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IndiraLightfoot

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Everything posted by IndiraLightfoot

  1. I actually like the hefty consequences of injuries, but I fear that our characters get them a bit too easily.
  2. Yeah, this is the crux of it. As a player, and imagine newbies, I reckon it's crucial to tell them which afflictions it counters, and in a clear manner.
  3. Like others have said. This seems to be the right time for compromise: -No full turning back to all those general talents from PoE1 - but like TheC's examples, those which fit the "general" tag. I for one Think a few weapon and armour talents could be included -Give single classes a Little more love and choices.
  4. @Quillon: Yep. like I just suggested... At least this should be an option under Settings.
  5. I'm not sure how much Deadfire combat you guys have under your belts, but I feel this new system is at least as good as the old one in PoE1. Your characters get injuries a lot (unknowingly, I've been fighting higher-level content, so I know), and when you don't have enough food or the right food, your characters stumble into the battle with lesser set health pools and other penalties. I had at least three exciting fights with three of my party members gimped (always those mercenaries - the character I made was tough as nails).
  6. In fact, I'm almost sure it's the other way round. They were rather often picked. I have a handful of friends and relatives who only played PoE1 once, and most of them didn't finish the game. When I've asked them what kind of build they made, they looked at me funny. When I said, what choices did you make when your character levelled up, it was pretty clear that the list was very varied and often anything but effective builds (they were almost anti-munchkin choices), like more slots for items or some specific resistance that sounded great, or more and more spells for your caster. The very claim "were never picked" must come from someone with a pretty good understanding of the PoE1 ruleset, i.e., a person of the kind that populates these forums.
  7. I've played all my hours after the PoE1 beta in slow mode, and this does indeed feel too fast. I wouldn't mind if they'd kept these modes, it was a great thing to have.
  8. @anfoglia: Very nice feedback. I wish I had made that point, and I do agree with you. I really like the tooltip info functionality, but from other perspectives, it poses a few problems: -The legibility of the text becomes hampered and skewed. Your eyes are drawn to these words displayed in another colour. -The highlighting of foreign words in that hut (I talk to these NPCs myself), made it worse, since my eyes almost only focussed on these new words. Remember, as RL persons, we have no idea what most of them will mean, and in many NPC dialogues, they start or end the sentences, replacing stuff like "Excuse me", "heh?", "I beg to differ" and what not. The result is that the meaning of the sentence gets washed our or lost, as the focus clearly resides on a few novel terms or words. One solution could be to remove the different colour, and just have the same for all the words. But if you press "Z" or backspace, as it were, the key that highlights stuff, then those colours pop and thus the tooltip with links as well. Obviously, there will be room for a toggle in options to turn this functionality off completely as well.
  9. Have you linked your Fig pledging to the Obsidian backer portal? As long as you have that going, you should be fine. If you still don't see it, contact Obsidian personally, and they will help you. If your pledge includes backer beta, you should have it, it's that simple.
  10. If a player thinks they need to take a few general talents for their build, even that means they haven't pick spells, its the choice made by ppls, and they shall be ALLOWED to do so. I really don't think your argument is very persuasive/reasonable here. It might be a newbie-trap, but thats all. The very fact that PoE1 allowed for this build diversity and build choices at level ups is a testament to how well that system worked, how much depth it had, despite a few shortcomings here and there.
  11. Obsidian is already aware of this issue and mentioned it before they released this beta.
  12. Nice feedback! Especially 1, 2, 3.
  13. That may explain all my injuries. I took the boat and went to that far-off island with that adra temple, and those fights were hard. Then I wandered around on the Tikiwara-island, and those jungle fights were just as hard.
  14. @Heijoushin: Indeed, food while resting is adding to the atmosphere. While I'm at it, come to think of it, aren't there too many injuries from combat? What do you guys think? Normally, in PoE1, I usually played on the tougher end of the difficulty spectrum, and here I just picked normal, and after meeting some Xaurips with my half-decently equipped party, we constantly get injuries (more than I got in DA:O). Perhaps this feature should be toned down?
