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Everything posted by dunehunter
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Analysis of Meta-Game [Abilities/Spells]
dunehunter replied to theBalthazar's topic in Backer Beta Discussion
I did over 500 damage to the dummy with this spell. I think with Empower this spell can do over 1000 damage. For a Ray spell this is a bit overpowered. And all Dazed/Confused affliction spell need to be tuned. -
I encountered a bug that Shared Flame last forever. I doubt that it is because I saved my game before it ends and then reload my game. Now my character does a permanent fire lash with his attacks.
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Should Might stay multiplicative or return to additive?
dunehunter replied to KDubya's topic in Backer Beta Discussion
Why I have the feeling that they wanna change every bonus into an additive and every malus into a multiplier? So 1. you cannot to do super high spike damage; 2. any malus will be very punishing. -
A rework for wizard subclasses bonus
dunehunter replied to dunehunter's topic in Backer Beta Discussion
Long cast time is a problem of spells, I'm only talking about the subclass passive bonus here. And I think all wizard subclasses except Evoker is pretty lame. A subclass should have either heavy penalty/heavy bonus or light penalty/light bonus. Wizard subclasses restrict themselves from using spells of two schools, and recovery penalty. Imo this penalty is pretty huge, but the bonus for them except Evoker is minor. Power level affects evocation spells nicely, but it is less effective on other school spells. The Enchanter/Illusionist bonus is either too situational or too flat. Same as Conjurer's familiar, it is just horrible to lose two school to get a useless familiar. And for Transmuter, if I remember correctly they lose access to Enchantment spells. A transmuter who turns into an Ogre and a normal wizard who buff himself with a lot inspiration and summon magic weapon, which do you think is better in melee? I'd voted for a normal wizard. I don't argue that a Enchanter, an Illusionist or a Transmuter will perform nicely on level 1, but the higher level you becomes, the worse they becomes and the penalty to lose 2 spell school becomes so obvious. I generally agree, and given the lack of Level 0 abilities for Wizard(the only class that has this), I think Wizard subclasses should be forced with only one benefit being a passive geared towards the types of spells they cast. Evocation is good, but think longer duration for Conjuration, more extreme buffs/debuffs for Transmutation/Enchantment, and a larger AoE for Illusion spells. It'd fit in with the other 5 subclass classes and be balanced around the Wizard's Grimoire. If you want a longer duration for Conjuration, a larger AOE for illusion, they do have it, its called +1 power level. I think they need some more unique bonus than just +1 power level. -
Should Might stay multiplicative or return to additive?
dunehunter replied to KDubya's topic in Backer Beta Discussion
Overpenetration is an additive ?! So devs lies about this? -
Should multi-classing be more limited?
dunehunter replied to KDubya's topic in Backer Beta Discussion
I do agree with you here. Let's ask a very basic question, how to make my character stronger? Since every class has same accuracy/defense at level 1 now. The answer is 1) how many abilities (active/passive) I have. 2) How strong are my abilities. For answer 1, a multiclass usually start with 2 passive compare and two active abilities at level 1 and get an extra abilities per 2 level, while a single class can pick 1 ability per level. In generally speaking, a multiclass is stronger than single class at level 1, and of course he has more diversity and flexibility because he has more abilities. For answer 2, a single class can pick stronger abilities and grow power level faster so his abilities benefit more from power level. Which means a single class character grows faster than multi class character in power. So a multi class start with more power but grow slower, a single class starts with more limited choices but grow faster. The problem is: 1. Some class doesn't have level zero abilities. So a wizard/priest starts with a very slight advantage over a pure wizard, but will be exceeded in early game because single wizard grows much faster in power. 2. Some class like barbarian and paladin starts with very strong zero abilities. So a multiclass makes them have huge advantage over single class. So even a single class grows faster in power, he cannot exceed a multiclass in power until very late of the game. 3. The assumption that a single class grows faster may not be valid. There a lot abilities are not affected by power level, so I'm not even sure if these single class grows faster in power, specially when multiclass can pick more abilities = more power. And I ignored the factor that there are synergy between abilities, which make multiclass stronger when level up. -
A rework for wizard subclasses bonus
dunehunter replied to dunehunter's topic in Backer Beta Discussion
No matter what bonus it is, it should not be just a free spell for wizard subclass, that is just being shoddy and lazy yeah. -
Should multi-classing be more limited?
