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PK htiw klaw eriF

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Everything posted by PK htiw klaw eriF

  1. Winds of Winter will never release.
  2. In game it isn't a particularly long amount of time, far shorter than normal attacks and more than enough for both to count as sneak attacks. I don't see it being particularly game breaking to hit with assassinate(or backstab) with a full attack when dual wielding, especially considering the same balance issues vs 2h or 1h still exist(hopefully with a balance to make 2h better) for the full attack itself. Which imo is a problem for those spells. Assuming a similar power level and no awful balance, there would be no reason to use a multiple projectile spell over a single attack spell with assassinate, backstab, or any other single attack modifer. With the very limited spell selection, this is a potential for a bad build. No, which why I'm against that. I'm for things like Necrotic Lance getting a single attack roll for both initial damage and damage over time. Necrotic Lance and many other DoT do in fact only get a single attack roll for both initial damage and damage over time. However, their DoT is dependent on the caster's state at each tick, so an increase in Resolve after the spell is cast will increase the DoT. Which is what I object to and would prefer the state at hit be what determines DoT power for spells like that.
  3. Aside from Assasinate, Dual wielding already is better than 2H at special full attacks. Dual wielding doesn't need a damage penalty, 2H needs a penetration boost. That would put the trade offs as similar to PoE as possible. I heard dual wielding is much above other styles but maybe i was lied to. Assuming i wasn't, if you boost 2h there would be 2 styles way better than other 2. Nerfing DW's damage would be better for balance. We already have two syles better than the other one(not counting shields because they exist to help with defense instead of offense), last I looked at data crunching Dual-Wielding and Single-Weapon both out DPS Two-Handed. Dual Wielding had higher potential DPS in PoE, but single handed had an advantage in accuracy while Two-Handed was able to do significantly better against targets with high damage reduction. With PoE2's armor system Penetration vs Armor has replaced Damage vs Damage Reduction, since Two-Handed weapons use the same penetration values as one-handed weapons Two-Handed no longer has an advantage over dual-wielding for actual DPS with armor factored in and is outshined by single-handed because 12 accuracy seems to be more beneficial to combat than the higher base damage. My solution would be to have Two-Handed weapons have 2 higher base penetration than single-handed weapons, this would restore the PoE tradeoffs by making Dual-Wielding the highest potential DPS, Single-Handed the most accurate, Two-Handed the best against high armor enemies, and Shields for avoiding damage.
  4. In game it isn't a particularly long amount of time, far shorter than normal attacks and more than enough for both to count as sneak attacks. I don't see it being particularly game breaking to hit with assassinate(or backstab) with a full attack when dual wielding, especially considering the same balance issues vs 2h or 1h still exist(hopefully with a balance to make 2h better) for the full attack itself. Which imo is a problem for those spells. Assuming a similar power level and no awful balance, there would be no reason to use a multiple projectile spell over a single attack spell with assassinate, backstab, or any other single attack modifer. With the very limited spell selection, this is a potential for a bad build. No, which why I'm against that. I'm for things like Necrotic Lance getting a single attack roll for both initial damage and damage over time.
  5. I don't in the case of Assassinate with projectile spells or dual wield full attacks, given that the attack itself is executed at the same time it onlly makes sense for both weapon strikes or simultaneous projectiles to benefit from it. Otherwise I think it's a case by case, something like Necrotic Lance that relies on an initial hit to work I'd want Assassinate to buff the whole thing while an ability that creates an AoE that rolls for each hit I'd only want the initial hit to matter.
  6. Assassinate only applies to the first projectile from a spell (unless it's changed very recently). Likewise it doesn't apply to jumps from spells. (However if a spell attacks multiple targets simultaneously in AoE---fireball etc---it will apply to all those attack rolls.) It was showing up for me on the minor missile and the bounding missile. Regardless, if it applies to AoE I think it should apply to all projectiles hitting one target and all attacks in a full attack. Tested it just now, Minor Missiles and Bounding Missiles are currently applying Assassinate only to the first projectile. I reinstalled and got the same result. Maybe a bug or using that invisibility ability. Regardless, I think projectiles all should benefit from assassinate.
