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Everything posted by Katarack21
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Backer Beta First Impressions
Katarack21 replied to Adam Brennecke's topic in Backer Beta Discussion
upload high quality photos -
Enemies being more likely to be affected by the trap is not the issue; there's a whole effect, that of lessened effectiveness in future combats, that enemies don't have to deal with by virtue of not being players.
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But not as bad for enemies as for us, because enemies don't have to worry about injuries continuing after combat is over.
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Thoughts on Ranger and Ranger Subs..
Katarack21 replied to DigitalCrack's topic in Backer Beta Discussion
Marked Prey is a support ability. It gives you a dmg bonus against a target, so it can be considered offensive in a sense, but when I think of offensive abilities I think of abilities that damage opponents. Giving me a bonus against an opponent, even a damage bonus, is a buff--which in my mind get's filed in "support". Root abilities are all defensive to me, probably because I pretty much exclusively use them defensively. -
I am slightly disappointed that this isn't a case of multiple condition dialogue, but happy that it's confirmed such a thing is part of PoE 2! :D
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Only 5 Characters? No AddItem command?
Katarack21 replied to blitzbaud's topic in Backer Beta Discussion
I found Tyranny *incredibly* replayable, myself. I'm on my fifth playthrough...- 3 replies
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- Five Characters
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I've encountered three kinds of traps--spike traps, trap lines, and magical traps. The spike traps you, the player, can visually see. The trap lines *I* didn't visually see until they were highlighted, but I don't know if they are visible before that. The magical traps *are totally invisible*. As far as I can tell, they are instant injury but depending on the type of trap can be slow damage.
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Funny, I find myself wanting to zoom *out* a bit more when out of combat.
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Thoughts on Ranger and Ranger Subs..
Katarack21 replied to DigitalCrack's topic in Backer Beta Discussion
Nothing currently stop you from putting a melee weapon or two on you ranger in the beta. They can't use the ranged abilities, but the pets ones should still work. Actually, it wouldn't surprise me if that was how the class was balanced: melee Ranger is low maintenance but buff the pets more because you take more passives (which are mostly pet oriented). So...melee rangers are designed around being super boring? Low maintenance isn't boring to everyone. Some people don't want to micro-manage everything. And they aren't even that low maintenance after I got to test one. They can use most of the active abilities already in the Ranger page, just not Wounding Shot, Concussive shot and Evasive Fire. Evasive Roll, the not upgraded version of Evasive Fire, works with melee, I tried it. So you can use Marked Prey, Binding Roots and Evasive Roll with melee weapons, along the pet-related actives: Master's Call, Takedown and Heal pet. So all defensive abilities and all the pet abilities. No offensive melee Ranger abilities that aren't pet-specific. -
Backer Beta First Impressions
Katarack21 replied to Adam Brennecke's topic in Backer Beta Discussion
They're already balanced around that, because (a) you're wizard only gets to cast spells a few times per combat, (b) they take a long damn time to cast, and © they're easy to interrupt during that long casting time, even with the reduction of interrupting in the game. In exchange for that, wizards should be hitting reliably and hitting hard. AOE spells also have the drawback that they can hit your own team if you're not careful, so making them more powerful contains a hidden drawback. That last one isn't quite as big a deal in PoE as it is in other games, with that "extended range" that Intelligence grants where it hurts them but not you. -
Thank you!
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I started the beta and have been playing the beta on Normal/Classic and haven't had difficulty completing encounters. I got through the spore encounter, I got through the Laguefeth chief encounter, I got through the large laguefeth in the southwest corner encounter, I got past the Titan encounter, etc. I got through all of these in one or two attempts, possibly after adjusting my tactics in the first attempt. I know my skills not just at PoE but at RPG's and I understand that this is a beta with possibly unbalanced encounters, abilities, etc. I got slaughtered by traps inside the temple, reloaded, and worked my way through carefully. I understand that the premade rogue doesn't have perfectly allocated states or skills and isn't the greatest trap detector on the planet, so it doesn't reflect how it will be in-game especially if you're playing a rogue or otherwise have a MC capable of trap detection yourself. I'm not complaining about the difficulty *of the game*. I'm not saying the encounters are to hard or the game is to difficult or that I'm having trouble getting past areas without suffering knockouts. I'm complaining about the *effects that getting knockouts has on the gameplay*. I'm stating that *the effect of knockouts*, by way of injuries that remove 25% of your health each, is far to severe and limiting on gameplay tactics and styles. I'm saying that the hard drop by 25% of health per injury negatively effects the players ability to try alternate tactics, to push playing time vs rest, to play around with dangerous or risky maneuvers. Due to the injury system, and injuries being inflicted by traps, it also artificially inflates the value of perception--which dictates how you can find traps. More perception, more trap detection, the longer you can go without having to rest and the less time you, the player yourself, have to spend visually and actively scanning for traps. This has *nothing* to do with difficulty settings or self-perception of capability or anything like that. I'm talking about the effect of a gameplay mechanic on gameplay. The skill of the player does *not* factor into this in any way.
