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Valci

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Valci last won the day on October 27 2017

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About Valci

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  1. i expect that some companions will be with you from the start... specifically Edor, Aloth and Pallegina who might well have traveled with you on the boat having accompanied you since PoE1...
  2. Anyone that has ever fired a gun is familiar with recoil... Basically it's the momentum of the gun which discharges through the body and is equal to the momentum of the bullet. It gives us funny videos such as this too: https://m.youtube.com/watch?v=RjBe5jK6SMg Sure, it has very little to do with the damage the bullet actually does but as an abstraction of the "adequacy" of the gun wielder it's workable. Personally I preferred the old school system where strength affected melee damage, carrying capacity and there were strength restrictions on equipment, where dexterity affected aim vir
  3. @illathid - Dragonball Z ... Really?! Come on you can do better mate. Personally I never got into it but from the bits that I saw of the super-super-duper-ultra-super-duper super saiyan it's not something I'd want similarities to... But ofc that's just me ...lol
  4. I never min-max. In fact I never drop any star below 10 which for me is the average. However I only play on PoTD these days and it's entirely viable even with regular NPC companions (I also never create custom one cause the lack of interaction doesn't suit me). The only case in which min-maxing makes sense for me is for PoTD solo runs where you need to squeeze every ounce of performance from your character. In a full party virtually anything is viable...
  5. That's very subjective... I enjoy my chanters quite a bit. Ofc they shine on higher difficulties where fights last longer but either way they are hardly more boring that the martial classes...
  6. @Gromnir - One of the many reasons why I never dump stats... Besides the RP aspect ofc. Some players (the loudest often enough) want to have their cake and eat it too which unfortunately affects everyone...
  7. No more muscle wizard is a plus for me. Had myself a really tough time roleplaying that... I understood very well how people were rationalizing it and I tried to but at the end of the day it was a struggle to make it hold water. Either way for me there SHOULD be a clear cut difference between physical strength and mental strength and spiritual strength... Like one being portrayed by strength one by intellect and the other by resolve for instance. Either way, it seems like a step in the right direction for me mechanics be damned... You can always alter those while testing or in future patches.
  8. @Barleypaper i disagree personally. I think its a step in the right direction and i do agree with Sawyer that large power-gaps are undesirable especially if you consider the point of view of the designer (though i dislike them even as a player). You go to all this trouble to design 12 classes and you end up with 80% of the playerbase playing 3 or them... how is that good design? Might as well only have those 3 OP classes and be done with it. Moreover, without previous knowledge of which classes are super powerful and which are sub-par you punish the players (especially those that are just
  9. @Morty & Lephys ... I agree with that as previously discussed... ignoring logic (ex. allowing a character who dumped str to 3 to wield a great sword for the sake of "diversity") is a whole other ballgame though. it has nothing to do with "tradition" and everything to do with common sense...
  10. whichever way you look at it imho it is only viable if the monsters start the fight buffed as well so that the playing field is even. Why would the game put you at a distinct advantage by design? Or are the monsters supposed to be stupid? what about the humanoid ones? ... see where im going with this? But then if you allow the monsters to start the fights buffed you make player buffing a requirement and also you end up in a situation where both sides are buffed and cancel each other out which is the same as if neither were buffed pre combat to begin with.
  11. In principle i agree with an approach in the vein of what you're describing in that we would have diversity and options for "builds" while keeping a distinct feel for each class. And i think PoE did a relatively good job in this though ofc it can always be improved. I do think that having different deflection values for classes for instance does make sense and such but as a general point i doint disagree with you. Where i do take issue is the ability of any character being able to use any item... i just dont see that as realistic as mentioned above... Though i dont think item usage should be l
  12. @Lephys I take your point... I was simply stating my preference. I prefer systems where the classes are as different as possible from each other and I don't believe ask classes should be able to fill all roles. For instance, no, I don't think a mage should be a tank. I prefer systems more rooted in lore but also in realism... By that I mean that for me it makes sense that you should need higher strength to wield a large two hander or wear heavy, bulky armor... Conversely, it makes sense that you should have higher intelligence in order to learn and cast spells. That is why I think it makes
  13. See but that right there is the point of disagreement. Many of us don't think pre-buffing would make things better... Quite the contrary in fact. And have explained why more then once. Ofc the fact of the matter is that it boils down to the preference of play style. As previously stated I prefer it when there is an even playing field between the heroes and the monsters and I don't much line one-shot kills from either side (like petrification or on the other side finger of death for instance). Casting something like greater malison followed by finger of death can make short work of even the tou
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