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Rumpelstilskin

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Posts posted by Rumpelstilskin

  1. does alcohol buff really last until the next rest? i tried rum once, and pretty soon the buff was replaced with a pretty strong hangover debuff. moreover, there's an item that allows you avoid hangover, which would be pointless if the effects were soft-permanent. i never touched alcohol since then (well in the game anyway). then again, when that happened the other food also had temporary effects only, and i think it was consumable as well. i think it might have been a temporary patch change that they quickly rolled back.

  2. well idk; i actually quite liked my cipher. he ended up with 105k total damage done, in addition to copious amounts of charming. my mighty dexterous fast rogue adventurer with the frost seeker was only second with 88k. maybe those figures are not terribly impressive, but then again i think i cleared almost all hostile encounters in the game, and since there are no respawns, it probably can't be much higher.

  3. There is always an option to use Barbarian/Monk hire for starting levels. And switch to Wizard after level 7, game fast forwards to that. And there is several quest with minimal combat and some diplomacy to reach even level 8th.

     

    As for Wizard at level 10: Rymgrins terror, fireball, Conclusive Missiles, Necro Lance Chill Fog. Not bad, quite impactful.

    And you can unleash it from start of combat, not waiting for ascession. Leaving scraps for melee to finish off.

     

    And each power lever/tier only makes it better, with 2 more cast of top tier in addition to everything we had.

    well, using the current game as a gauge is not very productive, since it's fairly easy even for suboptimal builds, and the only interesting fights happen early (and maybe the cave of threshing later). maybe it'll get re-balanced, but so might be quest XP, and getting 8 levels on fedex quests alone is too boring anyway, why play the game at all? yes, a wizard can throw several half-decent spells, but the amount of harm he can do can be decisive only in trash mob fights, which are easy to win with any team.

    yes, cipher is probably best when MC'ed, but it makes a really great MC.

  4. Just how good Cipher is? Why should i include cipher in party, but not Wizard, or Wizard/Chanter.

    first of all, unlike wizards, ciphers are actually useful before level 10. their CC is the best by far. most of their spells are faster (which is really important). they get better combat stats per level (i think). they can replenish their spells, which is crucial for longer fights (if there were any longer fights, that is.. and there was no empower point replenishment, which i think is OP and should be removed). with good speed, ascendants can spam many more casts than even a 20th level wizard (like several times more).

  5.  

    yeah, reduced accuracy sucks, it turns it into a coin flip (and a pretty expensive one). shorter duration makes sense, and probably more enemies immune (not just resistant) to it. also, i don't understand why they decided to remove de-charming on damage. de-charming made charm/domination at least in some way a trade-off compared to other afflictions, while now it's just unconditionally superior.

     

     

     

     

    My *guess* is that because first-tier Confusion affliction turns off friendly fire limitations, charmed enemies would too frequently de-charm themselves by hitting each other; also it makes the paladin ability of de-charm on hit redundant.

     

     

    What they should do is implement a check where if charmed enemies are the only remaining active enemies, they de-charm. 

     

    i don't think making confusion just a low-tier charm was a good idea to begin with. confusion shouldn't end on damage, while charm should (enemies might still switch to attacking you on damage though, based on general damage-based aggro). that will also make confusion at least sometimes more useful than charm.

    paladin's de-charm would still work, since automatic de-charming should only happen when attached by the faction that charmed you.

  6.  

    The proposition to reduce the accuracy comes from actual observations I made over the full playthrough as a Cipher:

     

    I never missed, rarely grazed, mostly hit, and sometimes crit. With the strongest CC in the game and for a great duration. On PotD. This felt really OP.

    Ringleader in its current state is a "I win" button that can be cast in three seconds at the beginning of the fight.

     

    That may have been more a feature of old-potd than anything else. I mean, if you build your characters for high accuracy, then yeah, they should usually hit -- misses suck! 

     

    I do agree the duration on Ringleader is way too long -- it goes beyond overpowered and into annoying, with every fight ending in a minute's worth of green circle bashing. On the other hand though it's really annoying to build the focus for a good power and then repeatedly miss with it. I'd rather Ringleader hit reliably, but for a short duration. It's a potent AoE, it could have a fairly short base duration and still be very worthwhile. 

     

    yeah, reduced accuracy sucks, it turns it into a coin flip (and a pretty expensive one). shorter duration makes sense, and probably more enemies immune (not just resistant) to it. also, i don't understand why they decided to remove de-charming on damage. de-charming made charm/domination at least in some way a trade-off compared to other afflictions, while now it's just unconditionally superior.

    • Like 1
  7. i think ciphers are great. even at low levels, a fast unencumbered ascendant cipher can absolutely spam amplified thrust, it basically gives enemies no breathing room whatsoever. charm is great, and domination is even better than since it can charm enemies with resistance to intellect afflictions (resistance just downgrades domination to charm). desintegration is great as a reliable damage source, especially against fampyrs, since they dominate you when you hit them, and with disintegration you only have to hit them once. mind lance is a good ultra-fast interrupt. and a fast ascended cipher under time parasite is basically a game over. 

