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dunehunter

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Everything posted by dunehunter

  1. Yeah the new Carnage is very vague to me, no document no information about how it works...
  2. Nice examples, although you assumed equal bonus from Might and Con. This is balanced face-to-face, but the offensive one is better against multiple foes, as you said. In this beta, B gets +50% Health from +10 Con (150 HP, 10 DPS), while A gets +30% damage from +10 Might (100 HP, 13 DPS). B kills A in 10 seconds, and is alive with 20 HP. Considering 1:1 fights, B is definite winner. My question is: What little advantage should Con provide on the top of the balanced +3% Health per point (face-to-face case) to compensate for the disadvantage in group fight? To my opinion, it could be related logically to the new Health/Injury system. Your comparison has a good point. However in battle it’s about how fast you kill enemies. The faster u takedown enemies, the easier the battle is. And health problem can always solved by healing.
  3. Hmmm on the other hand, if Gilded Enemy stack with Hardy, we will see a lot Goldpact/Berserker running around naked but have super high armor, not a bad thing, but funny I personally rather Gilded Enemy works like beetle shell but moveable. So it absorbs certain amount of damage before breaks, sounds cooler to me. Damage absorbing is easier to control too, they can make it scale with power level more easily.
  4. Now all 3 defense is covered, after patch fortitude will always be a weakness for pure casters. That’s the point. I mean with the new system. Pure casters have to waste stats points to cover fortitude, if they don’t, they suffer natural weakenss in fortitude which is not so obvious in current patch(because now they will always have some points in Might). You can try to build a wizard based on new system, dump Mig bump Res, you will have around 20-30 fortitude defense
  5. Anyone realize that with the new Resolve system, pure casters will inevitably have to bump INT/RES. They also need stats in DEX/PER. Unless you manually bump constitution, your Fortitude defense will be extremely low... And there are no efficient way to boost it. You either spend a lot stats point into useless constitution or suffer from low fortitude defense and wait for being knocked down a lot...
  6. Hmmm so a rogue dual wielding Blunderbuss can Interrupt an enemy 10 times with Strike the Bell? That makes any Concentration useless, how can u stack more than 10 Concentration at once
  7. That Accuracy and Pen is from Empower, sorry this screenshot is a bit confusing, but the point is these 3 skill doesn't apply any damage bonus
  8. Some more funny combo... Binding Roots + Arterial Strike = enemy try to walk while immobilized, and get tons of raw damage during the affliction.
  9. I'm an Assassin, that's from Assassinate.
  10. Screen as below, the +100% damage bonus is not shown or applied. I think neither Finishing blow, Eliminating blow or Devastating blow works...
  11. ...and if you can dispel the mage’s protection, you can then interrupt with hits and kill him very quickly regardless, bringing us back to the wizard slayer’s problems. Well the 'real' mage slayer in bg2 is the Inquisitor Edit: I feel Monk is way better than Wizard slayer in killing casters, Monk has a lot cheap interrupt/stun ability that doesn't target deflection, and Rooting pain cause AOE interruption. A monk with single hand weapon is the king of interruption imo. After a few test, I found that ranger might be better than monk for interrupting because blunderbuss provides 5 Interrupt with a primary attack interrupt on hit ability, 10 interrupt with a full attack one. You can interrupt anybody which makes concentration useless under blunderbuss.
  12. Power level feels useless to melee class.
  13. Shadowing Beyond cost 3 Guile is a big nerf to assassins tho. Specially for multi class ones. They keep mention ppls like to make their main as assassin and devoted. Wonder if devoted gonna be nerfed next. Funny thing is the mostly picked doesn’t necessarily mean they are the strongest. Berserker and monks feel more powerful tho. If you watch the stream carefully, you will see the mercenary rogue is pretty lackluster, he usually teleports into enemies, but dealing really low damage and got fire focused so he either died or be forced to use shadowing beyond to escape from battle.
  14. But in POE 1 every class has different amount of health/Con rate even with same Con right? That’s not a fair comparison. You should compare cipher with lower Con with cipher with higher Con.
