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Tanos

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Posts posted by Tanos

  1. You can now Re-Target any Spell being casted, so you won't miss if Ennemies are moving away.

    Cast > Pause > Re-Target > Unpause >  :thumbsup: .

    probably the best caster feature introduced in an isometric rep games since.. the beginning of isometric games really. It's quite remarkable how much of a difference it does when you don't need to worry and wait before casting the spell as much. Now you can spend that time to sit and wait for the increased casting time instead :dancing:.  Oh well can't win them all.

  2. This is a copypaste from a reply i made in another thread that sums up much of what i feel on the subject.

     

    InsaneCommander, on 19 Mar 2018 - 3:29 PM, said:snapback.png

    I don't like the Health/Endurance system in PoE. I will either run out of health before using all of my spells so it looks like I don't need to decide carefully when to use them or I will use them all the time and again they won't look like an important resource to save for special occasions. But this may be my impression now because recently I've only played on high levels, when I have lots of spells.

     

    Could also be because I play different from most people. I never spam rest, I only rest when it makes sense, like when I go to a new city/village or too much time has passed. Or when I explore an entire level of a dungeon and it feels safe to rest.

     

    I don't think I'll miss it.

     

    As for the new casting system, it does look worse, but I don't have enough information to judge it yet.

    Much like you i never "spam" rest and i limit and manage my spell usage so it will coincide with  my health loss usually resulting in 1 or sometimes 2 rests per area. Unfortunately people who prefer a more strategic and adapting approach are going to be a bit disappointed. By introducing the per encounter approach with far fewer casts(1-2) per spell level the flexibility of the system has become quite... limiting. Combined with the extremely narrowed down spell selection (2 spells per spell level) you are essentially forced into having at most 2 approaches to rotate through for every single encounter you will ever have for the entire game provided you diversify your spell selection and there is absolutely nothing you can do about that and still have a viable character.

     

    On the bright side most physical classes gained some more versatility by having a resource pool instead of a set number of usages per ability. Unfortunately they are and have always been far less versatile than casters despite this and does not make up for the loss of combat options for the caster types.

     

    The only thing in the game that could potentially give some versatility to a run in combat (aside from changing companions) would be consumable items, but there has yet to be proven if the crafting system is robust enough to make any kind of significant impact in that apartment. So be prepared to have your entire game plan be determined at character creation and levelups, because the current system doesn't seem versatile enough to allow for dynamically changing game-plans in combat.

     

    But that's enough expression of disappointment from me for a single post. I just wanted to share my opinions on the subject.

    Have a good one.

  3. I don't like the Health/Endurance system in PoE. I will either run out of health before using all of my spells so it looks like I don't need to decide carefully when to use them or I will use them all the time and again they won't look like an important resource to save for special occasions. But this may be my impression now because recently I've only played on high levels, when I have lots of spells.

     

    Could also be because I play different from most people. I never spam rest, I only rest when it makes sense, like when I go to a new city/village or too much time has passed. Or when I explore an entire level of a dungeon and it feels safe to rest.

     

    I don't think I'll miss it.

     

    As for the new casting system, it does look worse, but I don't have enough information to judge it yet.

    Much like you i never "spam" rest and i limit and manage my spell usage so it will coincide with  my health loss usually resulting in 1 or sometimes 2 rests per area. Unfortunately people who prefer a more strategic and adapting approach are going to be a bit disappointed. By introducing the per encounter approach with far fewer casts(1-2) per spell level the flexibility of the system has become quite... limiting. Combined with the extremely narrowed down spell selection (2 spells per spell level) you are essentially forced into having at most 2 approaches to rotate through for every single encounter you will ever have for the entire game provided you diversify your spell selection and there is absolutely nothing you can do about that and still have a viable character.

     

    On the bright side most physical classes gained some more versatility by having a resource pool instead of a set number of usages per ability. Unfortunately they are and have always been far less versatile than casters despite this and does not make up for the loss of combat options for the caster types.

     

    The only thing in the game that could potentially give some versatility to a run in combat (aside from changing companions) would be consumable items, but there has yet to be proven if the crafting system is robust enough to make any kind of significant impact in that apartment. So be prepared to have your entire game plan be determined at character creation and levelups, because the current system doesn't seem versatile enough to allow for dynamically changing game-plans in combat.