  7. Assassinate only applies to the first projectile from a spell (unless it's changed very recently). Likewise it doesn't apply to jumps from spells. (However if a spell attacks multiple targets simultaneously in AoE---fireball etc---it will apply to all those attack rolls.) It was showing up for me on the minor missile and the bounding missile. Regardless, if it applies to AoE I think it should apply to all projectiles hitting one target and all attacks in a full attack.
  8. Long cast time is a problem of spells, I'm only talking about the subclass passive bonus here. And I think all wizard subclasses except Evoker is pretty lame. A subclass should have either heavy penalty/heavy bonus or light penalty/light bonus. Wizard subclasses restrict themselves from using spells of two schools, and recovery penalty. Imo this penalty is pretty huge, but the bonus for them except Evoker is minor. Power level affects evocation spells nicely, but it is less effective on other school spells. The Enchanter/Illusionist bonus is either too situational or too flat. Same as Conjurer's familiar, it is just horrible to lose two school to get a useless familiar. And for Transmuter, if I remember correctly they lose access to Enchantment spells. A transmuter who turns into an Ogre and a normal wizard who buff himself with a lot inspiration and summon magic weapon, which do you think is better in melee? I'd voted for a normal wizard. I don't argue that a Enchanter, an Illusionist or a Transmuter will perform nicely on level 1, but the higher level you becomes, the worse they becomes and the penalty to lose 2 spell school becomes so obvious. I generally agree, and given the lack of Level 0 abilities for Wizard(the only class that has this), I think Wizard subclasses should be forced with only one benefit being a passive geared towards the types of spells they cast. Evocation is good, but think longer duration for Conjuration, more extreme buffs/debuffs for Transmutation/Enchantment, and a larger AoE for Illusion spells. It'd fit in with the other 5 subclass classes and be balanced around the Wizard's Grimoire. If you want a longer duration for Conjuration, a larger AOE for illusion, they do have it, its called +1 power level. I think they need some more unique bonus than just +1 power level. Those were just examples, Conjuration and Illusion provide some problems because they seem more broad than Evocations damage spells, enchantments buffs, and transmutations debuffs. I can't think of any offhand because I don't like most conjuration spells and I mainly stick to displaced image for illusion.
  9. Long cast time is a problem of spells, I'm only talking about the subclass passive bonus here. And I think all wizard subclasses except Evoker is pretty lame. A subclass should have either heavy penalty/heavy bonus or light penalty/light bonus. Wizard subclasses restrict themselves from using spells of two schools, and recovery penalty. Imo this penalty is pretty huge, but the bonus for them except Evoker is minor. Power level affects evocation spells nicely, but it is less effective on other school spells. The Enchanter/Illusionist bonus is either too situational or too flat. Same as Conjurer's familiar, it is just horrible to lose two school to get a useless familiar. And for Transmuter, if I remember correctly they lose access to Enchantment spells. A transmuter who turns into an Ogre and a normal wizard who buff himself with a lot inspiration and summon magic weapon, which do you think is better in melee? I'd voted for a normal wizard. I don't argue that a Enchanter, an Illusionist or a Transmuter will perform nicely on level 1, but the higher level you becomes, the worse they becomes and the penalty to lose 2 spell school becomes so obvious. I generally agree, and given the lack of Level 0 abilities for Wizard(the only class that has this), I think Wizard subclasses should be forced with only one benefit being a passive geared towards the types of spells they cast. Evocation is good, but think longer duration for Conjuration, more extreme buffs/debuffs for Transmutation/Enchantment, and a larger AoE for Illusion spells. It'd fit in with the other 5 subclass classes and be balanced around the Wizard's Grimoire.
  10. All Proficiency does is get you a modal with the weapon, if you aren't using a Devoted and don't have any abilities or talents(if they get put in) it otherwise doesn't make a difference. I'm fine with that if talents are in and some of them are about proficient weapons tbh, I just wish modals weren't so extreme. For example Savage Attack ends up being Savage Graze, Half-Sword is asking to be crit, and the recovery malus is pretty much casting slow on yourself.
  11. Aside from Assasinate, Dual wielding already is better than 2H at special full attacks. Dual wielding doesn't need a damage penalty, 2H needs a penetration boost. That would put the trade offs as similar to PoE as possible.
  12. Having played around with the Assassin, I've noticed that Assassinate only works on the first attack when dual wielding, even if activating an ability that is a full attack such as Blinding Strike. Given that Assassinate apparently applies to all projectiles from a spell, would it make sense for it to apply to the first full attack from stealth instead of only the primary attack in order to be more useful with dual-wielding than with single-handed or two-handed weapons?
