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Everything posted by dunehunter
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Paladin Order Talents
dunehunter replied to Murp's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
LoL are u serious about this?? -
With the slow animation of the beta, does anyone feel it’s very hard to hit moving target with abilities? Most of time when I try to use an ability against a moving target, the target will move out of range before I swing the weapon, which result in ability out of range(super annoying). I don’t know what improvements can be made about this issue, but this is really annoying :/
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Your Tiers List [Base Classes, Subclasses]
dunehunter replied to theBalthazar's topic in Backer Beta Discussion
Over penetration is only +30% additive damage bonus among all other bonus like sneak attack. I doubt it will make any build the best build, it’s a good addon, but nothing serious here. -
Your Tiers List [Base Classes, Subclasses]
dunehunter replied to theBalthazar's topic in Backer Beta Discussion
Helwalker/Kind Wayfarer was powerful before Might->Str/Rez split, was also okay after the change in beta2, but no more now because lash tune and sworn enemy tune. Yeah Devoted/Bleak Walker is very strong because the issue of cleave stance that it triggers itself. Actually Devoted + Berserker or assassin is also very good. -
Ranged weapon still doesn't get backstab bonus
dunehunter replied to dunehunter's question in Backer Beta Bugs and Support
Smoke veil works for melee weapon and provide backstab bonus, but ranged weapon still didn't get backstab bonus....... As below, u can see i'm close to the target, and attacking from invisible, but only get assassinate bonus, not backstab bonus. -
Wonder if we can move the hotkey bar in future release? As below the position of hotkey bar seems weird to me. Shouldn't it be right above the ability bar at right bottom corner?
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So I have this leather armor without any enchantment, does it mean I cannot give it any enchantment at all? That would be sad because I like how this gear looks I understand the new enchantment rule means we can only enhance the already enchanted gears, but then how are these gears first get enchanted?? They are 'born' as magical gears?
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As it currently is balanced, single wielding a sabre is near the top dps wise and that is without taking into consideration the potential for extra penetration leading to the multiplicative 30% damage boost from over penetration. Also it doesn't consider that the most challenging enemies will also be the hardest to hit and where the extra accuracy will be the most useful. DPS in Ranked Order After latest Beta Patch 2/2/18 Dualwielding Sabres 5.66 DPS Dualwielding Fast Accurate (Daggers, Clubs, Rapiers) 5.50 DPS Quarterstaffs 5.27 DPS Single wield Sabre 5.22 DPS Two Handed Sword/Pike 5.22 DPS Dualwielding Spears 5.02 DPS Dualwielding Swords/Battle Ax 5.0 DPS Dualwield Hatchets 5.0 DPS Single wield accurate (clubs, daggers, rapiers) 4.98 dps Single wield sword/battle ax 4.62 dps Single wield hatchet 4.61 dps Single wield spear 4.56 dps Sabre with shield 4.21 dps One hand fast accurate (club, dagger, rapier) with shield 3.86 dps Spear with shield 3.74 dps sword/battleax with shield 3.72 dps hatchet with shield 3.71 dps But these calculations are based on flat weapon damage and attack speed not including accuracy bonus, chance to score a critical hit and critical hit power, right? I don't find one handed weapon style useful at all (miss to graze), cause you already, probably, focusing on maximum accuracy, so your miss chance is pretty low, thus this passive in PoE I with chance to turn hit into crit was way better. Still, playing on PotD, even with 20+ perception I often miss hits using dual wielding weapons, so I may be harsh with evaluation, in situations when a graze can interrupt an enemy... Havn't made my mind up yet. I think he takes the accuracy bonus into account for this rank list of weapons, it gives a general idea of how good weapon style and weapons are now, even not so accurate.