     

    But that's enough expression of disappointment from me for a single post. I just wanted to share my opinions on the subject.

    Have a good one.

  4. I sure hope they will not force non-skippable ship battles in order to access non naval combat content. Two ship battles was enough to make me never want to do another ship battle again. I found the combat too un-intuitive (What parameters should determine what the best course of action?? Why can't i move in the same direction two turns in a row? When can i use the cannons?) and it's way, waaay too tedious. During the second naval battle there was but a single thought echoing in my head: get me out of this screen, get me out of this screen, i don't care just get me out of this screen, get me out of this screen, why won't you let me out of this screen, get me out of this screen, Yet i was forced to play through the mini-game anyway. Much of the bother can (iam sure) be attributed to my lack of understanding of whats actually going on, yet i think that most people will find such a repetitive system far to tedious to play through over and over. The system would have to be a major overhaul of the system addressing both of these issues(lack of clarity and repetitiveness) for me to ever willingly go through it again.

    Iam also not fond of the resource management of the ship that seems to be forced upon the player (water,food,repair....) and would much rather combat encounters or such limit my exploration than my management skills and the size of my wallet.

    I don't mind that those things are there per se, my great bother is that these new systems appears to be forced upon the players whether they like it or not despite not being part of the core game.

  5.  

     

     

     

     

     

    Wizards/Priests/Druids are limited to at most 2 casts per level per class per encounter. Overall, multi-classing seems to give you one extra cast per encounter... a slight benefit. 

     

    Sure, spells would almost always work better with two casters rather than one, with the exception of self-only buffs. Most of the subclass bonuses only apply to spells from that class (Druid Fury's penetration bonus only applies to Druid elemental spells... although Wildstrike elemental bonuses do apply to all). But the Wizard self-only buffs are really good. So's Spiritshift Cat Form (+33% speed, stacks with Dexterity Inspirations like Wizard's) and the "radius of caster" druid and priest spells. Priests also have the summoned weapon with the long casting time that's otherwise pretty good... and you could technically speed up the casting time by multiclassing Wizard or maybe Cat druid, though I'm not sure what happens if you summon a weapon while spiritshifted....

     

    Yeah druids will probably be the most viable dual caster class due to its martial abilities that can synergize with buffs. Priest/wizard or multidruid multi classing druids that does not want to focus on physical attacks in spirit form will have a harder time though. Iam begining to lean on multiclassed casters having fewer class resources (ie. fewer spells per encounter) rather than having lower spell levels on their casts since then you won't have to worry about the spell synergy. However, if there are some super powerful self buffs there will probably be some crazy class synergy between a physical and caster class that might end up too powerful, which would be a major risk with this approach. Still if the objective is to make every kind of character viable this might be the best approach.

  6. Another thing I'm not particularly fond of in the new Deadfire system is the loss of niche powers. In Pillars the spell Charm Beast was great when fighting beasts and useless otherwise: it still exists in Deadfire but I can't imagine any Druid ever taking it since it's a waste for all those fights where you aren't fighting beasts. In fact I suspect that only a small selection of spells for each of the Vancian casters will ever be taken.

     

    Well put. I would also argue that this has an even greater effect on the lack of flexibility than the limited casts than the spell level has, although their impact does accumulate.

    • Like 1
  7.  

    You should try multiclassing 2 casters and it might change your perspective. The only synergy between the 2 classes will be buffs and debuffs since spells are only affected by (outside of attributes) powerlevel, which by the way is lower than a pure caster. Add to that the fact that the casts will also be of a lower spell level and you will have a multiclass that suffers from low synergy.

     

    For most damaging spells, multiclassing translates to 0.5 less penetration (0.25 per power level). No effect on base damage (with the notable exception of Soul Ignition which has 0 penetration but a significant % damage boost). It only has an effect if you're right near the threshold where pen = AR or pen = 2*AR... and it's functionally equivalent to reducing AR or boosting penetration through buffs/debuffs (which grant much larger bonuses/maluses).

     

    Edit: power levels have additional effects, some of which aren't listed in the UI. Detailed here:

    https://forums.obsidian.net/topic/95031-arcane-assault-gains-no-functional-bonus-from-power-level/?do=findComment&comment=1960512

     

    Hey thanks for the info, powerlevels is still quite obfuscated so it's nice learn some more on the mechanic. However, does the statement of multiclassing 2 spellcasters not synergize well not hold true if the impact of the loss of spellevels is smaller? The point i was trying to make was that this combo does not only does not synergize but is actually counterproductive of each individual class. This due to the reliance of spells which has no synergy between classes at all.

