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Katarack21

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Everything posted by Katarack21

  1. The pen issue for spells is a serious problem. It *sucks* waiting six seconds to cast a fireball and seeing a bloom of "No Pen".
  2. Because the archetype I want is the rogue who attacks super fast with 2 weapons but is still a rogue. I don't want to multiclass and take all of Fighter (which I want 1 single passive out of) and lose out of a ton of Rogue abilities (as opposed to 1-2 if the talent was universal or I had some other way to get it) just for that. Although right now, if the system doesn't change I probably will make a Rogue/Devoted. That's exactly what I wanted, and exactly what I did. Turns out a devoted/streetfighter is a total badass.
  3. This seems like circular reasoning to me: "Only fighters get weapons styles now, therefore only fighters should get them or they are getting cheated. Only rogues get deep pockets, therefore only rogues should get them." Sure that's true right now, but that's not much of an argument because it wasn't true in Pillars 1 (nor D&D since 3E for that matter, two-weapon fighting, my goto example was a generic perk available to anyone who met the stat requirement). There's nothing explicitly Fighter about two weapon fighting, or explicitly rogue about deep pockets. They just happen to be limited that way right now, and clearly some of us disagree with that decision. As to where to draw the line, drawing it the same place as Pillars 1 makes sense for a start. In my little writeup idea and mockup I even specifically got rid of the class-defining passives from the second tab (Sneak Attack for rogues, Constant Recovery for Fighters, things like Soul Whip or Carnage, etc. etc.). In contrast, I don't think there is anything at all about deep pockets that screams rogue to me, nor anything about two weapon fighting that screams fighter. If I could get the weapon style of my choice without taking Fighter then I could go with a Cipher Monk and get the big damage increase from Soul Whip plus get a spammable power or two. In effect I'd have three classes. What the...? No, you wouldn't "in effect have three classes". Does a +20% action speed with one-handed weapons really define a character as effectively having fighter classes? Does that seem so powerful and uniquely fighter that it effectively grants the benefits of the fighter class? If you give a Paladin sneak attack, that Paladin effectively has the fundamentals of the Rogue class. Same if you gave a Paladin frenzy--it effectively has the fundamentals of the barbarian class. Those things would change the way the paladin plays to be more like those other classes, because they are fundamental to those classes. But I don't think giving a Paladin +15% damage with two-handed weapons effectively makes that Paladin play any more like a fighter. It just makes that Paladin do more of what it already does. Those weapon talents are, as I said, to broadly useful to be class-specific talents.
  4. *EVERYTHING* becomes suddenly awesome if you throw on a buff and Dire Blessing. I'm still trying to think of a way to fix that problem without just giving graze back to everybody. Why should everyone get graze? Its a conditional racial benefit of Boreal Dwarves, a Fighter ability and the result of multiple buffing spells. If you want graze you can easily get access to it. If everyone had graze you'd have to change a lot of spells and abilities. Lack of graze is actually a big problem for spells. With the long cast times and no graze, casters often spend half the fight casting a spell that then misses entirely. This is a big change from PoE 1, where the graze ability let casters *hit more often*, for reduced effect, thus allowing them to successfully hit with spells more often. Did you play PoE 1 at all? I ask only because you are regularly responding to posters issues about the distributions of talents or abilities with "Well, that's x character types ability, why would y character type get it?" when we're discussing experiences in the past with the original game when they were *not* exclusive and why we feel they *still shouldn't be*. Is the answer to have debilitating effects be downgraded one tier on a graze? What about duration, should it be reduced as well or is the tier reduction enough? Actually, yes, I've seen that suggestion before and I think it's a really good one. A downgrade by one tier plus a shortened duration on a graze seems like a really good adjustment to mages that would help to compensate for the long cast times and lack of ability to increase spell penetration.
  5. Why is two-weapon fighting more of a fighter thing than a rogue thing? Other than "that's the tree it's in", I mean. What about two-weapon fighting is more fighter-defining than rogue-defining? It seems like an arbitrary decision. It's more like "we couldn't think of anything really good and iconic for fighters so we just put the weapon styles there instead".
  6. Indeed, thanks to the huge reduction if under penetration and the huge bonus if over penetration, it behooves you to *always* use high penetration weapons regardless of damage amounts. They are at this point the best weapons to have. My mage with a warbow is doing *significantly* more damage with autoattack than his magic. You only need to use enough penetration. A Warhammer has 8 penetration if the enemy has only 7 or less armor its a lot better to use a Sabre and hit much harder. You can even use the modal for Sabres which I believe increase penetration in case you a few points short. If you are off more than that you need some sort of AR debuff or try for getting crits. Mages are a whole different issue. With only five spells (2@1st, 2@2nd and 1@3rd) you can't exclusively cast, you will spend a fair bit (most?) of your time attacking with a weapon. That in itself is not inherently bad, but spells could use some buffs. That's true to some extent, but at the moment basically the most effective fighter I've figured out how to make is a devoted streetfighter that stacks penetration. 469 damage crits, thanks to exceeding penetration massively thanks to the crit penetration bonus...with sneak attack bonuses on top of that.