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John mentioned that there will be a speed slider so everybody can slide the speed to meet their own tastes
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- action speed
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Paladin Order Talents
dunehunter replied to Murp's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Imo Paladins in PoE is not trash at all, but don't have a lot synrgies as classes like Barbarians and Monks. One reason is because the gears in PoE prefers glass cannons, for example gear attributes like Spellstrike and Spelldefense synrgies better with offensive classes. And class passive like Carnage, Deathblow are more fun than Faith and Conviction or Constant Recovery for the same reason(I didn't say more powerful, but more fun to play with). Just look at the link of class builds in the PoE subforum and you will see more Barbarian/Monk/Rogue builds than Paladin/Fighter builds, and of more variations. But Fighters/Paladins are more fun in Deadfire as the rules are changed so they are more active now, so I like the changes Devs make so far about these more passive classes. -
Agreed, I think they should rethink the whole recovery revamp they're doing in the sequel. The old system with Slow mode was just better, even if they tune the balance here it will still feel more limited and less user friendly than the first game. I don't get it. The "no slow mode" thing feels like some kind of short-sighted upper management note or something "people felt the game was too fast and like they had to play on Slow, so to avoid confusing new players just slow everything down and get rid of slow mode." In the old game I almost need to use slow mode in every combat, and you think that is the right way to go hmmmm. For me, I like the trend of slower combat, but they make it overworked right now imo. Recovery time in last beta is okay for weapons, current beta is too slow. But I do think combat in PoE 1 is way too fast, and don’t hope them to change it back. And I don’t get why getting rid of slow mode is to avoid confusing new players. If I’m a new player who is new to team tactical games, I’d be confused if the game is too fast, not slow.
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As topic, after select an active ability like cripple strike or FoD, cannot target a monster with the ability.
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Assorted, consolidated feedback on the Deadfire beta
dunehunter replied to AndreaColombo's topic in Backer Beta Discussion
Maybe the dev's plan is to first reach the balance between weapons and spells, and then cut all times by half! We will see! -
Assorted, consolidated feedback on the Deadfire beta
dunehunter replied to AndreaColombo's topic in Backer Beta Discussion
Not any longer. Beta 3 has stealthy changed the reloading durations as well.Check the 2nd part of this post, for more info. Edit: as for starting post: - agreed on UI (tooltips!) - agreed on stacking rules - agreed on power level - agreed on weapon balance (as still trying to figure why would I take pike over quarterstaff, warhammer over stilleto, or flail over club) - agreed on casting times - agreed on (non-soulblade) ciphers (especially single-class) Still, if u are wearing heavy armor like plate armor, and swinging a two handed sword, your recovery time is very close to the reload time of crossbow, this is not changed. And is really weird setting. -
Assorted, consolidated feedback on the Deadfire beta
dunehunter replied to AndreaColombo's topic in Backer Beta Discussion
It’s true that the recovery time is a bit too long now. As Boeroer said, it’s funny that crossbow reloading time can be faster than the recovery time of swing a sword, it’s just unrealistic... -
Ranged weapon still doesn't get backstab bonus
dunehunter posted a question in Backer Beta Bugs and Support
As topic, Smoke veil is working as suppose but Shadowing beyond is still bugged. Seems like the issue is not Shadowing beyond, but ranged weapon, ranged weapon still doesn't get backstab bonus.... -
Ranged weapon comparison after latest 2/2/18 patch
dunehunter replied to KDubya's topic in Backer Beta Discussion
Just feel it’s weird that pistol with a free offhand is slower than pistol with a sword in offhand when reloading bullet..... Magic?? -
Yeah stack rule and weapon modal bonus should be documented when picking, I totally agree with you on this point.
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After all I do think it’s ok for weapon modal to not stack with abilities, spells and inspiration. It gives classes who doesn’t have access to extra deflection and extra penetration to compete with the classes who have these, with a cost of course.
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Quote from the update patch. Unarmed Proficiency has been created and should be available soon, (Pending a code change with weapon proficiency restrictions) - It will be auto-granted to everyone.
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Why should them stack? With all the possible gears u can get from the game, it is possible to make a character immune to all level 1,2 afflictions if they stack with each other, which is very OP.