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Everything posted by Katarack21
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Soul Blade/Assassin is pretty good.
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Because people keep periodically chiming in saying "It doesn't matter at all how it works, 'cause it's not real! 8D!" Problem is, at it's very core *that's an accurate statement*. Being fictional, it's rules are arbitrary--magic does such-and-such, in the end, because the author decided it does, and for no other reason. It's not like the real world, where the rules and relationships are being discovered, because of it's very nature as a *fictional* setting. Science Fiction is *really* good to see this. In Star Trek, transporters were by breaking down the body at the quantum level, sending the matter stream, and then reassembling them. This process seems to make sense at first, but it doesn't. It doesn't at all. The use "a subspace domain" to send the matter stream through, and subspace is never explained in any way...because it's just a plot device. And the transporter uses "Heisenberg compensators" to work against the uncertainty principle, which are also never explained because...they literally can't be, it doesn't work like that. If this was a fantasy setting instead of a science-fiction setting, they wouldn't have to use all these Heisenberg compensators and subspace domains, because there isn't the trapping of science that needs to be justified in a way that seems scientific and realistic. They could just say "He teleported" and be done with it, because people accept that magic can do things that don't need to be explained or are unexplainable, but really the justification for how magic works is always the same: it's not real and it was more important to move the plot along.
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I enjoy dramatic character death in cut scenes as the culmination of story elements, not in gameplay as a by product of the RNG.
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No more loot
Katarack21 replied to sneakypetev's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Is it going to your stash? -
Totally agree, and I think there should be some mode where you say you are going to be completionist, and content scales accordingly. One reason stuff becomes so easy is because it isn't scaled to accommodate for the xp from all the side content. That is a true statement, and I am one of those people who will clear *EVERYTHING* before finally doing this section of the main quest...then repeat.
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Wands a magical. Therefore, they attack with arcane energy. They might be crafter by mages. No one said they draw energy from users magical prowess. Or do you just want to have maxed out weapon and spell damage at the same time without investing extra attribute points as you did in PoE, hmm? If magical implements are not using the casters energy then why is it only magic casters use them? You can throw rods and scepters and wands on your fighter and barbarian as often as you feel like, actually. No rules against it.
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I'll just reload. **** permadeath.
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It's a classless system.
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Anyone played any of the druid subclasses?
Katarack21 replied to Seafarer's topic in Backer Beta Discussion
The teleport is also really nice. It's a great concept, but suffers from caster limitations in the beta. -
Summoned weapons: Universal but not for the Devoted?
Katarack21 replied to AndreaColombo's question in Backer Beta Bugs and Support
From the description, isn't the Devoted iirc supposed to only be able to to be proficient in one melee weapon, and nothing else? So the current "bug" is that the Devoted can currently get multiple weapon proficiencies, and can be proficient in ranged weapons.... No, the problem is that if you want to play a devoted who relies on a summoned weapon, you're forced into choosing staffs, because that's the only summoned weapon available until level 10. Even as a straight fighter, with no subclass, you *only get staff weapon until level 10*. I'd *REALLY* love various types of summoned weapons added to the game with different effects; I'd dearly adore playing a fighter/mage who uses summoned weapons and self-buffs. Aren't priest and druid able to summon weapon too? Firebrand, Priest spiritual weapons. Yes, so if you go priest/wizard you have many options but basically no active combat abilities and not-great stats. Or you can go priest/fighter or wizard/fighter, and have a very tiny selection of weapons available in either multiclass combination. You'd really miss "Into the Fray" and "Mule Kick" that much (those iirc are the only active fighter abilities we have so far)? It's better than sitting there and autoattacking non-stop? You can still turn the weapon modals on/off to toggle their advantages and disadvantages. "Into the Fray' isn't weapon-related at all, and while Mule Kick does rely on a primary attack, from a rp perspective it really has very little to do with the weapon. If you're a Wizard, you get spells like Expose Vulnerabilities, all the self buffs, the debuffs, etc... though if you want to debuff with your weapon modal iirc the only options are Eothas's Flail (-25 reflex for 10 seconds) and Skaen's off-hand club (-25 will for 10 seconds). Perhaps worth noting that Devoted isn't as good with Magran or Skaen because their summoned weapons are dual-wield (Magran pistol and sword, Skaen stiletto iirc and club). As reach weapons, the staff and pike gain strategic interest through positioning and moving around (plus there's the "immunity to engagement" from Deleterious Alacrity of Motion"). With the staff's modal your turning it on to improve your defense and turning it off for offense, and with the pike's modal you're turning it on to lower your enemy's deflection (-10 deflection for base 10 seconds on hit) and off to improve your damage... so there's plenty to actively micromanage. Btw if Ogre Clubs are treated as Clubs and gain the modal---the image of an Ogre clubbing people to lower their Will defense is kind of hilarious. In a good way.... Yes, if you're a fighter you get Into the Fray and other abilities. If you're not, you don't. You buff, summon your weapon, and then autoattack, at most switching on a modal once or twice...provided the fight is still ongoing when you're done summoning. And the fact that you *have* to do this with a staff for ten levels if you want to be a fighter/wizard who relies on summoned weapons *sucks*. Yeah, staffs have advantages, but it sucks *having* to use staffs. It sucks not being able to choose from a varied selection of weapons, but instead getting one weapon type for ten levels (if wizard) or two weapon types (if Priest). Look, the Parasitic Staff is nice, but by level 9 I'm both *bored as hell* and have spent all this time checking out the cool, varied array of weapons everybody whose not me get's to use. -
Summoned weapons: Universal but not for the Devoted?