  8. the problem with auto-pause on action is that many spells don't act instantly, they launch a projectile or something similar that takes a while to hit, and it would be a waste to have your character do noting waiting for it to happen. of course, a lot of other spells are instant (or should be instant based on the description), but i guess they didn't bother to make a special case for that. but yeah, i found that delay a bit annoying as well. i always play on the lowest combat speed though, so it's not too terrible (as in not much can happen while i unpause/re-pause)

  9. One of the reasons, side comment, that cyphers could be great, but aren't - those charm, stun, domination powers could be game changers, but it's not the focus of the character. 

    right, because focus is the focus of cyphers. still, i found charms very useful with high enough accuracy (and speed). there are quick and cheap 'emergency' charms, and heavier ones you can spam while ascended. 

  10. I never once had to change my weapon set in this game to get a different form of damage. Or rely primarily on ranged weapons, or spellcasters.

    you might have had to if you had been all ranged to begin with, since there are some enemies that are fully immune to pierce, and some that have very high resistance to it. but i guess bows can solve it partially, since they do pierce+slash.

  11.  

    There's one to the left of Neketaka called Frostseeker.

     

    This is a great bow for ciphers. It fires three projectiles that seek out the enemy and each projectile buils focus. The bow itself won't do wild damage on it's own but if you need to build up focus quickly this a great weapon for it.

     

    isn't focus just damage-based now? so if you fire (and hit) 3 projectiles for 5+5+5 damage or one for 15, the amount of focus will be the same? stat-wise frostseeker is just a usual exceptional warbow with +25% frost damage on top. before i felt comfortable with upgrading it to superb for 30k i was using a vanillar superb warbow instead, for better penetration and accuracy

  12.  

    I still kind of hate that I can't use them until "Combat start". That restriction still drives me nuts and makes no sense whatsoever.

     

    it's supposed to put a stop to pre-buffing. it only makes sense as a game mechanic; realistically yeah, it's hard to justify it. but the idea itself is sound i think, since pre-buffing is extremely tedious, but if you as a designer assume no pre-buffing, players who do it will find the game too easy, albeit tedious. with combat buffs only you'll at least have to choose and prioritize them more carefully.

    • Like 2
  13. Where did you manage to pick up Kapana Taga? The wiki says Fyegist but I've killed him like 3 times and it hasnt dropped, unclear if I'm in the wrong direction or there are other factors?

     

    Either way I love the builds!

    looks like it's random. one time i sank his ship and got it, next time i boarded it and didn't get it (got a lot of vanilla legendary gear though)

  14. game crashes with a messagebox are likely code bugs. i had a fair share of those, and they seem to be triggered by a game event. BSDs, however, are most likely caused by overheating. i had it in several games. apparently the automatic fan doesn't think it's hot enough to increase the speed (some speculate it's an idiosyncrasy of unity engine). just setting fan speed manually in a tuner app solved it for me so far.

  15. i'm mostly with the OP on this. per-encounter is much better since it actually allows you to plan how to use your abilities when you engage in an encounter. in per rest case, otoh, you can't make an informed decision about their usage since you don't know what lies ahead (unless you are replaying the game). there's nothing "deeply strategic" about it. per rest things that are still in should probably be replaced with explicit consumable resources. for instance, summoning items can all have limited charges, injuries can only be healed with medkits (to prevent medkit spam when you are high on cash, vendors should only have a limited supply of them, which replenishes over time.. which is kind of like resting supplies worked in PoE1). empower points, well, maybe they can be removed altogether or made per encounter, but in much smaller quantity, like 1-2. 

     

    forcing the actual rest via mechanics like fatigue only makes sense if it's put to a good use in the game, meaning there are well-designed timed or survival-based quests. otherwise they add nothing meaningful. as for the food, i'm actually not even sure how it works now. at first it looked like the buffs stayed until the next rest, which was pretty strong, and i even considered cooking some of the top-tier meals. then it some moment it clearly became timed, as all of my teammates lost the buffs pretty quickly and one even got a hangover. at that point food even was consumable from a quickslot i think. now it seems like it's back to the original way. maybe there was an intermediate patch that changed that, but they rolled it back later.

  16. ok, to clarify, is there a way to solve the quest the Rongi's way, i.e by letting the seed develop and not interfering with Tamau's "prosecution"? by waiting long enough for instance? the original post suggests that telling Mukumu the truth kind of does that, but is it intentional, or a bug? Mukumu's reply is a bit unclear, since he just says that "at least one guy will die for that", and it might also mean that they'll eat the fruit instead of letting it grow. 

  17. while we are at it, what's the purpose of multiple-projectile weapons in PoE2? in PoE1, where armor was a flat damage threshold multiple weaker projectiles could give more dmg against low armor (and vice versa), but now there's a separate penetration stat and all damage reduction is relative in %, based on armor-penetration. so if the same dmg is split into multiple projectiles, the result will be exactly the same (well except maybe more close the the average statistically). i suppose there could be fringe cases like when some spell/ability adds flat damage bonus to each hit, but is that it?

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