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Tartantyco

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Everything posted by Tartantyco

  1. 13:00 UTC. Check this clock tomorrow. When it says 06:00, the streaming embargo is lifted. (Source)
  2. I don't really see how the controller aspect would be an issue. The only slight issue is cursor movement, but there are waaay more than enough inputs on a modern controller for what PoE requires.
  3. God, I have no idea why this gets people all irate... I think everyone on this forum is having a nervous breakdown this close to the release date.
  4. That's not what I said. I'll get back to you when you actually read my post.
  5. You are not engaged at that point, no. The engagement area is only slightly larger than the selection circles. However, DarkWanderer's comments about the Cipher are somewhat misleading. Ciphers require a vessel to channel their spell through, and the majority of their spells are not friendly fire. Because of this, the position of the Cipher on the battlefield is not as important as with many other casters. So, a Cipher pikeman is perfectly functional.
  6. It may be an intelligent decision to explore that area; it may not be. If I'm not presented with any information about that area I can't know. Going on what your implying, I'd never leave the first screen after finding the gibberlings on the road, would I? No, you'd go to the Friendly Arm Inn, because that's where Gorion told you to go if you got separated. Then you get information about the Nashkel Mines, and you go there. At that point you should know that wherever you go, there are considerable dangers, and you should act accordingly. At no point does the game tell you that it's safe to roam the wilderness. If you act on the information you are given in the game, there is no reason why you should be up there until you are made aware of the risk you are taking.
  7. And is it an intelligent decision to wander blindly into the wilderness when you've never set foot outside of Candlekeep before?
  8. I was just re-watching Sawyer's stream from January, and to me it seems like to work mostly like BG1. There's a lot of wilderness maps that tie different areas together, and he has Dyrford Village revealed on the map, but can't go directly to it from Defiance Bay, so it seems you have to trek through the wilderness to get to areas. On this mark, you can see Dyrford Village greyed out: https://youtu.be/jfz0hu8Zjqg?t=51m25s Here you see wilderness maps connecting areas of interest, and I think Raedric's Hold is greyed out, as well: https://youtu.be/jfz0hu8Zjqg?t=31m52s Looks like BG1 style to me. Lots of open travel, having to go to places before you can quick travel to them, with a few areas that are restricted until revealed through story progression.
  9. It would be better if they had differentiated the weapons functionally instead of statistically.
  10. If I remember correctly, some areas would rival those of BG1, but the majority would be smaller. I'm sure someone has a more accurate answer, though.
  11. Accordng to a quote posted by Sensuki on the RPGCodex, Ciphers will be seeing some improvements.
  12. Sensuki posted some of Sawyer's SA forum comments on the RPGCodex. (Sawyer is ropekid)
  13. The Druid is getting nerfed, so I didn't use it in any of my parties.
  14. You can design the Wizard to be a good Battlemage on Normal. They get less effective on higher difficulties. I haven't played too much with the Cipher, but that class might be a good second.
  15. Having run a couple of them now, I'd say that on Normal, they're quite good. On Hard it's... hard. Still doable. The main issue is that they need to cast too many protective spells before they can start dealing damage, and they keep taking damage during that time. This means they usually lose far more health, meaning you have to rest more frequently than if you have a tanky fighter on the front. You also burn through per rest abilities far quicker, as well. Despite this, my melee wizards are the biggest damage dealers in those parties due to more frequent touch and cone spell usage. Even with stats and talents that reduce attack speed. Arcane veil should probably be per encounter, and protective spells should be a bit more powerful(I didn't check casting time, maybe a reduction there if some of them are slow). Armor is a little bit messed up in implementation right now, so any changes to that might improve them, as well.
  16. Tanks don't really need to deal damage. They should soak it up, keep enemies tied up, and disrupt them. While they can pack a punch on the frontline with the relevant abilities, major DPS is usually better served on other party members.
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