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Everything posted by Doppelschwert
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The single thing that would make you happier with POE.
Doppelschwert replied to Kronos's topic in Backer Beta Discussion
Yeah. But given the talents at the moment, it wouldn't be of much use as you'd have enough slots to learn them all anyway, so no diversity in the end and therefore no real evaluation. Therefore I plan on writing a thread were I want to suggest talents that would enable classes to become more like certain prestige classes in DnD 3.X, deluding myself into thinking I would know something about class design. Will take some research though and given that I haven't played much of the beta due to bugs, I'll probably wait a bit before doing that. -
The single thing that would make you happier with POE.
Doppelschwert replied to Kronos's topic in Backer Beta Discussion
Getting a talent on every odd level, in particular at character creation. I want the character to be my own character, in particular not the one everyone else is starting with. -
Josh Sawyer on the "naked ranged characters" issue
Doppelschwert replied to Infinitron's topic in Backer Beta Discussion
I don't get why people take every comment from josh literally and then twist it to the worst possible outcome. - There is no reason 'low' refers to absolute instead of relative values, that is just assumed here - You can get the enemy to prefer such characters simply by having a probability distribution weighted around relative stamina loss without making them deterministic derps - Where comes the assumption from that the game would play better if enemies go for low health characters? Don't take me wrong, Josh is certainly not unfallible, but at least wait until the implementation fails before taking anything apart. Obviously, he was talking about stuff that is supposed to be introduced in a patch at some point. -
You fools! With this much praise, he will become complacent and lose his rigorous attitude Honestly though, I appreciate your work as well, although I think you are coming across as a bit over-zealous at times. Not that that's making your arguments any less convincing and I can understand that you feel strongly about the game, so it's fine by me. Still, it's kind of sad that you feel like sacrificing yourself doing all this, you should have your cake and eat it too.
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For one thing, nobody is forced to participate in the beta, so the point is kind of moot. People are responsible for themselves, so if they spoil their overall enjoyment of the game, they can blame themselves; it's not in any kind obsidians fault. Showing an unfinished/broken product also has not to be a bad thing; if they can fix everything the game is currently suffering from, it will just show how great they are at polishing in a small timeframe.
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But surely they have to log what they have already fixed somewhere? It also helps us looking out for stuff that still needs some looking into.
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Thanks for the news. Will there be elaborate patch notes?
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A related question would be what actually happens if you dual wield weapons with different reaches, where you are only close enough to hit the enemy with one weapon?
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If you want the devs to read that, make a thread in the bugs report section about it (if there isn't one already). Sking reads and comments on the threads regulary.
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Talents what would be wanted, and what is needed.
Doppelschwert replied to Ganrich's topic in Backer Beta Discussion
I think a lot of the ideas presented go against the design philosophy. For once, it was clearly stated that combat and non-combat ressources will be strictly separated, so talents influencing non-combat stuff are pretty much out of question, although there are good concepts. Personally, I liked chorus and empathy much, although I think that empathy should be part of a monks class abilities anyway. I'd like to see a talent that transfers the monks unarmed bonuses to some kind of bonus for arms, such that a concept like a kensai/weaponmaster is feasible. For example: Monk: Channeled Suffering - Accuracy rises proportional to the bonus damage of 'Transcended Suffering' while having a weapon equipped. -
(DPS) vs (Accuracy - Deflection). Here's the maths. Enjoy.
Doppelschwert replied to Matt516's topic in Backer Beta Discussion
I thought critical damage is already 2x the normal damage?- 99 replies
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(DPS) vs (Accuracy - Deflection). Here's the maths. Enjoy.
Doppelschwert replied to Matt516's topic in Backer Beta Discussion
I agree with Ainamacar. The different slopes from the left to right can be summarized by the following list, where increases in terms of base damage for the attacks that change is given in brackets. - Some Misses becoming Graces (0 -> 0.5) - Some Misses becoming Hits (0 -> 1) - Some Misses becoming Critical Hits (0 -> 2) - Some Graces becoming Critical Hits (0.5 -> 2) - Some Hits becoming Critical Hits (1 -> 2) Graces are taken into account and for the mean value over 100 attacks, this is clearly comparable to increases in the 1% region. I wouldn't even call this theoretical math. It's just math.- 99 replies
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(DPS) vs (Accuracy - Deflection). Here's the maths. Enjoy.