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Playing a Trickster/Sharpshooter. The only ranger in the party is me, but I'm running around with two lions for...some odd reason. Only one of them is clickable, the other is just kind of there. Not sure how long it's been going on, honestly--just noticed it during the last combat with the Laguefeth chief. Both were attacking visually, but there was to much going on in the combat log for me to be able to tell if both were actually "attacking", although they went down separately on the battlefield. https://www.sendspace.com/file/e3v5uz DxDiag Output Log.txt output_log.txt
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The tilde key on my keyboard has been broken for about a year. I literally *can't* access the console. Wish like **** I could, I could use that money! If you really want to access the console command, you could keybind it to another key. Options > Control > Interface > Toggle Console. Hope this helps! Danke! :-D
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The tilde key on my keyboard has been broken for about a year. I literally *can't* access the console. Wish like **** I could, I could use that money!
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Ciphers - focus fills up too slow?
Katarack21 replied to PrimeJunta's topic in Backer Beta Discussion
I'm playing a Corpse Eater/Soul Blade, and it's pretty damn fun--Carnage and Soul Whip work quite well with each other, and it's pretty badass. Soul Annihilation is ****ing nasty. -
Thoughts on Ranger and Ranger Subs..
Katarack21 replied to DigitalCrack's topic in Backer Beta Discussion
Nothing currently stop you from putting a melee weapon or two on you ranger in the beta. They can't use the ranged abilities, but the pets ones should still work. Actually, it wouldn't surprise me if that was how the class was balanced: melee Ranger is low maintenance but buff the pets more because you take more passives (which are mostly pet oriented). So...melee rangers are designed around being super boring? -
I pledged, but don't have the beta in "My Products."
Katarack21 replied to OnTheRocks's question in Backer Beta Bugs and Support
Did you pledge in the $99 tier or above? Because those are the tiers that get the beta, unless you add-on. -
I don't think the problem is that people are playing on wrong difficulty settings or just suck at the game. The problem isn't that people are getting knocked out all the time; the problem is that getting knocked out, *and* getting hit by a trap, is *MUCH* more severe than it used to be. That's the issue. Being able to get half your party knocked out, barely scrape through, recover, and continue on multiple times--scraping and fighting your way through a difficult area multiple times while calculating how far you could push this before *finally* resting--was a *feature* of PoE 1. That was the point of Health/Endurance split and camping supplies; for the developers to control how often you could rest and make the decision to rest or to push on *meaningful*. Now that no longer exists. As soon as you get two injuries on more than two dudes, you rest. Period. It's no longer a debate, no longer a question, no longer an internal calculation about how long you can push this. There's no longer any question about how far you can push this difficult fighting. That long, difficult, calculating plan of how long you can go is now just "fight, injury, injury, rest. Repeat."
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You assume that this is somehow a meaningful choice and that the game bars you from it, it is not. Whether you can or can't continue is based on your skill level, like it has always been. Especially when the only negative is 50% less health and you can rest after every single injury anyway. The resting is there to be used, it isn't restricted enough to not be. Maybe that is what the problem actually is, too free resting, it needs to be restricted more. What other problems you might have, like feeling like a bad player if you rest spam too much, is on your head. Play better and you might not feel the need to rest after 2 injuries or even get those injuries in the first place. "Git gud" again, hmm? Pro tip: "Stop sucking" isn't useful advice.
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Removing non class specific talents was a bad idea
Katarack21 replied to Boeroer's topic in Backer Beta Discussion
Because Rogue, Barbarian, Paladin, Monk get class flavored version that do similar things that didn't exist in POE1 (for the most part, some stuff was tweaked too). Ranger need to be "fixed" to get their own. Are you talking about Blooded and Retribution? Because those are entirely different abilities--Blooded only comes into play when your near-dead and Retribution only comes into play when your taking damage. And Retribution is the only one there that's new and could be claimed to be added to replace Two-Handed Style. Blooded was a worthless talent because Two-Handed style existed, but removing the ability to take Two-Handed Style doesn't *improved* Blooded. It's still a **** talent; it's just now the only option for improving weapon damage with my barbarian. It doesn't make me like the talent any more. It doens't make the talent intrinsically better, it just removes better choices. -
Affliction/Inspirations-- Unnecessarily Obfuscated?
Katarack21 replied to fortuntek's topic in Backer Beta Discussion
It's just a hell of a lot easier for me to know what I'm doing when my spell says "Gives +5 Perception" then "Gives the Awareness inspiration" and I don't want to have to click on "Awareness" and open up a *second goddamn tab* to know what I'm doing. That's literally all I'm complaining about. Why do I have to open a second tab to see the effects of my spell. I just want to see it on the original tab, not have it hidden behind a name that I have to click on and/or memorize. -
I think the hard -25%/-50%/-75%/dead progression with the wound system is *just* as big a problem. The progression is *far* to hard, greatly encouraging rest spam and reducing the trade-off with the limited empowerment resources, and with traps causing wounds it increases the value of perception massively, as well.
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how does the penetration mechanic feels like?
Katarack21 replied to Ancelor's topic in Backer Beta Discussion
The lack of grazing *really* throws me, to be honest. That's one that just mystifies me entirely. I liked the mechanic, and I don't understand why they couldn't tweak it--why they had to just get rid of it entirely.