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Changes / Feedback for turn-based
It's my understanding that the intention is for these systems to diverge further. TB will require balancing and that will affect build viability between the 2 systems, for stats, items and powers.
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Only allow 1 "free action" per round, also action economy a bit unbalanced!
Seen a few posting about Dex in DnD. I've found 13th Age has excellent solutions, where your defenses are tied to the middle of 3 stats (Example: AC modifier is the middle stat of Dex, Con and Wis, so if you had Con 16, Dex 18 and Wis 12, your AC modifier would come from Con), which discourages the min-maxxing of DnD (or rather generally makes min-maxxers better attack builds and spread stats more durable). It also elegantly solves the problem of multi-classing, feats and powers boosting class abilities only apply to their native class, so a fighter/rogue that attacks either does so as a fighter (roll and select an effect based on result in 13A) or as a rogue (backstab etc can apply) RuneQuest has some very interesting system structures for actions. When I was playing the Mythras version, players would get so many actions a round, attacks and parry's both counted as an action and needed to be declared as used as such. A successful parry action against a failed attack would give you a nice bonus, which you could select from various options in a table. You could also use an action of your own to parry for a neighboring ally (say, if their parry failed or if you wanted them to save an action to attack). PoE has already been structured to give bonuses from different stats. Right now, Dex is bad in TB and the dev's are well aware. Making Dex important and smaller weapons effective, without either becoming OP is going to be tough, but do-able. I think the dev's here already know a fair bit about AP systems and examples in PnP systems . I'm looking forward to the next TB update.
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Part of red visual persists on the left after combat
Scratch that. Updated to latest drivers and it's gone
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Part of red visual persists on the left after combat
Part of the red visual line that announces combat then persists on the left after the combat ends. GeForce GTX 970 3840 x 2160 @60
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The Turn-Based Combat Tactics, Strategies, and Builds Thread
Caster focused will be the ones with fast weapons then. No point in scepter casters. Noticed that Antipathetic Field hits allies
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The Turn-Based Combat Tactics, Strategies, and Builds Thread
The only way I can see fast weapons being worthwhile, is if a track is kept of how many rounds they're used for weapon based attacks and powers, and this triggers extra basic attacks.
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The Turn-Based Combat Tactics, Strategies, and Builds Thread
But fast weapons have significantly lower damage. What benefit? Taking pistols and sabres seems like a no-brainer (but I've not had time to experiment), how's this balancing? I'm sure someone will crunch numbers. Beckoner summons were there and gone, lol. They got one move and one or 2 attacks only. Keeping up the minions would appear to eat up the actions, making beckoner multi less appealing.
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Fassina not respawning
hairyscotsman2 replied to GMV's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Fassina is gone for me too
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A magic using meele class?
Has anyone tried the Warlock? https://www.reddit.com/r/projecteternity/comments/8hgoqy/thoughs_on_warlockswizardbarbarian/
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A magic using meele class?
Melee Cipher is great. Pair it with Paladin.
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Found a perfect description for PoE!
As shallow as the desert. As shallow as the last molecule of water that's about to be boiled out of the pan. As shallow as their dying breath. As shallow as the mirror they behold themselves unto.
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I thoroughly broke The Man Who Waits
Went to the Sanitarium without speaking to a Justicar first. Statue got me to speak to animancers. went outside and spoke to a justicar about where the mad are kept Came back in and statue asks me about what the hell happened down there as if all fighting is done.
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No Arrows Good thing or bad?
Well off the mark. Hunters could afford arrows but they'd not be able to afford a sword. Swords were about status much more than usefulness. When Henry V succeeded the throne, he immediately began restocking the royal armoury in the Tower of London for a foray into France. He set the fletchers of England to begin making arrows, and we have a record of a contract for 12,000 arrows that cost the Crown £37, 10s, which translates to about $25,000. http://www.reddit.com/r/AskHistorians/comments/1e7xa3/how_expensive_were_arrows_and_how_many_did_your/ So (economy of scale for a big order though) that's $2 per arrow. Swords cost a lot more. http://www.myarmoury.com/talk/viewtopic.php?t=25025 Even today with our better production techniques it's still about $250 for a sword (maybe a $100 for something like a long dagger or seax) I'm happy not having arrows although they could add an arrow courier to automatically carry arrows back and forth to me from the wagon...
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On the significance of stats
This is really worrisome. I share your concerns. For some reason, I want a single attribute point to be important. Why place them on a plain linear scale? How about a logarithmic scale or something? Because then you'd need to weight the point buy system. I get the impression they're a little bit more interested in crash bugs than balance just now.
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"No Bad Builds" a failure in practice?
No, I fully understand that. The problem with might is that it's abstract while the other attributes are concrete. The thing is souls aren't abstract in this world, nor are the ways they tie in to your overall physical condition/abilities. Oh, in this world souls have muscles, I guess. And there will be 2 portraits in the game - one for my character, another for my soul? Unless you're a godlike...
hairyscotsman2
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