Katarack21 replied to AndreaColombo's question in Backer Beta Bugs and Support
From the description, isn't the Devoted iirc supposed to only be able to to be proficient in one melee weapon, and nothing else? So the current "bug" is that the Devoted can currently get multiple weapon proficiencies, and can be proficient in ranged weapons.... No, the problem is that if you want to play a devoted who relies on a summoned weapon, you're forced into choosing staffs, because that's the only summoned weapon available until level 10. Even as a straight fighter, with no subclass, you *only get staff weapon until level 10*. I'd *REALLY* love various types of summoned weapons added to the game with different effects; I'd dearly adore playing a fighter/mage who uses summoned weapons and self-buffs. Aren't priest and druid able to summon weapon too? Firebrand, Priest spiritual weapons. Yes, so if you go priest/wizard you have many options but basically no active combat abilities and not-great stats. Or you can go priest/fighter or wizard/fighter, and have a very tiny selection of weapons available in either multiclass combination. You'd really miss "Into the Fray" and "Mule Kick" that much (those iirc are the only active fighter abilities we have so far)? It's better than sitting there and autoattacking non-stop? -
Summoned weapons: Universal but not for the Devoted?
Katarack21 replied to AndreaColombo's question in Backer Beta Bugs and Support
From the description, isn't the Devoted iirc supposed to only be able to to be proficient in one melee weapon, and nothing else? So the current "bug" is that the Devoted can currently get multiple weapon proficiencies, and can be proficient in ranged weapons.... No, the problem is that if you want to play a devoted who relies on a summoned weapon, you're forced into choosing staffs, because that's the only summoned weapon available until level 10. Even as a straight fighter, with no subclass, you *only get staff weapon until level 10*. I'd *REALLY* love various types of summoned weapons added to the game with different effects; I'd dearly adore playing a fighter/mage who uses summoned weapons and self-buffs. Aren't priest and druid able to summon weapon too? Firebrand, Priest spiritual weapons. Yes, so if you go priest/wizard you have many options but basically no active combat abilities and not-great stats. Or you can go priest/fighter or wizard/fighter, and have a very tiny selection of weapons available in either multiclass combination. -
Summoned weapons: Universal but not for the Devoted?
Katarack21 replied to AndreaColombo's question in Backer Beta Bugs and Support
From the description, isn't the Devoted iirc supposed to only be able to to be proficient in one melee weapon, and nothing else? So the current "bug" is that the Devoted can currently get multiple weapon proficiencies, and can be proficient in ranged weapons.... No, the problem is that if you want to play a devoted who relies on a summoned weapon, you're forced into choosing staffs, because that's the only summoned weapon available until level 10. Even as a straight fighter, with no subclass, you *only get staff weapon until level 10*. I'd *REALLY* love various types of summoned weapons added to the game with different effects; I'd dearly adore playing a fighter/mage who uses summoned weapons and self-buffs. -
No reason to remove it. I just *really* appreciate that toggle in the menu. That way there's *no damn problem*. If this game has permanent character death and I have to play on ****ing story-mode to get rid of it I'll be way pissed. I *hate* permadeath.
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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.
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Truth. Aerith dying is emotional and impactful. Viconia dies, I reload.
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Permanent character death *SUCKS*. No. Yes. Wow, look. We accomplished so much.
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Permanent character death *SUCKS*.