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Everything posted by illathid
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Actually I did, I also gained the wisdom to realize that not everything that comes out of an IMAGINATION is gold, most things it produces are actually quite stupid. Muscle mages being one of those things. Hmm... it's become clear from this and your other posts that I have neither the time nor the crayons to having a meaningful discussion with you.
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Yes, but the increased strength serves no mechanical benefit to him other than as a "roleplaying tax." It's a terrible change. And yeah, to have high damage output wizard you needed to be strong. However, that wasn't the only effective wizard build and you could just easily ignore might and still have an effective wizard. I'm upset because a character I made and spent over 30+ hours invested in has suddenly and irrevocably been changed.
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I disagree entirely. This change does very little mechanically and actively makes roleplaying worse for me. My bodybuilding pyromaniac wizard character I beat PoE1 with is now extremely ineffective with his favorite tool (fireballs).
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If DOS2 is your example of a what results from a game with full voice acting, you're not going to be very convincing. DOS2 was a horrible mess of a game with a lackluster plot, terrible game mechanics, and was in general a waste of money. Maybe if they used the money they wasted on voice acting into paying for more writing and development time they could've made a good game.
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I figure most people would be familiar with it so it's an easy shorthand. The point is that shows how increased physical strength allows for more damage with magic/spirit energy. That show is also a ludicrous exaggeration of sheer Willpower trumping all else. It is a bit akin to Resolve, in theory, but it's much more all-encompassing. Basically, they (as well as characters in dozens, if not hundreds, of other animes) manifest their "fighting spirit" in the form of visceral energy. Thus, they can form it into projectiles, shield themselves from attacks (which is also an exaggeration of martial artists utilizing controlled muscle contractions to block incoming blows, which is a real thing), fly, etc. IF you want magic/soul power to work like that in the PoE world, then great. But, the fact that soul power and Resolve exist does not automatically mean that soul power can just do whatever you want it to. That's a very specific design. To be clear, though, Constitution would be "how many punches to the ribs can you take before collapsing?", while Strength would be more "How hard of a hit to the ribs can you take without being knocked down by the blow?" In reality, you cannot measure one without overlapping into the other a bit. In the abstraction of a video game, however, you can. Strength is essentially the pure measurement of your character's ability to generate mechanical force (and/or withstand things via muscular strength... i.e. if something's trying to rip your leg off, but your leg is strong enough to pull in the opposite direction to mitigate the amount of force on your leg). Specifically I want someone who is very buff to do more damage with a fireball than some twig armed weakling. I like muscle wizards, the buffer the better.
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And I'm the opposite. Muscle wizards are a cool aspect of how the PoE world works. I'd be sad to see them go. we like might as it is. we don't like resolve as it is. given our preferred character type is melee capable casters, the change should have a particular deleterious impact 'pon us. have almost a dozen variations o' helwalker/caster we were testing. helwalker/priest of eothas clear ain't a powergamer build, but the might build made for both admirable weapon damage and extreme impressive heals. the change to strength serious borks much o' the build flexibility... or it would if Gromnir were worried 'bout extreme optimization. 15,10,10,13,16,14 the change has us likely flipping resolve and might/strength scores 14,10,10,13,16,15 or perhaps 10,10,10,15,17,16 even four or five points o' might/strength, when viewed from perspective of a geared mid or high level character, is significant, but hardly game altering. *shrug* as a player who don't optimize much and who has nevertheless completed numerous potd runs with the obsidian companions as 'posed to created hirelings, am believing poe character capabilities is far less a matter o' starting stats than it is 'bout power and talent choices... and gear. poe saw a few changes to stats. recall the functional halving o' the deflection bonus for resolve after release? *chuckle* the collective howl o' fandom were inspiring. shakespeare would be proud. most likely don't recall all the crippling stat changes from poe. a week or month will make this change equal forgettable... and it does help resolve. is also gonna be more changes, so is probable best to wait and see how the next release actual plays, 'cause resolve ain't being changed in a vacuum. HA! Good Fun! I'm not talking about the mechanical aspects here, but rather the flavour of it. I liked that for wizards to cast the most damaging spells they needed to be extremely strong to handle the magical forces running through their bodies. It was something unique to PoE in most western RPGs.
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You genuinely feel this strongly about it? There are millions of people dying of thirst and this is all you care about? The name change of a stat on an unreleased game??!"?$%^?&% Is it all I care about? No. Is it among the things I care about? yes. And the name change I could care less about, it's about the mechanical change to stats.
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God I hope this gets reverted.
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A case for not adding general abilities to Proficiencies
illathid replied to KDubya's topic in Backer Beta Discussion
If weapon style talents are made into proficiencies, I'd be for reworking them to work more like existing proficiencies. That is they shouldn't be a flat passive bonus but rather modals that you can enact for trade offs. -
[Suggestion] Choose background before stats in character creation
illathid replied to CENIC's topic in Backer Beta Discussion
Yeah, I definitely remember complaining about it.