Doppelschwert replied to Matt516's topic in Backer Beta Discussion
Thanks for the graph. It should be noted that given a fixed enemy, the individual classes start on different points along the horizontal axis in this graph, where more accurate classes start off more to the right. This implies that, given that the increase of DPS is monotonically decreasing from left to right, classes with low initial accuracy profit the most from dexterity, while classes that have high initial accuracy have diminishing returns, in a sense at least. In particular, if for example a fighter and a wizard increase their accuracy by five (while still fixing the enemy), the gap between their expected DPS will monotonically decrease up to the point where both crit all the time. EDIT: Obviously, the increase of DPS is not monotonically decreasing from left to right.- 99 replies
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http://forums.obsidian.net/topic/66754-balancing-monks/?do=findComment&comment=1481549 Redundancy can't be helped in this forum, however I still think I should mention my thread. That's not how they are supposed to work. You don't get healed by turning received damage into a wound, instead incoming damage is supposed to become a wound before it is applied. The wound stores it and damages you over time for the same value. It's a greater damage reduction than armor, but only if they are used up to have an effect, thus making armor not necessary. If you're taking damage, then either it's not implemented as it was announced or you already have wounds and the damage is excess, as you can only have a limited number of wounds at the same time. I agree on the most part, especially the aggro management. Note that halving negative effects is actualy not only for cancelling debuffs but rather for damage reduction by halving the remaining time (= damage) of any other wounds you still have will using the ability. I disagree. The way I see berserkers mechanically is that they trigger abilites by having life under a certain, dangerous threshold. Monks are according to josh supposed to be weaker than the normal dps classes and mechanically they play more as a tank with an emphasis on special effects. Berserkers focus an being aggressive, while monks focus on being defensive and turning the enemy against themselves.
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So who wants to write all this stuff into the wiki with detailed descriptions?
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Combat readability analysis - graphics
Doppelschwert replied to Justinian's topic in Backer Beta Discussion
I think this is a good improvement, but I'm unsure about the backdrop. Maybe it clashes with the lighting? Nevertheless, great work and insights. It's good to see that the game can be easily enhanced. -
Combat XP Poll - Let's See What We Think Now
Doppelschwert replied to SergioCQH's topic in Backer Beta Discussion
I also think they'll change it in due time for release, so I'm not really concerned by this. Still, I can understand that people are pissed off. -
Combat XP Poll - Let's See What We Think Now
Doppelschwert replied to SergioCQH's topic in Backer Beta Discussion
Ok, I'll agree to the complaints then. I think the system would work if there is hand placed exp for finding places, managing tasks like opening the dungeon and for beating difficult foes, quest tied or not. If this is not the case, then the system sucks, yeah. -
Combat XP Poll - Let's See What We Think Now
Doppelschwert replied to SergioCQH's topic in Backer Beta Discussion
I will ask again, because I'm somehow ignored the first time when I try to bring up relevant points to a discussion... <_< What happens when you don't get the quest about the ogre from the farmer but instead just go to the ogre on your own? For the ogre quest, you get exp for entering the cave as well as for dealing with the ogre. I don't think the area is magically locked up as long as you don't have the quest, so what happens if you go there without having the quest? Do you get the experience you would have received witht the quest? Is the quest started? If you don't get experience for walking there, is the exp retroactively rewarded when you turn in the quest at the farmer? You're all discussing whether there is exploration and kill exp in the game. Someone should check if it isn't already there in some parts. -
Combat XP Poll - Let's See What We Think Now
Doppelschwert replied to SergioCQH's topic in Backer Beta Discussion
Stupid question, but what happens if you just go to kill the ogre without talking to the farmer first? Are you awarded with all the exp you'd get for the quest along the way? Is the quest started on the way? Does it make a difference for the argument here? I'd try it myself, but it's to buggy for me at the current state. -
"No Bad Builds" a failure in practice?
Doppelschwert replied to SergioCQH's topic in Backer Beta Discussion
The barbarian still benefits for the first enemy. My point is that the enemies have to go a longer route to pass the barbarian without actually triggering an engagement when the fight starts. You're right about the disengagment attack being delayed, but then again I'm talking about an increase of at most a multiplier about 1.5, so it's enough to matter but not enough to make it unreasonable. -
"No Bad Builds" a failure in practice?
Doppelschwert replied to SergioCQH's topic in Backer Beta Discussion
Why wouldn't it work? They have a passive ability for the fighter that increases engagement range, so the tech is clearly there. -
"No Bad Builds" a failure in practice?
Doppelschwert replied to SergioCQH's topic in Backer Beta Discussion
But is it affected by intelligence? I think its attribute independent at the moment, I only recall a fighter ability modifying engagement range. -
"No Bad Builds" a failure in practice?
Doppelschwert replied to SergioCQH's topic in Backer Beta Discussion
Fighters and barbarians profit because their engagement range is increased, so they are a bigger thread in the battlefield and it's more difficult to go around them. Fighters can easier lock down enemies and the barbarian can easier draw them close for his carnage. Basically, ranged characters can stay further away from melee and melee can better hold the line. It increases control about your positioning which is a untapped dimension by attributes. Range with melee weapons is problematic as some weapons have their reach as a special feature that distinguishes them from other weapons (spears, etc). I feel like increasing engagement is a more useful way to go. -
- Make the UI distinguish clearly between 'At will', 'Per Encounter', 'Per Rest', 'Modal' abilities by grouping them into rectangled frames. - Make Resolve combine the interrupt/resistance against interrupt stat and give perception a bonus to the range of ranged weapons, range of targeted abilities and radius of engagement, making it beneficial to all classes.
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