  13. I disagree with the Devoted, being stuck with a -10 accuracy to weapons(it's even worse if it applies to spells and stuff as well) penalty outside of one weapon type is pretty big. Especially without metagame knowledge if you pick a weapon that has subpar choices. You are correct about the modals, but that's an issue with modal balance as opposed to the subclass. My opinion on the Wizard subclasses is they need to be forced like Paladin and Priest subclasses and give just a passive ability that synergies well with their school while penalties and benefits are removed. Evoker is the only one I feel does this well, Conjurer and Transmuter both have subpar spells and Illusionist and Enchanter seem to be situational. Of course spells themselves need to be tweaked heavily, particularly the casting times.
  14. I think all Wizards are pretty lame because of the long cast time. I'd make the Wizards go the way of Paladins and Priests and make specialization required, take out the penalties and power level boost because penalties are disproportionately bad, power level boost seems to mostly benefit Evokers, and I've always thought school restriction was dumb since D&D. As for benefits, I'd make it passive stuff like that meshes well with the types of spells being thrown. Evocation does this well, but think more duration for conjuration spells, improved aflictions/buffs, increased accuracy, etc.
  15. You are mistaken. https://en.wikipedia.org/wiki/Selective_Training_and_Service_Act_of_1940 ... and some will still say that the U.S. was a peace loving nation who only got into WW2 because it was attacked unprovoked by the Japanese Empire, and that the attack was even a surprise. "Oh the stuff they teach people in schools! Or is it the stuff they don't teach people in schools? Either way... Ha! Ha! Ha!!! Ha!!!!" - I didn't know the cutoff was 40 in those days. Johnson would have been 32 in 1940 so he would have been on the hook. But it was moot because you are also correct he was in the USNR. So, I stand corrected... twice. That's what happens when you go off memory rather than looking things up. The correct response is to double down and call your opponents names while insinuating dishonesty or something embarrassing.
  16. I don't think that's a very good substitute, even with trinkets out. I don't think it has to be much, but something like Arcane Assault or Arcane Veil separate from the spells per encounter would be pretty cool and give them one more thing before going into basic attacks or bomb throwing.
  17. It's going to be Zuckerberg/Kanye West in 2020. Mark my words.
  18. How would that work, a negative that subtracts from the enemy Intellect for duration?
  19. BETA 2 1)Melee classes, everything else is unfun and casters are the worst. 2)Devoted, Berserker. They synergize very well together, can be used with Wizards for powerful buffs that would normally go wasted, and on their own tear through most things. 3)Wizard specialists. As of now casting sucks, but loosing out on two schools and casting two others for a meh passive or spell and a small power boost is a bad trade. Streetfighter as well for being too situational to shine. 4)Almost all of them. 5)I don't dislike any of them, though I question the execution of quite a few.
  20. Having played some of the Beta, it occurs to me that Wizards and Chanters are the only classes without some sort of level 0 active or passive ability built into the base class, however Chanters don't count because they are able to select between two abilities(invocation and chant) at character creation. Even discarding the current major issues with casting in it's current form, this seems to be a flaw that isn't remedied with the presence of grimoires and makes the class less appealing than the other full casters who get some sort of power to use as support or dps boost. I'm wondering if Wizards should get some Level 0 Ability, like Arcane Assault from PoE, in order to give them a similar number of spell options as other casters before going to auto-attack or if they should get some base passive.
  21. It's a leap year and not in the conventional sense.
  22. Dexteroty should effect action speed, attaching it to resolve seems superflous. Of course as already stated, even if you could pump cast speed up the 6 sec cast time isn't going to be used regularly if at all. Playing more of the beta and playing more PoE, I seriously think that MaxQuests table 3 suggestion is best and would take it further by making outside of combat casts being instant, if only so I'm not waiting around for a while watching the AI stumble around. 6 sec casts should be stuff like Meteor Swarm and 9 sec casts should be thrown in the trash.
  23. Nah. She would just give them the account number for Clinton foundation and sell the whole country. Or maybe she'd sell Poland to Russia? eheheh *runs* She tried, no one wants it.
  24. I know that feeling, such a curse.
  25. It seems my stealth is at an acceptable level then.
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