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IndiraLightfoot

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Everything posted by IndiraLightfoot

  1. Need I remind you of our friend, Brett, the Psychic!? I loved his suggestion: I am... I'm speechless. For real, I do actually think this is bloody brilliant!! It would make rolling up characters so much more interesting right now. Kudos to you, Brett!
  2. "1) all of your wildest dreams are coming true: might is being replaced with strength. strength affects the damage of any equipped weapons + fortitude. resolve affects healing, spell damage, deflection, and will. we're making the change to make resolve-based characters more appealing for a wider variety of characters. strength will still be important for casters who summon/use equipped weapon." EDIT: My comments: Given the change, I'd say the name change from Might to Strength is quite reasonable. All of the sudden, I love Resolve.
  3. Next beta update is reaching legendary status as we type. When will this divine intervention change our Deadfire gaming?
  4. And here is a rogue thread (I hope): https://forums.obsidian.net/topic/94883-some-simple-math-about-why-helwalkerberserker-rocks-and-rogue-sucks/?do=findComment&comment=1957710
  5. I love your thread, dunehunter, but can you please make the thread title more Rogue-y, since we haven't got any Rogue thread in our COMPILATION THREAD!
  6. I think you might be over-emphasizing the actual dilemma of this apparent "choice". The amount of time you are going to be doing damage with your weapon, regardless of class, makes taking a talent/ability that increases as close to a no brainer as possible. If I'd be in munchkin mode, yeah, I agree 100% - my point was just this: Now it would cost something at least.
  7. Wendersnaven badger tobacco - the best!
  8. I'd say your team has been doing an excellent job. Gratz on 15k bugs... Err, all of the sudden, I'm not sure my congratulations are in order in this context. Well, break a leg and squash 'em bugs in the process.
  9. Still, nothing beats watching animats and skellies trying to commit suicide for hours after your party was wiped on level 2. It felt soothing and bizarre at the same time.
  10. Let me put it this way. Even if slowmode existed in Deadfire, and spells really could be retargetted, any AoE-spell still would feel like a waste of time. Such small areas of effect, and an annoying chore to aim it, and only to see it miss a few baddies in slomo, and the rest of them probably just flaunting the barkstring "No pen". I'm not even sure I like that string popping up en masse during combat.
  11. "Fun" fact: In the 1990s in Sweden, our politicians gave the police a new kind of regular assignment: picking up homeless individuals, boozers, and substance-abusers, and driving them from nice gentrified central areas with expensive housing in bigger cities, and then dumping the poor sods in the nearest not-so-nice projects-packed suburbs. I wish this was a joke, but it was a new directive, and it is still enforced today. "Down town cleaning" with a bad taste in our mouths.
  12. I can't help but getting NWN2 vibes from that screenie - the colours are more or less of the same palettes, and the graphics aren't that much better. This doesn't stop it from being a great game, tho.
  13. I can get behind Weapon Focus costing 1 talent point. To me, this add a bit to the strategizing when building interesting characters.
  14. Personally, I'd rather deflection wasn't attached to any attribute because they all sound unfitting, but instead was attributed solely to armor and shields. Combining your idea with Brett's, and we have something pretty solid here. Wouldn't this be a golden opportunity to make the Fighters feel a bit unique as well, given all their Armor and Shield talents? Fighters could become masters of deflection, if they opt to do so, which would fit the lore and all.
  15. Fair point. Since this is Deflection in PoE: Every attack in the game is countered by one of the four defensive stats -- either Deflection, Fortitude, Reflex, or Will. An attack will only ever target one of those four. Generally, "Deflection" is the defense that is primarily checked when you are attacked by melee or ranged attacks (so basically "weapons", in general). When resolving an enemy attack, the enemy's Accuracy will be checked against your defense. So the higher a Deflection you have, the more defense you have against Deflection-targetting attacks (again, just about all melee and ranged weapon attacks). Having a higher Deflection will make more enemy attacks miss completely or graze. Having a lower Deflection stat will make more enemy attacks hit you or critically hit you. I'd say it would be fitting to move deflection to Dexterity.
  16. I am... I'm speechless. For real, I do actually think this is bloody brilliant!! It would make rolling up characters so much more interesting right now. Kudos to you, Brett!
  17. I mean, most of them are in that situation due to substance abuse. Which is "of your own design", imo. including the children who make up 1/4 o' all homeless in the US? physical disabled also account for a startlingly large % o' homeless-- without family/friends to supplement, fed/state disability money typical ain't sufficient to keep people housed and fed. also, anywhere 'tween 10% and 20% o' homeless adults is serious mental ill, though admitted a large percentage o' the mental ill homeless is alcoholics or abusing controlled substances. even so, is kinda souless to use the "of your own design" bit to describe the alcoholic schizophrenic who cannot pull himself out o' his situation. based on our observations, hopelessness is the biggest problem facing most homeless. for a person w/o hope, even if they is able-bodied and mental capable o' improving their lot in life, making positive changes is impossible. given the amount o' time we spend at the local catholic food bank/soup kitchen/school for homeless children, we can get a bit preachy on the subject o' homelessness. sure, not everybody who needs help deserves it, but for Gromnir it has never been 'bout deserve. I wish there was a "gild this post for posterity" option, but I sure as heck liked it with a vengeance!
  18. This will make a lot of beta testers happy, especially dam!
  19. And at 19 or higher Resolve, you get to shake off the first injury per rest., and with 23, two, etc.
  20. I really like that D&D had the general ambition of resolving combat resaonably fast. Sure, in NWN1/NWN2 3.0/3.5, in high level extreme cases, a swing fest can ensue for minutes. But, for the most part, any non-boss enemy will be dead after the 5th weapon swing. In part, you had much longer fly-swatting sessions in PoE1, and here in Deadfire it can go on for ages (see another topic of mine, concerning combat). My solution, which would be in keeping with injuries and other game design in PoE, is to increase damage for each successful hit - nothing crazy - but just to speed stuff up. So, five hits on a single non-boss baddie should be enough for most melee and ranged attacks, including all weapons from stiletto to halberd. Of course, you could sort weapons into different categories, if you want. I dunno. I mean, three hits with a two-handed sword could be the same as five dagger stabs (obviously not backstabs). There is nothing tactics-enhancing about one-on-ones taking minutes with lots of mosquito-swatting. I really want to see one-on-one combat like that get resolved within seconds, say in the ballpark of 10-20 s.
  21. And all this just to preserve the integrity of single classes a bit more. This new ludicrous creative free(serf)dom cannot possibly be what Josh, as a proponent for a classless system, had in mind for Deadfire when introducing multiclassing.
  22. Hmm, interesting. So if you just pick a second class, but then go bananas with your first class, you get rewarded for it? I haven't checked, but if true, this is objectively worse than one level dipping in D&D 3.0 and 3.5. I'm not saying it's bad - I love these systems - but I'm saying it's contrived.
  23. I'd say that we're in agreement that there's room for improvement in terms of class abilities and talents, but I think that the developers should generally treat the basic class descriptions as broad-strokes representations of the classes/subclasses rather than strict prescriptions of what should or should not be possible for them. If anything, I believe there's a case to be made that some of the more exciting possibilities for developing the classes lie pertain to options that diverge from or even subvert the basic expectations set forth by the descriptions of the classes they apply to. I'd say that's more than fair. When I said fit like a glove, I really meant a loose-fitting glove several sizes too large.
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