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Aramintai

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Everything posted by Aramintai

  1. I have nothing against polymorphing spells, however, imho, it'd be cooler if there was something as powerful, secret and hard to get as this in POE2: http://baldursgate.wikia.com/wiki/Big_Metal_Unit
  2. So, I don't know whether devs will increase skill points given at level up, tweak party assist some more or reduce skill checks values later on, but right now I feel that there are too many "must have" good skills and too few skill points to spend. Some classes by their role (fighter) need less active skills, some classes need more (rogue), while passive skills are needed by all. So I've this idea - how about starting from 10 points every extra 3 points spent on an attribute give according skills a free +1 point? Active skills: Arcana (Intelligence) Athletics (Strength) Stealth (Dexterity) Sleight of Hand (Dexterity) Mechanics (Perception) Explosives (Dexterity) Alchemy (Constitution) Passive skills: Bluff (Resolve) Diplomacy (Resolve) Intimidate (Strength) History (Intelligence) Insight (Perception) Metaphysics (Intelligence) Religion (Intelligence) Streetwise (Resolve) Survival (Constitution) So each attributes governs that many skills: Strength - 2 skills Constitution - 2 skills Dexterity - 3 skills Perception - 2 skills Intelligence - 4 skills Resolve - 3 skills It's not equal among the attributes, but it doesn't have to be, because otherwise it would not be very logical and some attributes are useful enough as it is (Strength, Perception), while some need more love so that players won't dump them (Intelligence, Resolve). So, for example, if I have a rogue with attributes like these: Strength - 16 (+2 Athletics; +2 Intimidate) Constitution - 8 (no bonuses) Dexterity - 19 (+3 Stealth; +3 Sleight of Hand; +3 Explosives) Perception - 16 (+2 Mechanics; +2 Insight) Intelligence - 10 (no bonuses) Resolve - 9 (no bonuses) Feel free to bash it
  3. Well, at least he reads some of the stuff we write from the looks of it.
  4. Rogues can't have a pair of daggers now unless they're a fighter too. Where is this now? Weapons poisoning was one of the general abilities in POE1 now gone in POE2. Can't do all of that because of a very stingy distribution of skill points. Mechanics, stealth, sleight of hand, explosives, athletics, survival, streetwise - all are rogue's staple skills but there's just not enough skill points for so many skills. Why can't classes have varying amount of skill points for varying classes like it was in AD&D? Why?
  5. They may as well drop Resolve altogether. But I guess we'll have to test iterations of overcomplicated fumbling in the dark.
  6. Release dates are never set in stone, can get delayed.
  7. Day or two? With such big change announcements I think it's gonna be awhile until we get next patch. I hope for something in December, but who knows.
  8. Well, at least in POE heavy armor also gets big recovery time.
  9. Because Might to most people associates with physical prowess, physical strength. But in POE1 it also represented mental prowess, mental strength. Combine that with years of AD&D indoctrination and you get yourself your average confused player. POE1 further confused things by making Might stat checks purely physical.
  10. You're missing the point here. It doesn't matter whether it's by big or small numbers, spellcasters should not be tankier than melee classes. Period. But with new system they will be. You are assuming wrongly that all spellcasters have 18 resolve. Give 18 resolve to your melee character if you want them to have higher deflection. For melee classes there is no point in pumping Resolve other than deflection, so not many builds will want to sacrifice their recommended attributes for Resolve. That's why with this new system most melee classes (except fighter) will have inferior deflection than your average spellacaster. Spellcasters, on the other hand, don't have to sacrifice anything for Resolve as it's already gonna be their recommended attribute. Combine that with the fact that if you wanna stay pure spellcaster you don't need Strength as well, so you can spend more points on Constitution and make your average spellcaster an above average tank. Just below fighter in fact.
  11. Aren't summoned weapons a spell? If so they should be governed by Resolve as well, no need for Strength.
  12. = Resistance to afflictions = time reduction !^^ Not really. You propose a percentage change of not getting an affliction at all, I propose reducing time it takes for an affliction to wear off.
  13. I'm not a fan of resistance to afflictions either, because each attribute already affects their 3 respective afflictions resistance. But as I've posted above you can safely add afflictions time reduction. So, fitting to Resolve description, you can still get the affliction but it's time will be reduced. Like, you shrug off bad affliction faster.
  14. I prefer this to the current change. It fits well with Fighter's Constant Recovery, since a tankier fighter will both want more Deflection and to maximise their self healing; and it avoids Ciphers being screwed by needing too many attributes. Sure, Resolve remains a dump stat for most Wizards and a lot of other classes, but no moreso than with the current proposed change, and at least Might remains useful for spell casters who want to do damage. If Resolve also affects healing done by Athletics and drinking potions then Resolve might even become useful for other classes too. If you wanna keep it logical with this description wise then you'll have to rename Resolve into...hmm...Attunement?
  15. I like the idea voiced in another thread about swapping deflection for negative afflictions time reduction, sounds both logical and not overpowered.
  16. I'm not a fan of this. I'd say leave empower out of attributes, otherwise it will create the same problem as deflection - spellcasters in general will be better than melee classes at spamming empowered abilities.
  17. More food for wizard tanks Is wizard gonna be the new god tier class in POE2? I call for nerf now before it gets ugly
  18. No, check this out: https://forums.obsidian.net/topic/94858-resolve-huh-what-is-it-good-for/?p=1958141
  19. I'm not against investing into deflection if it weren't put into the "must have" spellcaster specific attribute. Melee classes need deflection to tank, spellcasters generally don't tank at at all, so what on earth is deflection doing in a non-melee attribute? And if devs themselves admitted that there should be dump stats there is no point in defending Resolve anymore. It's gonna get enough value for spellcasters as it is. Deflection has no place there anymore and from a logical point of view never did, actually. As for wizards not being tanks, there were some ridiculous potd wizard tank builds even in POE1. In POE2 things are gonna get even easier
  20. Lol, I haven't even noticed that Good catch.
  21. You're missing the point here. It doesn't matter whether it's by big or small numbers, spellcasters should not be tankier than melee classes. Period. But with new system they will be. you are assuming no other changes is being made? give the caster classes the same base deflection as barbarians solves the deflection issue people seem to be concerned 'bout. am not saying such a change will be made, but is best not to assume we know all changes. HA! Good Fun! I don't know what devs are gonna do or won't do. All I can do is operate with what we got now. And right now it doesn't look good at all.
  22. You're missing the point here. It doesn't matter whether it's by big or small numbers, spellcasters should not be tankier than melee classes. Period. But with new system they will be.
  23. Maybe not better than a fighter with heavy armor, but definitely better than same light armored rogue or barbarian, which is weird. But if you gonna build some POTD tank mage with heavy armor then, oh boy Best tank in da game
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