  8.  

     

     

    So magic damage coming from Intelligence or physical strength makes sense but from resolve not?

    Oh, for **** sake.

    MIGHT MEASURED THE POWER OF YOUR SOUL GOD DAMMIT

    It’s nice to know that you found explanation which works for you, but:

     

    “Might represents a character's physical and spiritual strength, brute force as well as their ability to channel powerful magic. During interactions, it can be useful for intimidating displays and acts of brute force. In combat, it contributes to both Damage and Healing as well as the Fortitude defense.”

     

    At no point in the game was it used to represent the “POWER OF YOUR SOUL.”

     

    Emphasis mine. It's quite explicit that Might is not just physical strength, but also ones "spiritual strength", which is the power of ones soul as it is, in fact, the power of ones soul that one uses to cast spells, use focus, employ wounds, and even use knockdown as a fighter. It is your soul power *AND* physical strength that is measured by might; the stat measures both things, but those things are separate from each other.

     

    Whoever scripted the interactions, though, ****ed it up.

     

    Well the problem is that by this definition there is a direct correlation between physical strength and spiritual strength, ergo you cannot be one or the other but both. This means there is but a single way to interpret this, your 20 might orlan wizard use its spectacular 100kg upper body to sling fireballs way harder than other wizards.

     

    That said,

    i do not think that changing spell damage from might to resolve will change the "no dumpstat issue" since the problem wasn't that might was too powerful but rather that resolve just didn't synergize well with most classes, since it provided solely defensive statistics. With this change physical damage users that keeps out of harms way will remain the same as before in addition to my orlan wizard loosing his sixpack. How does this change solve anything? ;(

  9. You should try multiclassing 2 casters and it might change your perspective. The only synergy between the 2 classes will be buffs and debuffs since spells are only affected by (outside of attributes) powerlevel, which by the way is lower than a pure caster. Add to that the fact that the casts will also be of a lower spell level and you will have a multiclass that suffers from low synergy.

    • Like 1
  10.  

    I'd argue for contrary and put most of the stat check requirements very high from the start. After all, they are supposed to be actions that require something special from the person performing them. Mediocrity doesn't need special attention, there's plenty of that going around already.

    Fair point, just bear in mind the Deadfire Backer Beta has a numerical value stat sheet showing you what numbers mean on the "normal" scale.  A 13 in a stat is by their own definition "legendary".  So a check requiring a 19 in a stat is pretty insane by that standard.

     

    Just for reference straight from the Deadfire character creation screen:

     

    38612010122_2a78be4be3_o.png

     

    If 19 points in an attribute is divine.... then what does a score of 30 imply?! :blink:  Divine among the divine?

    Obsidian has sure went out of their way to change the perception of the attributes, since in the dnd games a 10 score in an attribute was considered average. I mean they haven't actually changed the gameplay mechanics behind the attributes yet they for whatever reason find it necessary to redefine the perception of said system. Perhaps people wasn´t keen on lowering a statistic below 10 due to being sub par and obsidian somehow considered his an issue?

     

    Regardless of the reason i will be sure to keep this in mind whenever my character performs a successful attribute check in order to gain a perspective of just how awesome my character is :dancing:

  11. Character development in deadfire has seen a major overhaul from it predecessor. Much focus has obviously been put in to make the leveling up more intuitive by having all abilities that the character will ever be able to choose from visible for the user at once, in addition to implementing a tier level structure to inform the user of which abilities the user is currently able to choose among.

    There has also been a major reduction of available abilities when leveling up by removing all cross-class abilities while granting a more narrow selection of class specific abilities. This also falls in line with the theme of making game mechanics easier to grasp and making make it easier to make an informed decision in the given situation.

    Other major changes for leveling up has also been done to casters in the form of not having the entire repertoire of spells of every unlocked spell level available to them when unlocking a new spell level and will instead choose a single spell as an ability on level up. Example ability trees of the current beta build can be seen in the images below.

     

    post-51305-0-94605400-1511621477_thumb.gif

    This is the priest ability tree.

