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Everything posted by CottonWolf
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Josh's new suggestion for Resolve is brilliant IMHO!
CottonWolf replied to IndiraLightfoot's topic in Backer Beta Discussion
Wounding shot, at least, also has direct damage scaling with power level. I'm not sure what the percent increase per power level is, or whether the increase in multiplicative or additive however. -
Only to Cipher powers. (specifically, it's +3 to Cipher Power Level while ascended, -1 cipher power level otherwise.) Thanks for the reply. It's too bad that it only applies to cipher powers; if it didn't, it would make a multiclass ascendant/??? a perfectly reasonable pick, especially with a Nature Godlike to counteract the drawback of the subclass. You could say that if it worked, it would make a multiclass ascendent... ascendant. I'll see myself out.
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So it's okay to choose which of three different class combinations a companion has, what abilities they learn at level up, and what weapons and armour they use, but going beyond that crosses some invisible line of character autonomy? From a designers point of view: yes. I lol'd irl. I can understand a certain degree of restriction (i.e. Priest or paladins). But i cant see how giving the possibilities to pick a subclass for eder or aloth can be a wall for developers (which btw, after all the hard work to create and develop all the classes, subclasses, balance multiclass and so on should be more than happy to give us the most freedom possibile to toy around with combination, without forcing us to use hirelings... That would waste the work of developers on companions interactions, quests etc...) Also i dont see a single reason why people should be happy about being limited and why they would want others to be limited aswell.. You want your eder to be a pure basic fighter?you feel that the less option you are given the better? Fine, you can even ignore the chance to multiclass eder or make him a rogue. Let me choose to make him an unbroken or a devoted kkthx I'm broadly indifferent, but from a character perspective the subclasses do imply a kind of background or specialist training, so I can perfectly understand why characters might not have access to them. Like, it would make no sense for Rekke to be able to be a Nalpazca brawler.
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I'm not necessarily against this, but I think you're underestimating how good it is. Dump RES to 3 and you have a 70% chance of getting the afflication the level above. Play an orlan/human, max RES and take the appropriate background and you have a 100% chance of downgrading any affliction you're hit with. Combined with something like a Wild Orlan's inherent resistance, this becomes insanely strong.
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I put this in the other thread, but considering that this thread has seemingly won the thread wars: Eh, I'm not a fan of this (dunehunter's idea) for three reasons. 1) I disagree that it doesn't make interrupts too weak, especially as the entire point of some skills is to interrupt and outside of that they're strictly inferior to others. 2) It provides no benefits for non-casters. 3) With the increases in cast speed, this would functionally be a massive buff to casters. Not only do you have a considerably shorter time to interrupt them, chances are you'll fail if you try anyway.
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A new proposal on Resolve/Interruption system
CottonWolf replied to dunehunter's topic in Backer Beta Discussion
Eh, I'm not a fan of this for three reasons. 1) I disagree that it doesn't make interrupts too weak, especially as the entire point of some skills is to interrupt and outside of that they're strictly inferior to others. 2) It provides no benefits for non-casters. 3) With the increases in cast speed, this would functionally be a massive buff to casters. Not only do you have a considerably shorter time to interrupt them, chances are you'll fail if you try anyway. -
Josh's new suggestion for Resolve is brilliant IMHO!
CottonWolf replied to IndiraLightfoot's topic in Backer Beta Discussion
To be honest, and I'm clearly in the minority, I really like the random empower/disempower idea, but I'm an irreverate gambler and love luck stats in games. It makes a lot of sense from an RP perspective, and it clearly disinguishes it from the other stats. Even if the expectation in damage/healing decrease/increase between MIG and RES were roughly equal it would be a much higher variance strategy, which I like, but evidently most don't. -
That would be a very clever double meaning. Is Manifest even a real person? Were they an Obsidian plant all along? Trust nothing.
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As a Stalker/Beckoner, I took Gernisc Slew the Beast... but the relevant dialogue option did not unlock during the conversation with the drummer. Some kind of weird interaction with the Beckoner buff?
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Nah, that doesn't work. STR increases weapon autoattack damage, so it's already not symmetric with RES, which is limited to buffing abilities (at least as I understand it).
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The fear stuff is considerably worse than it was in Pillars. At least Terrified (level 3) is, so Wild Orlans getting complete immunity to that is a real benefit. All the resistances are actually really strong, because, not only do they make you immune to the lowest level, they mean you can never be hit by the highest. Interestingly, the icons for the afflictions leave room for the existence of a 4th level of each affliction (if you look at the pips that indicate the strength), which potentially implies worse stuff coming in the DLCs.
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On the assumption that high level abilities will actually be worth taking (and disagreeing with the general consensus that casters are bad currently, except ciphers, they are bad), I'd go: Aloth - pure wizard (eak out those power levels for more powerful spells) Eder - swashbuckler (insane engagement limit combined with persistant distraction should be a good combo and escape gives good manuverablility to get the tank in the right position) Maia - scout (long range gunnery combined with the benefit of rogue abilities to pick off targets) Pallegina - herald (chants are good, especially for a tank/healer build) Serafen - cipher (assuming the cipher rebalances are good, more cc is always good and there's a lot of melee already) Xoti - priest (healing is necessary, I don't like multiclassed monks because they don't get full fist progression, and if you're not punching as a monk, what are you doing?) Tekehu - pure chanter or druid (depending on whether you need a frontline or a backline, and you get the wereshark either way) Fassina - sorcerer (because conjurer's the worst wizard subclass, given that summoned weapons don't scale with power level, and the storm spells are good) Konstantin - howler (built as a tank for the same reasons as Pallegina) Rekke - brawler (the fighter additive damage for specialised weapons should offset the lack of full fist progression, and punching things is cool) Ydwin - cipher (see Serafen)
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From a rp view? The "I don't give a crap" type, I guess. Or the "actually all these revelations from Iovara make me change my mind" way. Or "maybe Wael or Skaen do have a point after all" The most Wael option is to promise every god you'll do what they want, up to and including Skaen right at the end, then throw the souls off to random locations anyway. As Wael itself says, "No end, Watcher. That is the purpose."
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Barbarian Wild Sprint = Swift?
CottonWolf replied to dunehunter's question in Backer Beta Bugs and Support
And the reverse, which is arguably more important. Being hit with a Dex affliction while wild sprinting won't get you caught in the engagements of all the enemies you were running past.