Everything posted by dunehunter
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One solution to Resolve/Concentration problem
Yeah the solution I suggest is let high Resolve character get more Concentration from spells/abilities. While high Perception cha get more Interruption.
- Adjusting Subclasses
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Island Aumaua, Why did you have to ruin them?
Black Jack should have some cool unsheathe actions when they switch melee weapons. Every time u switch a melee weapon, you automatically unsheathe the weapon and attack every enemy nearby. Actually before they reveal the class, I was expecting BlackJack to look like this
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Island Aumaua, Why did you have to ruin them?
Black Jack gives me the feeling that you spend a lot micromanagement on them, but the clicks just doesn't turn into damage or whatever effectively. A Berserker or Devoted auto attacks much better and easier.
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The strongest beta build
Monk abilities probably work with the long pain like they did in PoE, though I haven't confirmed that yet. So you wouldn't really need overbear shot since you'd have raised torment and force of anguish. Oh so you mean u can stun enemies from long distance with long pain? Mmm that sounds OP...
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The strongest beta build
Have anyone tried a sniper like combo? I'm thinking about a Black Jack/Shattered Pillar or Sharpshooter/Shattered Pillar. Dance of death synergies good with ranged warriors, while u can kick them away if they try to approach you, or use turn blade for a temporarily defending method. Black Jack seems to be a better choice than Sharpshooter because u can carry 3 Arbalest and use overbear shot to prone anyone try to approach you.
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Should Might stay multiplicative or return to additive?
Yeah too many multipliers and the unpolished penetration system makes physical attack outperforms spells. Because you can make damage really high by boost these multipliers. And you can change weapon with different penetration, but for spells you cannot.
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Stunned / Paralyzed / Prone
Both Withdraw and Beetle's Shell won't work by the trick. I think they have special code to not be able to move.
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One solution to Resolve/Concentration problem
Instead of let Concentration being a yes or no value. I think Concentration should be numeric and stackable. Any ability/spell grant caster Concentration now should grant them point 1 of Concentration. So if you have cast Spirit Shield and Disciplined Strikes, you have 2 Concentration. And Concentration from same source doesn't stack(so you cannot cast 5 Discipline Strike in a row to boost your concentration). And interruption should also be numeric, and is divided by Strong Interruption(Two-handed weapon, some interrupt spell like Thrust of Tattered Veil) and Soft interruption(Average and fast weapon, other damage spells). Strong interruption have a point of 1, Soft Interruption have a value of 0.5. Every point of Perception will increase the Interruption you deal by 10%, so if you have 20 Perception, your Strong Interruption is increased by 100% and is now value 2. Resolve similarly will increase the Concentration points you get from ability and spells by 10%. So if you have 20 resolve and you cast Spirit Shield, you got 2 point of Concentration instead of 1. So every time you use an interruption on enemy, your Interruption first reduce the enemy's Concentration. If your Interruption > enemy's Concentration, you interrupt them, otherwise you reduce enemy's Concentration by the amount of your interruption. So for example, you enemy has 10 resolve, and cast Spirit shield, he gets Concentration = 1, and your rogue has a Perception of 15, and he did a Strike the Bell with two dagger to the target, his interruption is 2 x 0.5(each dagger) x (1 + 10% x 5) = 1.5 Interruption > 1 Concentration. Enemy is interrupted. If enemy has 2 Concentration, then the Strike the bell reduce it by 1.5 and enemy has 0.5 Concentration remains and still be able to cast. Not sure if my explanation is clear, but that's the idea. And in this way Resolve can still be useful for casters, and Might can remain to have Damage bonus.
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[BUG] Concelhaut's Draining Touch does not drain life back to caster
As topic.
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Awesome game but lack of talents and low-synergy druid/monk
dunehunter replied to ArcZero's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Agree with Gromnir here, 'monks, in particular, is providing a dizzying array o' possibilities'. Monk is one of the rare class that can synergy with almost all other classes because it's superior and diversity abilities. Not to mention Monk has two totally different subclass Helwalker and Shattered Pillar which expand its possibility of multiclass choices.
- The mechanics of Full Attack/Primary Attack are bad
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Dual Scepter outperforms Hunting Bow in every aspect?
I guess range is the only thing hunting bow offers now, but if you turn off the modal it's still worse than dual scepter, or even more because the dual wielding speed bonus is amazing.
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Should Might stay multiplicative or return to additive?
Forget to mention that Dex has diminishing on DPS because the more you put into it, the less u you get due to how it is calculated.
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Dual Scepter outperforms Hunting Bow in every aspect?
Screenshot comparison below: Both modal is on btw. Dual scepter Hunting bow
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Blinded and Flank suppress each other?
Affliction and Inspiration shall cancel each other, not suppress.
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Should Might stay multiplicative or return to additive?
I don't like Might to be a multiplier for 3 main reasons: 1) There are already two multipliers in POE 2, one is Lash, another is Overpenetration bonus. If we make Might a 3rd multiplier, it will make damage too high and be inconsistent with the hp we and enemies have. 2) Making Might a multiplier force DPSers to max it. Dex, in contrast, is not a must stats for DPSers, Dex is important for Auto Attackers, but not for Spikers, like assassins and paladins, or riposte abusers, it's a less important or even dump stats. But if Might is a multiplier, it becomes too important to not max. 3) Making Might an addictive will give classes who have bonus basic damage (Cipher, Rogue) a chance to pick other stats, aka provide them more choices. While at same time let those who don't have bonus basic damage (All other classes) can still be viable DPSers by maxing Might.
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Strength and resolve limiting use of certain weapons and spells?
Divinity original sin 2 use stat-based weapon, although I love the game I hate that system a lot. It restricts my choice of weapon a lot.
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A case for not adding general abilities to Proficiencies
Fighters need Pommel Power! Pommel Strike, Pommel Blow, Pommel of Devotion.
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What multiclasses have you played with so far?
The most solid multiclass combo - Moon Godlike Kind Wayfarers/Helwalker with dual wielding sabres. High might and a lot auto heals, insane auto attacks with might/lash and FoD for spike damage. You can solo the whole PotD with this combo easily. The most fun combo - Human Bleak Walker/Streetfighter with dual wielding Blunderbuss. Super high burst damage output. I like Paladins much more than I did in POE 1. The best tank combo - Wood Elf Unbroken/Wizard with sabre/small shield. Wood elf's resistance to Dex Affliction covers Unbroken's -15 reflex penalty, and yeah multi-engagement + Ryngrim's Visage can make some nasty damage while Arcane veil provides the tankiness. Some other fun combos are like Berserker/Devoted, Soul blade/Assassin and etc, Boeroer already made a good summary of them I think
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Should Might stay multiplicative or return to additive?
Or let Might has a diminishing effect to damage, same as Dex.
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Should Might stay multiplicative or return to additive?
I prefer an additive, now Might is too important for DPSer because it boosts your damage too much imo.
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Graze back in
I think he also mentioned something about plans for CC. My guess is Affliction downgrade when graze for CCs.
- Spell takes forever to cast
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[BUG] One weapon is able to be copied to two slots
I think it's fortunately not unfortunately All of us report bugs here is hoping the game to be better!