Everything posted by Tartantyco
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I learned that fights don't give you experience
And I want to play as a ballerina, dazzling the elite of Defiance Bay and gettomg swept off my feet by a sugar daddy. But guess what? That's not supported by the game. The characters you play as can only exist within the framework of the game, and that is to advance through the story(Side quests included) and explore the world. Anything you want to add beyond that is pure fluff. Not. Valid.
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I learned that fights don't give you experience
Except it isn't valid. This isn't an arena fighter, this is an RPG.
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I learned that fights don't give you experience
Namutree, we've been over this a thousand times already. How does killing the ogre improve my lockpicking skills? Your argument is a non-starter unless you support a direct and immediate XP system(Like The Elder Scrolls, for instance).
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Interview with Josh Sawyer tomorrow, Thursday the 19th at 8 p.m. EST on my Twitch channel!
I read the RPGCodex, as well, you know. Bester's questions. Try to turn down the douche.
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Which Attributes for which class? And how high?
You can help with that, you know?
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Interview with Josh Sawyer tomorrow, Thursday the 19th at 8 p.m. EST on my Twitch channel!
Someone I know asked two questions that I was interested in and both of them were deflected/dismissed. That's just bull****, Sensuki. They were opinionated and barely coherent questions.
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What NEEDS to be fixed before launch?
I just hope they sort out all the vague, inconsistent, and often straight-up wrong information in the tooltips.
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Interview with Josh Sawyer tomorrow, Thursday the 19th at 8 p.m. EST on my Twitch channel!
This is going live in 5 minutes.
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New Real Time With Pause Dungeons & Dragons RPG - SWORD COAST LEGENDS
It just looks so... soulless.
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Fixing the armor min/maxing: an interesting new gameplay mechanic?
Also, there's no inherent reason why you should wear armor. If you think your ranged characters will do fine just with enchanted clothes, that shouldn't be a problem. It is up to enemy composition and behavior to dictate what kind of equipment is effective or necessary, not stats.
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Interview with Josh Sawyer tomorrow, Thursday the 19th at 8 p.m. EST on my Twitch channel!
Time zones. This is why we have UTC, people.
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Interview with Josh Sawyer tomorrow, Thursday the 19th at 8 p.m. EST on my Twitch channel!
Not according to Arvan. He said EST, not EDT. That means it's 6 hours behind CET, not 5.
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SLOWED RECOVERY WHILE MOVING - NO THANKS
The definition you're using for "movement based tactics" here is wafer thin.
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SLOWED RECOVERY WHILE MOVING - NO THANKS
Again, I wasn't arguing for this particular change. Neither was I suggesting that this change fixes exploits. I was arguing against the assumptions made by Sensuki(That the game supposedly promotes static combat) and the logic of your argument.
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SLOWED RECOVERY WHILE MOVING - NO THANKS
Oh come on - the recovery penalty makes it easier to kite because the melee enemies that you are kiting have their recovery slowed while they are moving. That's one of the (many) reasons why this is a silly mechanic. Did you forget that the engagement/disengagement mechanic exists while writing this reply? As I said, in the post you just quoted, I wasn't arguing about it. So...
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SLOWED RECOVERY WHILE MOVING - NO THANKS
First off, that argument is a non-starter. At that point, you could just make a sandbox and tell everyone to make up their own rules. The only functionality of unrestricted movement of the kind that the IE games have, is for the player to abuse AI behavior with it. In general, supporting design choices that allow for exploitative behavior isn't something I'm interested in. Secondly, the argument that this further promotes static combat, or that the game promotes static combat, has not even been conceded. As I have already stated, as have many others, I don't play PoE statically. I have never felt that any battle I play would have gone so much better if I was more static. I think that static play styles are perfectly functional and viable. I don't think that they are any more or less functional or viable than other builds. Thirdly, this change that Sensuki is so up in arms about is one that I haven't even noticed, and it sure as hell hasn't had any impact on how I play the game. I don't care whether this change stays or goes, but this constant hyperbole about unmoving battlefields, and especially this framing of anyone not accepting that opinion as people who want static combat, is just pure garbage. People in this thread aren't really supporting the change, as much as they are opposing the insane framing of the discussion.
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SLOWED RECOVERY WHILE MOVING - NO THANKS
DotA? How about Snore-...ta?
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Are there pets in the 480 bb?
You get a piglet from the farmer after killing the ogre.
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SLOWED RECOVERY WHILE MOVING - NO THANKS
Just kiss already, guys...
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SLOWED RECOVERY WHILE MOVING - NO THANKS
And yet, we move.
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Interview with Josh Sawyer tomorrow, Thursday the 19th at 8 p.m. EST on my Twitch channel!
? More like 01:00. I forgot to brain. 02:00 CET. 01:00 UTC.
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SLOWED RECOVERY WHILE MOVING - NO THANKS
And neither do you. Yeah, that was kind of my point... It's a bottom-of-the-barrel argument that's worth ****-all, and using it is pretty weak. The question you should be asking yourself is, do the penalties outweigh the value of mobility? In my opinion, the answer to that is hell yes. I don't see the game promoting static play.
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SLOWED RECOVERY WHILE MOVING - NO THANKS
If your battles in PoE are static, then it's because of the way you are playing the game. At most, I might have three party members who remain mostly static, with the rest moving around to stop flanking enemies, flank the enemy themselves, engage priority targets, or position themselves to better use their abilities. If I want to get out of an engagement, there's loads of abilities that help me do that. I don't quite know what you're trying to say with your "herp-derp RTwP" comments, but that is pretty irrelevant to the issue. And again, it's inspired by, not a clone of, the IE games. I played those games just as much as anyone else here, that argument just isn't going to cut it. You don't get to define what an IE game is for everyone else.
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SLOWED RECOVERY WHILE MOVING - NO THANKS
Except it isn't. In the IE games it is often a substantial bonus by avoiding damage, cycling characters, and exploiting AI behavior, and the same would be true in PoE without the engagement mechanic. I think you just have to fundamentally re-evaluate how you play the game, Sensuki.