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Everything posted by PK htiw klaw eriF
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I think it would've been a bigger deal, as games are pretty niche. The main complaint I've seen is that when these relationships exist between press and the people the press coverage, there is a conflict of interest.
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Sexy vampires or bust. Santanico Pandemonium is hella sexy.
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If you want to be technical, ISIS are also sexist jerks, but that sexism is less "no wimminz in mae viadyagamz" and more "women have no rights".
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From Dusk till Dawn: The Series and The Strain. Both are pretty good and feature vampires who are actually monsters.
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The General Suggestions Thread
PK htiw klaw eriF replied to Rosbjerg's topic in Backer Beta Discussion
I think some people believe that because Intelligence is what determined Wizards' spell potency in DnD, it must govern spell potency in ALL fantasy settings. We could spend years arguing about which attribute should affect magic powahs for each class, but it is all moot when you factor that magic, as all fictional things, is up to the creator to determine the mechanics of. That in PoE Might affects damage of all things isn't any less realistic than how smart you are determining how hard to resist a fireball you create out of a ball of bat guano and sulfur(per Pathfinder rules) is.- 290 replies
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Is there some rule that every thread turn into a slap fight over Shadows of Ann?
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Appeal to Obsidian: Don't Change PoE Abilities
PK htiw klaw eriF replied to Gromnir's topic in Backer Beta Discussion
IIRC, only a small number of talents were implemented in the beta and more are planned for the game. Which is good, as all we have now are weapon focus, hold the line, and various upgrades for class abilities. Would be nice to get an idea of what other things talents can do, because the beta talents are pretty boring. EDIT: Ninja'd by Lefred. -
Overly deadly spiders (intentional?)
PK htiw klaw eriF replied to PrimeJunta's question in Backer Beta Bugs and Support
Damn, now I have to try this again tomorrow. -
Overly deadly spiders (intentional?)
PK htiw klaw eriF replied to PrimeJunta's question in Backer Beta Bugs and Support
Hmmm I think it has to do with poison. Every time a character has been exposed to it, their health drops dramatically. Could be a balance issue rather than bug, but it does feel over the top. -
Steak and roasted corn.
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Appeal to Obsidian: Don't Change PoE Abilities
PK htiw klaw eriF replied to Gromnir's topic in Backer Beta Discussion
I recently advocated for a rise in magnitude of ability scores, but Gromnir is making some good points. Looks like I have to run through the beta some more to make up my mind. -
I'm preparing to start a semester tomorrow, Monday and Wednesday from 1-7. Will still have work 30+ hours a week, but I should be able to manage.
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"No Bad Builds" a failure in practice?
PK htiw klaw eriF replied to SergioCQH's topic in Backer Beta Discussion
Fixed. -
You use honey in foreplay.
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I think SJW pretty much covers that. There is no reasoning with these people, they follow their dogma with crazed devotion and attempt to destroy or convert anyone with a dissenting opinion.
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Exactly. I'm very confused right now. I missed something... Its late, I think most of us in the states need sleep.
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LOL well no. I'd want there to be a functional difference. Ok, just going off the top of my head(numbers are probably way off) I believe Rogues get 17 health per level after level 1. If we were to impose Con penalties on a rogue, then a rogue with 3 con would get a percentage of that deducted every time they level up. Same thing with Might. if the base damage on a Pike is 27-42, then someone with 3 might would do less than that with his Pike. By "no functional difference", I meant presentation is the only difference. So the cosmetic difference between showing +15% damage at Might 3(using the current method) and -35% damage at Might 3 if 10 is used as a neutral base.
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So what would you say would be a good value for Might? Judging from what we've seen of the weapons, +5% would be about +1 Max damage per Might for the least powerful weapons. So you would prefer the effects of stats below 10 to be shown as a negative, even if there is no functional difference? That sounds fair to me, in fact it would help the inexperienced know that their character would be sub-optimal in that area.
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So do you dislike the presentation as all bonuses, the magnitude of each point spent, or both? I'd agree that magnitude should be increased, but have no feelings about the presentation as I initially pump attributes to 10 anyways.
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All of this talk has made me order a pizza and watch Tarantino films.
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Actually, they made a system where every stat can be dumped with no penalty at all. No, worse than that. They made a system where you can dump every stat to 3 and still receive bonuses. Dumping your Barbarian's Might to 3 will cause him to receive a +10% boost to damage and healing. Same goes with the functions of every stat. It's the casual gamer's dream system. Makes class building idiot proof. It doesnt make a difference if you have a average like 10 and substracting/adding bonuses to it and starting with 3 and only add bonuses to it. Your doom prophet like behavior because something needs number tweaking is absolutly ridiculous. Its simply aesthetic. If you changed every value to where it is currently at a stat of 10-11, and applied negative % of the same magnitude for every point below 10-11, you would have the same situation in function we do now.
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Good news, you can do that in PoE too. You can lose out on +20% damage in echange for a large boost to AoE and Duration. Use AoE disabling spells and laugh as the martial characters kill off foes. There are quite a lot more choices than that, but if you want a Wizard who deals massive raw damage, you're going to boost Might. Want a Wizard whose spells are large and last a long time, pump Intellect. No, as the character has to trade off Accuracy, AoE and Duration, Health and Stamina, and Interrupt to get the damage boost.
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Instead of making a system where certain stats can be dumped with no real penalty, they made a system where every stat is of use to every class. If you want to build a Barbarian that hits like a truck, you pump Might. Or you could boost Accuracy(Dexterity), Health and Stamina(Constitution), or AoE of Carnage and length of Rage(Intellect). Resolve and Perception are currently sub-optimal, but the devs acknowledged this before the release of the beta(and stated the desire to adjust it) and I think that with a more in depth explanation of Interrupt they may start seeing more use. *shrug* I don't see them as any more bland than IE attributes.
