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Everything posted by PK htiw klaw eriF
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Weapon balance and comparision after 2/2/18 patch
PK htiw klaw eriF replied to KDubya's topic in Backer Beta Discussion
I think giving all 2 handers 2 more base penetration would be a better move, and it would be consistent with PoE where the appeal of 2 handers was they were better against high armor foes. I'd even lower base Pen for fast weapons by 1 for the sake of consistency and balance. I'd also go ahead and go back to one special ability per weapon with no separate tiers as well. -
Backer Beta Update 2 Patch Notes
PK htiw klaw eriF replied to Aarik D's topic in Backer Beta Announcements
Cast times have been reduced by a second each for previously 6 and 9 second spells, with recovery being one second longer. It's still not enough to make casters compete with martial classes. -
Right now attributes are the same level of customisation, skills are divided between active and inactive and have two different pools, talents aren't in the beta (yet?), every class gets one ability at level up(multiclasses get two for every new power level, which means 7 more over 20 levels), and subclasses mean 4 variations on most classes (Priests and Paladin have 5, Wizards have 6). Disregarding other mechanical issues, it would be better if Talents were added, if Wizards got the same treatment as Priests and Paladins, and if some subclasses weren't ****.
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I'm a complete brainlet with regards to this math but Is this in regards to Action Speed being different in PoE2 or am I reading this wrong. EDIT: I was reading it wrong. Hangover browsing is not good for reading. I do now. My only other comment is the disproportionate effects Malus has, it seems like an unfair trade and as such abilities with Attack Speed/Recovery Malus will be avoided for being too costly.
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- action speed
- attack speed
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Alternate Facts for an Alternative Planet.
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PODT, damage immunity, devoted
PK htiw klaw eriF replied to mrmonocle's topic in Backer Beta Discussion
Yes, the Devoted was designed as being a subclass who paid for versatility with specialization, and should suffer the downsides of it. This is only an issue if some weapons have no good options or if immunities are concentrated in one damage type instead of being spread out, because in that scenario it becomes possible to pick a bad weapon of choice for Devoted that can't be changed. Soulbound weapons, summoned weapons, and spells are also worth considering, in that those may be exempt from the -10 Acc penalty and as such be an option for multiclass Devoted. -
If talents come back I don't think Order talents are necessary as it seems to be built into the class now. Regarding the PoE Paladin, it works well as a support class that doesn't need to rest to make use of its abilities or requires much micromanagement and can front-line fairly well due to the good defense bonuses from Faith and Conviction(assuming you go with Favored dispositions).
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I thought Obsidian had gotten rid of the negatives for Paladins and Priests, hence Kind Wayfarers shouldn't have that problem anymore. Dude thats great news. I have not been keeping up with the Beta cause I want to be surprised. Where did you read this?!?!??!?! So whats the Subclasses for Paladin now? Goldpact Knights keep their auras etc? Right now Paladins have no negatives, they get 1 ability and a modifier for that ability. I would like to see their negative be a loss of a level 1 ability, like Bleak Walkers don't get Lay on Hands, but overall Paladins are good as they are, if only needing tweaking for their front-loaded passive. And the damage modifier I suggested was only for Sacred Immolation and something that fits the flames they get. Overall I just want a black/white SI more than it getting modified because it would be cool.
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It's a 2 hour YouTube video.
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I don't, I just come to videogame forums to argue with the weirdos who do. This may be an alternative-fact.
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Stop blaming the market, pull yourself up by your bootstraps and pay the EU off yourself.
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I did read it as a whole, it's just easier to reply to spefic points by breaking it up. First of all I don't think multiclasses should be more powerful, rather I think they should be more versatile and equally powerful. Secondly yes, Cipher's Soul Whip is good for a damage dealer as a passive, but it's still more complicated making a cipher/rogue specializing in melee attacks and shred spells than making a straight rogue or cipher given you have to choose from two different ability trees and manage two different resource pools. Complication is built into multiclassing itself. I agree passives are an issue, so I like Boeroer's suggestion of having passives be A + b(powerlevel) instead of a flat number like 50% sneak attack or 15% like weapon specialization. That way single class gains a quick and consistent lead over multiclass both in powers of individual abilities and in terms of their passive.
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Given that the major disadvantage of multiclass characters is not being able to get those abilities, it very much does matter. Single class characters are easier to manage and get higher tiers quicker, which is better for new players than a more complicated multiclass. They already are better and for most cases there is already little incentive to pick up a lower tier ability when high level abilities are available. The only situations I can think of right now are some of the passives, at every level in the Beta I find myself picking an ability of the highest available level because they are better for what I need.
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I guess something like -50%Damage and +50% Healing for Kind Wayfarers and -50% Healing and +50% Damage as Corrode for Bleak Walkers would be cool. Ultimately I think the cosmetic change is most important because I got used to seeing my Bleak Walker give off black flame and it's a little weird to see the blue return. Only if it's in their contract.
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Politics Thread: Silicon Valley Edition
PK htiw klaw eriF replied to Blarghagh's topic in Way Off-Topic
Quit being an ****. -
Playing PoE right now I noticed how the flame animation of Sacred Immolation doesn't match the Bleak Walkers or Kind Wayfarers Flames of Devotion color with their talent, but rather the default blue flame. In Deadfire could Sacred Immolation(assuming it appears), and any other potential flame oriented ability for Paladins, be changed to match the colors of their Flames of Devotion given what was a talent is now default for the subclass? Not necessarily in terms of any mechanical alterations, but just for aesthetics?
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In the current beta no, but that is mostly because synergy between martial classes is better than Level 4-5 martial abilities and that casters suck with their casting times being too long to be useful. In the main game it depends on if Level 8-9 abilities are very good(Level 8 PoE spells were good imo), if they manage to get casting speed to decent levels through patching, and the (probable)changes to levelcap made by new content. Given that we're playing the second iteration of the beta and how different PoE was from the early beta, I would hesitate to make assumptions on what the release balance, let alone final balance, of Deadfire is.
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Movies You've Seen (or would like to see) Recently
PK htiw klaw eriF replied to Rosbjerg's topic in Way Off-Topic
Stalker. I liked it a lot and need time to think about it. -
A few weapons have +5 Accuracy as an inherit bonus, some have higher base damage, and obviously the quality enchantments play a role. Proficiency isn't meant to imply mastery or focus on it's own in PoE2. If you want proficiency to affect accuracy, damage, or do anything but give you a modal you need to take the talent which afaik is only there for Fighters and Barbarians right now.
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But the question still remains, does the modal come from a supernatural ("essence") source or as a result of training? Joe Training except for implements which are magical in nature.