self and swift strike +30% lash to self, obvious choice? I don't think both eternal flame and lightning strike is OP for nerfing. If the nerf is based on lash, wonder why all other lash ability is not touched.
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I see in beta the ability cost is not very reasonable for some ability and classes, for example rogue's and barbaric blow. Therefore I'd like to see a more consistent ability cost over all classes. My proposal is ability cost = at which powerlevel u gained it / 2. So ability learnt at power level 1~2, cost will be 1, power level 3~4, cost will be 2, power level 9~10 will be 5. Upgraded ability may also upgrade the ability cost if it is upgraded at higher power level, but you get both low cost version and high cost version of the ability to choose from. Also upgraded version of the ability should be powerful enough to match its level.
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Confusion in Pillars 1 caused: Every 6 seconds the afflicted randomly starts to: attack their allies behave normally do nothing move into a random direction Can you offer some insight into how the Berserker's Frenzy affects him? Does he randomly do nothing or move in random directions? Does he randomly switch targets while attacking? Also, your example talks about Berserker + Stalker, but for Stalker to gain bonuses he has to be within 4m of his pet. Wouldn't that mean that he would be at risk of attacking his own pet from time to time? Confused is changed in PoE 2, it no longer makes u lose control of your character. PoE II Confused: -5 Int, cause friendly fire when u do AOE attacks.
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Few known spells and very limited number of casts at lower levels aren't much problem. It was designed like that since ages (vide Dungeons & Dragons). Real problem lies in limited cast at higher chararacter's level, when there are still only 2 cast per level during combat. It lacks flexibility. In longer fights I would like to cast more Curses of Blackened Sight, Combusting Wounds, Mirrored Images, Merciless Gazes... And now I'm limited to 2 cast each level and the new system forces me to use something else, not necessarily suited to a situation. I agree with u, a resource pool is more flexible.
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I agree what you are saying, but you don't count that many ability doesn't target deflection, it targets other defenses. And in most and those defenses are much higher. Yes accuracy is in balance if you look at attacks agains deflection, but I don't think it is against other defenses. Especially because many class has access to +20 affliciton defense, and +10 bonus to one defense raising the bar even higher. All in all though I'm on your side on this. I would much rather see secondary bonuses on stats, like bonus to healing received, reduced affliciton duration, bonus affliction duration... and other stuff like those. These would be very much useful. They don't seem to be strong at first glance, but if you can shake off a paralyze or stun affliction sooner for example, that could be the difference between party wipe and living. Errrr so u agree with my point or not? You know that when enemy's defense is high, accuracy has nearly the same effectiveness as strength, which boost your DPS by around 3%, but when your accuracy goes higher or enemy defense goes lower, the relative gain u get from per accuracy is reduced, and eventually because much less effective. So when u say that spells target other defense and these are much higher. You are proofing accuracy is not that weak so Perception should stay at its current stats In summary, when you don't have efficient way to boost accuracy, accuracy will remain high efficiency. So I think Perception adding 1 accuracy is still OK.
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What am I missing? You say Perception is okay and not too weak. But all those numbers say to me it is too weak, especially if the priest and wizard buff is too slow. (A bit of a tangent as this response makes me think of this: Just a bit of a cry for more attention to Wizards as specialized spell casters. Why aren't spells considered for weapon proficiency instead of weapons for Wizards? Just a thought for another thread obviously. Maybe as an option at character creation so the player has the choice, especially if multi-classing—weapon proficiency or spell proficiency.) Joe Accuracy has diminishing effect, the higher your accuracy, the less useful it is. When the enemy deflection is high, accuracy becomes more important. That's why I say current Perception situation is ok. If there are a lot of way to boost your accuracy except raising Perception then it becomes a less useful stats. That is my understanding.
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I think Perception is OK now because: you cannot stack that much accuracy as u can in PoE 1 now. affliction doesn't drop enemy deflection as it did in PoE 1. Perception only gives around 2% damage yeah, but it also boost your CC accuracy. Affliction that cause deflection reduction: Stun causes -10 all defense Perception affliction causes -10 deflecion Paralysis causes 50% hit/crit conversion In currently beta, let's see which class has higher accuracy bonus. Barbarian - +6 accuracy with proficient weapon = +6 Fighter - +5/10 from stance(doesn't stack with paladin aura), +5 accuracy from inspiration, 50% graze/hit conversion, 50% hit/crit conversion = +10/15 Paladin - +5 from zealot focus(doesn't stack with fighter stance) = +5 Ranger - +10 from mark, +10 from stalker's link = +20 Priest - perception inspiration but buff is slow = +5 Wizard - perception inspiration but buff is slow = +5 So you can see, only figher and ranger have decent accuracy bonus. All other classes either has only +5 or no accuracy bonus at all. I'd say Perception is not too weak now.
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I think the biggest problem is in the early levels of caster. Casters suffer that they lack spells to use and spells are relatively weak in early stage. This is specially true for multiclass casters as their early stage is extended because of multiclass. You only have 3 spells, 2 lvl 1 and 1 lvl 2 spell at character level 6 and because of lower power level, multiclass casters doesn't have many choices on their spell picks than summon weapon or self buff.
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Ah yeah I remember it now EDIT: This can be the real dragon killer combo. Imagining u are a drug monk who eat drug and activate death of dance. Then chaining Blade Turning when face tanking dragon. They gonna be hit hard with their own disengagement attack OUCH!