     

    post-51305-0-24457300-1511621561_thumb.gif

    wizard ability tree

     

    post-51305-0-09247600-1511626567_thumb.gif

    warrior ability tree

     

     

    While i like the new ui presentation i disagree with the limited ability selection when leveling, the removal of general abilities and i strongly disapprove with the pick a spell at level up approach with spellcasters. Since i find the latter issue the most pressing one i will start by addressing it first.

     

    The gameplay impact of the pick a spell at level up approach with spellcasters

     

    While physical classes use passive and active abilities to enhance their ordinary attacks casters rely on their spells which (normally) acts separately from their standard attack. The standard attack can be modified by changing weapons to better suit the current needs (damage type and other properties) and can be performed an unlimited number of times whilst a spell will maintain the same characteristics and has limited uses. 

    Due to the reliance on a limited resource in combination with a lack of malleability of individual spells the caster is entirely reliant on its currently available spell selection. Spells will often unlike ordinary attacks have a very narrow focus and can have a very situational usage. An example of this is grimoire imprint which "steals" spells from enemy casters and makes them available to you. It's a fun and very useful spell if there is an enemy caster with a tactically interesting spell available yet entirely useless against a pack of wolfs, giant machine bosses or dragons who won't even have any spells to steal.

    And here comes the dilemma of every caster in the game: Given that a caster will only be given 2 spells per spell level, am i really going to make a spell selection that is very situational and risk eliminating an entire spell level in a game balanced around having all spells available? This negative spiral is further enhanced for offensive spellcasters since they need to vary their attack type(deflection, reflex, fortitude, will) which competes for spellslots and defensive spells which also competes for the same slots. Add to that single-target capabilities vs AOE capabilities for further dilemma.

    I had several instances during my first run through the beta of having 2 out of my 3 spell levels all but useless since my caster targeted defenses which the enemies had very strong defenses and in some cases immunity. This despite mainly selecting varied offensive spells that targeted different defenses with different effects. And even after encountering theses types of enemies and learning of their weaknesses and capabilities my character was not able to adapt due to the shear lack of available options given the current situation. As such my request is to have a far larger selection of spells available at levelup for casters, preferably all of them save maybe a select few reserved for character specialization classes.

     

     

    The lack of general and varied ability choices at levelup

     

    While the former section address more severe gameplay issues this section is far more opinionated. I personally prefer a wider spectrum in terms of customization such as having the option to focus on raising personal defenses or improving/gaining utility abilities in and out of combat. I also prefer to have a large number of abilities available at all times and instead focus on improving or giving abilities flavor/specialization when leveling up. For instance i would rather a fighter starting out with disciplined barrage, knockdown, the taunt/pull attack and fighter stances on level 1 and automatically receive abilities when leveling up and instead choose a specialization for an ability during levelup since i find having alot of options available during encounters more fun to play.

     

    post-51305-0-55625200-1511635463_thumb.gif

    Request: Abilities are (atleast generally) automatically learned at levelup. The player will instead choose between specializations and passive abilities at levelup.

     

     

    As for character specialization, rather than removing other why not just scrap the base class altogether and instead let the player choose a specialization that they like? This way the cons of choosing one specialization over another will be not having access to the other specializations pros. Because lets face it, bland is boring and choosing a specialized class is far more fun.

     

    post-51305-0-37698500-1511636491_thumb.gif

    Request: Remove baseclasses and have the baseclass features available to all specializations.

     

    Do alot of people think/feel as i do or am i in the minority here? I would love to hear what your thoughts and ideas are about these issues.

     

     

     

  12. 1. The spell will not summon intended creature, but instead summon an immortal creature that cannot attack or cast spells(yet it is possible to move it around).

     

    2. Any effect applied to the summoned creature will be reapplied seemingly every game loop until the combat is over. As such casting an aoe damage spell will obliterate everything in the vicinity of the summon.

     

    https://imgur.com/a/i8VDS

    • Like 1
  13. So we have seen discussions of Special ammo, which is an interesting idea though it is a hole can of worms. But we are looking at increased use of Pistols and Muskets in Deadfire so i was kind-of wondering if we are going to see other changes to the Firearms in the game here are some of the ideas I had.