  15. One hand weapon gives 12 accuracy which equals to 12 Perception, dual wielding gives -50% recovery time which equals to 17 dex, mmm and you also get more stats from offhand when dual wielding. Sounds like there's no reason to use one hand weapon...
  16. As topic, the damage on movement of ability Arterial Strike doesn't work on Force of Anguish or Into the Fray(pull/push), intended or bug?
  17. Barbaric smash will refund 2 Rage when enemy is killed. Rival Enemy only refund 1 Zeal when enemy is killed. Intended or bug?
  18. They can always first create options and then balance it later, if a beguiler/illusionist is overpowered, nerf it a bit, but now there are no synergy = no fun for caster combos.
  19. The innate class ability is +12.5 to all defense, and Deep faith upgrades it to +20 to all defense, if this is overpowered, how much defense should it adds to the class? Innate class ability should be stronger than the rest ability because it's the core ability that defines the role of class, so what bonus do u prefer it add to paladin? +5, +7, +10?
  20. I think most issue occurs in caster classes, melee class suffers less because their bonuses are usually tied to melee attacks, so it's easier to create synergy between melee classes. But every caster class has it's own system like spell school or keyword, which make it very hard to create synergy between different caster class. For example, priest use keyword Restoration for healing, druid uses the word Rejuvenation, I know these two have some slight difference, but it would be nice if they can make keyword more common and useful, so for exmpale let heal spell have a shared keyword so a Priest/Lifegiver can be more reliable, or a Kind Wayfares/Lifegiver to get bonus to White flames when Spiritshifted and etc. Talking about keyword, so if the POE 1 generic talent is back, like 'Scion of Flame', it shall affect all spells with keyword Fire, then the caster combo might have more things to explore than it is now.
  21. Evoker/Priest of Magran seems to be an OK caster build, but it is because now lash applies to all damage, the Spiritual Weapon +60% lash + Evoker special can make Flame of fan deal decent damage. But still suffers too long casting time issue.
  22. Critical damage is an additive as sneak attack...
  23. The possibility really isn't that high. You have to double the opponent's AR to get the overpenetration bonus, and in most cases that means you either 1) Are using so many armor debuffs that the opponent's AR is reduced to near-zero and you'd get the overpenetration bonus regardless of the critical hit, or 2) Are using armor debuffs and very high-penetration weapons, which all do about 30% less damage than standard weapons -- compare the Greatsword and the Estoc -- so you're functionally pre-nerfing yourself. The penetration bonus from critical hits is a nice bonus but if you're relying on criticals to penetrate or overpenetrate you're probably screwing up because criticals are unreliable. Meanwhile, the reduction from 50% criticals to 25% criticals is functionally a huge nerf to the DPS value of Perception. Think about it: you're trading +25% on every critical hit for +30% on some edge case critical hits in the rare situations where the armor values line up just right. Well even if not over penetration, critical attack help u go over their armour rate, from under penetration to same or higher than enemy's armor rate, which boost your damage from x0.3 to x1.0, which is huge too. Edit: However, the critical damage nerf is big to Firearms and Arbalest, they only get penetration bonus, no damage bonus now
  24. Am I the only one think critical attack is stronger than it is in POE1? The critical damage is nerfed from +50% to +25%, but it grants you +50% penetration, which have a high possibility to give your damage a x1.3 multiplier. For these classes who have penetration bonus, which will most likely land in an overpenetration.
  25. So currently every bonus from class is restricted to their own Source, so an illusionist can only give bonus to illusion spells using Wizard Source. Tricker use Guile as Source point so they cannot get the benefit from Illusionist. I'd rather they are keyword based instead of source based, which can create a lot more synergy between class and class. For example Evoker/Priest of Magran, Fury/Wizard, Illusionist/Tricker. Of course every class still use their own source to cast. The only difference is bonus of class is applied more widely and create more synergy and potential class combos. Do you prefer the subclass bonus to be tied to Source, or make it keyword based?
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