  15. I reckon there should be some general weapon talents as well. Josh's selling point of his system for PoE1 was a wizard that's strong, durable, and which uses heavy weapons or armour, if they want to. Let us not lose that. I want to play a sword and board wizard, if I feel like it.
  16. @Gfted1: I'm all new to this, but resting after combat went like this: -I often hade one or two characters on normal difficulty with injuries -After two more, nearly had two or more injuries. -I decide to rest. Check if I have fish or bread or whatever. I actually found a stash of food with 228 or something rations! -So, no real shortage of food. -Still some food didn't heal all injuries out in the field (which resting at an "inn" did). Sometimes, food healed all characters' injruies. I haven't figured out why yet. -Giving food to your characters feels like a no-brainer right now.
  17. I absolutely loved that update where Josh head almost explodes from all the possible multiclass combos. Little did I know that our beloved single class build freedom was thrown under the bus as some sort of compensation. There's so much wonderful stuff in PoE2, most of it improvements or meat on the game itself. It makes no sense whatsoever to make vanilla-flavoured single classes. Hmm, let me rephrase it. Single classes drained of almost all life, with no taste to them at all. Lemba bread classes! Look at what happened to Sword Coast Legends, where the devs replaced all the D&D intricacies with barebone "trees", or rather just one or two straight twigs or branches. The solution is reasonably simple. Let PoE2 have a generous pool with general abilities for single classes (all classes, in effect).
  18. Obsidian, please listen to this guy. He, alone, has more playtime on the game than your Q&A team, hehe. No, but seriously, I have enjoyed immensely reading his new builds and strategies and tips on the forums. Please, make PoE2, just as diverse - I loved that sense of "Life's like a box of chocolate. You never know what you gonna get." I want PoE 2 to be an assorted build collection of creativity and fun for hours, months, decades...
  19. I couldn't stop myself from making a multiclass character first, so I haven't felt the pain yet, but I have sort of suspected it. If there's anyway to bring back at least half of PoE1's global talent build diversity, please do so. I know that Josh feels strongly about no trap builds, etc, and now all interesting builds will most likely be multiclass, so it would be very welcome if this change gets reverted in part.
  20. Wouldn't it be extremely neat with a Rest ability on our boat? Well, after having a hard time finding where I could rest in Tikiwara (You have to talk to a lot of NPCs and get them to be hospitable - which actually I really liked - a nice change from all of these inns ("Rest here!") in every RPG/CRPG), I started to dream about this. And, given that we know that our ship will be our upgradeable castle later in the game, I have this strong hunch that resting onboard is some upgradable capacity, just like onboard triage will be - a ship doctor, and of course, a ship cook, making dishes which heal our wounds.
  21. Yeah, this pretty much sums it up for me - including the combat speed. And yep, retargetting doesn't seem to work yet. And I'd like to add that I really like those metalinked word descriptions a la Tyranny. I loved the new character levelling trees. However, one small caveat: When you had a tree and you were supposed to pick an ability, there was never any counter on how many you had available. Often 1, but sometimes 2, per level-up. Your only hint at it going on was that your "next"-button was greyed out, if you didn't pick two. And while exploring maps, I have a question: -Why do you see where and what some of the stuff are, with big icons and all, while some is almost hidden ( a slight glitter is visible), and yet other stuff is completely hidden, like surprises? The UI of some of the mercenary characters, like the Wizard's, was literally wobbling during combat. And at the very start, when the party was standing on the dock, our ship was bobbing frenetically. But, after those first introductory lines, the ship began to bob more in tune with the rest of the sea.
  22. What the title says. What I expect each non-AI-controlled character to do: When I click on a Point on the map during combat, the character should go there, and then stop, like Paladin's Wall-ability, until I tell it to move, not stop for 1 second, and then bumrush to nearest target.
  23. As per my title above. At least on a Moon Goodlike human-shaped female model. I've followed it through the entire day and night cycle, and it glows like a huge lamp. Hopefully, this can be adjusted into some very subtle and sublime shimmer instead. EDIT: I just read Aramintai's bug report, and it seems this is a bug for all cloaks. I found this one an isle.
  24. When you drag food into them, you have to aim too much. Since there isn't anything else going on in this area of the interface, I suggest making the invisible hitbox larger for each square.
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