     

    1. Rifled variants of all firearms, this would be a modifier that increases the hit/critical chance of the firearm with maybe a small hit to the reload speed.
    2. Smooth-bore, this would be faster to reload but would be less accurate for a solid slug but my be filled with shot to possibly used more like a shotgun and have a cone of effect with a high drop off.
    3. single shot, so this is based on the old cavalry usage of firearms where you may have a few loaded pistols that you fire in quick succession and drop after each is shot, then you pull your melee weapon and rush in.
    4. Carbine variants of rifles that allow for faster reload but have a shorter effective range, but no change to overall damage on things in range
    5. Bayonet, this would drastically increase reload speed but now the firearm is now also a low speck spear. this one really is historically based where sense the inception of a military musket there was always a bayonet, and we still haven't totally gotten rid of them on modern military arms.
    6. The Last idea would be different lock types, Match, Wheel, and Flint. in reality the only difference between these is reload speed and the time from pulling the trigger to the projectile leaving the barrel of a firearm. match locks are prone to the match going out and the match not always setting off the flash pan. Wheel locks are way better reliability wise but they have to be wound with each reload and they take a few fractions of a second for the sparkier to ignite the flash pan. and flint locks are the quickest of the three and have the highest reliability, until you get to percussion cap firearms, which i don't know if those have been developed yet in the world of PoE.

    I would love to hear your ideas on the matter of more fleshed out guns in Deadfire.

     

    More variation and customization certainly doesn't hurt. Having addon materials change the properties of items (like adding a bayonete to a firearm) would also be a nice feature and would make crafting more interesting.

    I'd like to see portable cannons with poison projectiles that do splash damage.

     

    EDIT: that can be dual-wielded.

    Preach it :banana:

  14. The idea of this thread is to start a discussion about the direction of spell mechanics people would like the game to go in. As the host i'll start by sharing up some of my thougts around the topic. I will not discuss the obvious major mechanical change with the removal of vancian(spelling?) casting in the opening post since it seems to have been discussed quite rigorously already.

     

    The introduction of the new token mechanic to change target during casting coupled with the introduction of spell interuption greatly expands the possible range of spells and their impact since it allows for spells with far longer casting times that requires more planning. 

     

    With the current token and interuption mechanics in the game it might be possible to justify a combine spell feature if the resulting casting time is long enough in relation to its power.

    Why do i want this? For one it would grant players a far greater flexibility and experimentation for players like me who love that sort of thing. More importantly perhaps is that it is the closest we're ever going to be able to create a spell of our own. I mean by the end of PoE my character was one of the most powerful wizards in the world who literally had the archmage Concelhaut as his pet, yet he had never done any spell experimentation or been able to create any spell of his own. What's up with that? I mean other than resource issues for obsidian  ;) . It would be even cooler (although admittingly possibly a nightmare to balance) if it was possible to combine different class spells with one another such as wizard/cleric or druid/cleric spells.

     

    What are your thoughts about the new mechanics that has been introduced? Any ideas of your own?

     

     

     

  15. In every area of the main game, my framerate stays between 50 to 80, but in the new white march expansion areas, framerates only go as high as 45 and dip to 23 during combat.  This is horrible.  What is going on?

    The developers are aware and are working on it apparently: http://forums.obsidian.net/topic/81388-problem-fps-since-patch-20/

    Hopefully it will be resolved in the next patch so that i can finally play the game on my above recommended specs computer...

  16. I don't want a hard cap, maybe a soft one?

    Actually the post above me sounds like a great idea. Just limit the amount of XP available, then you have a cap that isn't really a cap, it's just running out of XP to be had.

    Shouldn't be too hard since you are doing away with mob killing XP.

    But it also means once the game is done, it's done.

    I agree. Just make the gaps on the xp to the next level really large on the top levels and there wont be a huge level gap between completionists and more casual gamers to balance with level scaling that supposedly will be in the main quests.

  17. I'd like to see a sitaution of crushing damage doing more stamina and less health damage (if you are heavily armoured, it effectively knocks the wind out of you but is unlikely to bust a rib unless the person hitting you is very strong) and piercing or slashing damage doing more health and less stamina damage (if you've been skewered they may have hit a vital organ, but they haven't fatigued your body as a whole).

    I very much like this suggestion. Different types of enemies should rely more on one or the other (stamina/health) and should make the damage type a more tactical choice in battles.

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