dunehunter replied to KDubya's topic in Backer Beta Discussion
Honestly I really like the changes they made to make battle more active than before. You can build a Paladin who is pretty active instead of passive, and feel awarded for micromanage. The PoE 1 pal is very boring to play. Most time u just auto attack and tank. Purrr... The multiclass makes it even better, you can multiclass a rogue to make your character more active, or more passive with Chanter, I’d be sad if they limit creativity and choices. -
Should multi-classing be more limited?
dunehunter replied to KDubya's topic in Backer Beta Discussion
melee class just need to be more scaled with power level, then it will be fine imo. Now power level has almost 0 impact on melee classes except monks, whose fist power is tied to power level. -
Analysis of Meta-Game [Abilities/Spells]
dunehunter replied to theBalthazar's topic in Backer Beta Discussion
The fox from the farmer actually reduce enemy’s disengagement attack ACC. -
Analysis of Meta-Game [Abilities/Spells]
dunehunter replied to theBalthazar's topic in Backer Beta Discussion
I think you forget that dual wielding will reduce recovery time by half. Not to mention that you can use a fast weapon in offhand when doing full attacks, because your recovery time of full attack abilities is same as your offhand weapon. Then it is Time of action + Slow Recovery = 0.7 + 3 = 3.7 second VS Time of action x2 + Fast Recovery / 2 = 0.7 + 0.5 + 1 = 2.2 second And talking about Barbaric blow that cancel recovery, I don't see why two handed is widely better here. A wider case that two weapon is way better for a full attack ability is it triggers special effect twice. Rogue will interrupt enemy twice with Strike the Bell, Kind Wayfarers will heal twice with FoD. Fighter hits twice in an aoe with cleave stance. There are just too many more case that two weapon is more superior to two handed for a full attack ability. -
Yeah it is pretty cool, but a Citzal's Lance + Cleave stance is like a passive version of PoE 1 Barbarian Carnage + Heart of Fury. I think the designers changed carnage mechanism to avoid similar cheesy combo. I think cleave should be changed to a cone instead of aoe, and cleave attack should not trigger itself.
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I think my main problem with all of this is it seems like trading one set of arbitrary constraints for another - and I'm not entirely sure of the intention. I don't mind the experiment per se, but to me it seems like will definitely entirely and radically alter the way people make characters from PoE 1. As the new set of constraints seems more or less as arbitrary as those set in PoE 1, I just can't get my head around it. As I said, as a non-beta player I want to get my head around it, I was hoping someone could sate my curiosity with their beta experience. Anyone? I might not be able to give u the complete answer. But from my experience. For pure tank, a tank + healer or tank + caster is more doable now. For a damage dealer, it hurt a bit because if u dump Res, Second wind will be pretty weak. You will need a support or put some point into Res. For a hybrid, the change makes Cipher, Druid weaker for sure, because u need to split attribution between Str and Res now. For a pure caster, u either use summon weapon and max Str, or max Res and cast spells only. So a Max Res caster has much better defense now, but after he used all spells, he is pretty useless. So in the early game, a max Res wizard can only cast 2 or 3 offensive spell and go idle because he has nothing else to do. That’s my feeling in current beta.
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Here are a few video I took to display their synergy behavior, I wonder if any devs can take a look and value if this is an issue or not! 1) Cleave stance + Swift Flurry. Cleave attacks can trigger itself if a Cleave attack killed an enemy. 2) Cleave stance + Citzal's Lance. Citzal's Lance does AOE damage to nearby enemy, so will every cleave attack be an AOE attack? 3) Blast + Swift Flurry + Discipline Strike. This is an old issue existed in last patch, but it is still doable with Blast + Swift Flurry + Discipline Strike. Any thoughts?