  7. *EVERYTHING* becomes suddenly awesome if you throw on a buff and Dire Blessing. I'm still trying to think of a way to fix that problem without just giving graze back to everybody. Why should everyone get graze? Its a conditional racial benefit of Boreal Dwarves, a Fighter ability and the result of multiple buffing spells. If you want graze you can easily get access to it. If everyone had graze you'd have to change a lot of spells and abilities. Lack of graze is actually a big problem for spells. With the long cast times and no graze, casters often spend half the fight casting a spell that then misses entirely. This is a big change from PoE 1, where the graze ability let casters *hit more often*, for reduced effect, thus allowing them to successfully hit with spells more often. Did you play PoE 1 at all? I ask only because you are regularly responding to posters issues about the distributions of talents or abilities with "Well, that's x character types ability, why would y character type get it?" when we're discussing experiences in the past with the original game when they were *not* exclusive and why we feel they *still shouldn't be*.
  8. That sounds like an argument for why those talents are to broadly useful to be fighter-specific.
  9. *EVERYTHING* becomes suddenly awesome if you throw on a buff and Dire Blessing. I'm still trying to think of a way to fix that problem without just giving graze back to everybody.
  10. Indeed, thanks to the huge reduction if under penetration and the huge bonus if over penetration, it behooves you to *always* use high penetration weapons regardless of damage amounts. They are at this point the best weapons to have. My mage with a warbow is doing *significantly* more damage with autoattack than his magic.
  11. Did anyone see this idea I posted the other day? It was the middle of the night so I'm not sure. Anyone have any thoughts? Too crazy/complicated to balance? (This is probably true, IMO) Not far enough for "universality" of talents? ​Bad because it doesn't help multi-classers at all? Why should everyone get access to weapon styles and weapon focus? If you want to be good at melee multi with a Fighter and take the weapon style and stance of your choice. Being masters of martial skill is what fighter do. Why should your Rogue be able to cherrypick the best abilities from a Fighter and keep the power level of a pure Rogue? Now if you want your Rogue to be better at melee you need to sacrifice a little power level and multi with a Fighter. I really do not see the problem with increased access to abilities from another class coming at the cost of a reduced power level. TANSTAFL The problem is that a lot of people *don't* think weapon focus and weapon styles *should* be "abilities from another class". You're point about rogues is good--but what about Paladins? Their often front line fighters that play a similar tank role to fighters, and I *always* want weapon skills on my Paladins. In addition, the lore says Paladins are almost always trained members of an order--they've been taught martial skills, just like fighters. Both mechanics and lore correlate to it being a good idea to have those skills available for Paladins. Mechanically--but not lore wise--you *want* those skills on a barbarian, too. You're argument is that those are and should be fighter skills--the argument lots of people are making is basically that they are to mechanically useful for to many classes to be gated behind one class.
  12. I agree, so I made this uploading to nexus but they don't have a page for POE2 yet rip Adds nearly every equippable item to Vektor's vendor screen and 1000000 gold to buy things with in the fish rack how to install: Pillars of Eternity II - Public Beta\PillarsOfEternity2_Data\exported\design\gamedata copy your bb_items file and past it somewhere outside the directory overwrite it with this file and start a new game enjoy FAQ: why didn't you just add the items to the fish rack? -the loot screen isn't as nice as the vendor screen can I distribute this? -yes who made this? -mort did how do I add to this? save yourself. add the id's to the infinite item section and it'll appear on vektor some items are missing - let me know which ones some items are missing icons - whoops they probably weren't meant to be there but I'm too lazy to remove them https://www.dropbox.com/s/hsxcqzfqmp2xlko/bb_items.zip?dl=0 via Imgflip Meme Generator
  13. Is the combat log movable? Like, I know you can adjust it's size, but can you move it without selecting a different layout setting, like you could in Tyranny? Because that would be *awesome*.
  14. You know, I've had this problem before, but I can't seem to make it happen again now that I want to lmao
  15. I'm not saying that the business side of things is bad, I was just stating it as fact, so I have no more comment about that. I also agree with this bit that I quoted, the game has 5 difficulties, so why not cater to grognards on PotD? Normal can have all the handholding they can possibly cram in there, who cares. @Katarack, I'm painfully aware that only very few people that buy the game complete it, and of those that complete it, only 4% complete it on PotD. And that's what I was saying, that very few people want difficulty and that's why they removed any possibility of actual challenge appearing. Sure, they'll try to hand-craft each encounter a bit better, but that rarely works consistently or even half the time. My problem is that you're interpreting this as a desire for lack of difficulty when it's not indicating that. All it's indicating is that very few people beat the game on hard difficulty, which is to be expected because *very few people beat the game at all*. In the context of "less than 10% of people ever beat the game at all", then "less than 4% beat it on the hardest setting" doesn't imply a lack of desire for difficulty, it's *just an expected result of the lack of people who beat the game period combined with the fact that fewer people lay on difficult settings*. It's not indicative of anything wider or larger than simply that--fewer people play on harder difficulty settings and very few beat the game period. Any interpretation beyond that is just you.
  16. This sounds like a lot of work, but a *really* good idea.
  17. Why do they buy them then? There's a *lot* of theories about that, but nobody really knows. The gaming industry has been trying to solve this problem for a number of years.
  18. I've seen this, too.
  19. Using AddItem to equip items like estocs and large shields--items I never *did* find in the actual beta--also makes it considerably easier.
  20. Ah, I misunderstood. Well, that makes me happy.
  21. Fun fact: That's a pretty meaningless statistic. Only 10% of people who bought the game *every completed it at all* on Steam. And...that's pretty normal for a game. Most people who buy games *never finish them*, let alone *beat them on the hardest setting*. All that statistic tells you, in actually, is that grognards are a very small part of the population.
  22. The cast time *is* a problem for the specific "summon weapon fighter" build.
  23. It would settle that all-important question I often ask myelf: "You know, this is fun, but can I play this as a party of all bears all the time?"
  24. I'd accept that. It is a *back*stab.
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