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Everything posted by Katarack21
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Food is required to heal injuries, thus if you have two injuries resting *with food* is required--even if that means backtracking. Two knockouts and you *have to eat*. *I'm* sure as hell not going into combat at 50% health, that's for sure.
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On the other hand there's no health attrition. So yeah it has to be somewhat tougher to make up for that and still be meaningful. I preferred the P1 system but if you have to get rid of Health/Endurance then the injury system is about where it ought to be to compensate IMO. They need to remove less health per injury, IMHO. There needs to be a meaningful choice about whether I push on or not, rather than a hard "It's clearly time to rest" point.
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That's simply not true. Two injuries in PoE 1 do not automatically put you at 50% health. That's simply not how injuries work in PoE 1. In PoE 1, I could have 3/4 of my team go down four fights in a row and still continue fighting, longer if I have triage. Not so in this beta; in this beta if I have three guys get knocked out twice in a row, that's over half my team at 50% health and I'm *immediately* resting, because no way am I risking a combat scenario with that going on. If you get three guys knocked out twice in a row, either you're playing badly or you're in an area that's too high-level for you. This is also true for P1. Skill-level isn't what's being discussed here. Say you have a player who has a series of *really* **** rolls. Say he's really stoned and forgets to use half his spells. Say he's a noob. Say he just sucks at this. Say he's unobservant and walks over three spike traps in a row. Whatever you want to say. The point isn't the player. The point is the difference in severity between these two games in these otherwise identical circumstances. The injury system in PoE 2 is objectively more brutal. Two injuries in a row puts you in a situation that pushes you much harder towards rest than two injuries does in PoE 1. I *enjoyed* being able to slog my way through hard, difficult fights multiple times, barely making it, calculating just how hard I could push my luck before I had to rest. Now it's just "Oh, I got knocked out twice, it's time to rest."
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Because there's still an arbitrary health/endurance split, but injuries are tied directly to health and to food as a gameplay control mechanic. The injury limit is arbitrary and set to four because it's purpose is much closer to that of camping supplies than anything else.
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That's simply not true. Two injuries in PoE 1 do not automatically put you at 50% health. That's simply not how injuries work in PoE 1. In PoE 1, I could have 3/4 of my team go down four fights in a row and still continue fighting, longer if I have triage. Not so in this beta; in this beta if I have three guys get knocked out twice in a row, that's over half my team at 50% health and I'm *immediately* resting, because no way am I risking a combat scenario with that going on.
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Ciphers - focus fills up too slow?
Katarack21 replied to PrimeJunta's topic in Backer Beta Discussion
I've yet to play a pure cipher. I'll say this, a cipher/barbarian's focus fills up *quick*. -
Removing non class specific talents was a bad idea
Katarack21 replied to Boeroer's topic in Backer Beta Discussion
Why is Two Handed Style fighter exclusive without multiclassing? Why? That makes no sense. I use that on barbarians and paladins both. Why is it fighter exclusive? Seriously. That's a *perfect* example of something that really should not be a class-exclusive ability but for some reason is. -
Anybody feels like this is a console game instead of a pc game?
Katarack21 replied to Dr <3's topic in Backer Beta Discussion
Without getting into the rest of your post, this doesn't seem to be the case in the backer beta. Every class just gets some weapon proficiencies and you can pick as you will, there don't seem to be any particular class/level restrictions. Warriors can use wands at whatever level they get to pick a weapon proficiency and wizards can pick greatsword proficiency. Plus the main thing a proficiency does is just unlock a modal, you don't *need* it. You get two weapon proficiencies at creation and two more at level 5. Weapon proficiencies are gated behind levels; you can't pick weapon proficiency: mace on your rogue at level three because you happened to find a good weapon and want to try it out, and don't want to suck with it. I mean, you *can*, but you're much more advised to stick with the weapons you chose already and have modals for; using a different weapon (at least until level five, when you get to pick a second one) means you lose out on capabilities and you can't just throw it in there on a random level-up because you feel like it. In PoE you get a talent every two levels and you can make those weapon proficiencies as often as you feel like; I mean, it's not a great idea to take weapon proficiencies seven times, but you always have the option of expanding your usable weapon list *if you feel the need to*. In this game...not so much. The bonus you get for weapon proficiency is different--modal instead of accuracy--but the fact is it locks you into it by virtue of making it more difficult to expand the list of weapons you have a bonus with. -
Anybody feels like this is a console game instead of a pc game?
Katarack21 replied to Dr <3's topic in Backer Beta Discussion
Scion was a +damage multiplier (+DR increase) it was removed for balance reason along all the others because the devs considered there was too much +damage multipliers in POE1 (and the +DR is op with the new penetration/DR system). Yeah, I know, and I'm saying there was more to the universal talents than +% damage ****, like Scion. There were literally pages of identical talents shared by all classes that you could freely choose from as you wished, without prerequisites or requirements, to customize your character. You are talking about +percent damage like that's the only thing one could be missing from PoE 1 universal talents, which is just not the reality. -
how does the penetration mechanic feels like?
Katarack21 replied to Ancelor's topic in Backer Beta Discussion
Rangers have low accuracy? Man, that's a punch to the kidney, innit? -
Anybody feels like this is a console game instead of a pc game?
Katarack21 replied to Dr <3's topic in Backer Beta Discussion
There's a hell of a lot more universal talents available in PoE 1 than just proficiencies, Scions, and Savage Attack, man. I wonder if you've ever bothered to look into character builds that aren't just optimized for specific gameplay roles and actually built a character just for fun, or because you feel like it, or around a character story or theme. And I for one don't think it's any more "consoley", although it is clearly much more streamlined and narrowly focused within each class. -
There are several places in the beta where "Deadfire Background" doesn't work despite having it; conversely, having Island Aumaua race *without* Deadfire Background in those same locations it will say "Island Aumaua: Requirements not met" instead. I've discovered that having both Island Auamaua race *and* Deadfire background appears to activate these dialogue options. This seems to be a big change from PoE 1. If I remember correctly, in PoE 1 special dialogue options only reacted to one tag at a time--that is, a special dialogue for your race *or* your background, but not one dependent on both.
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Welcome to the Deadfire. Backer Beta!
Katarack21 replied to Sking's topic in Backer Beta Announcements
That tier doesn't include the beta. I know because I had the same tier; like me, you'll have to go and purchase the beta as an add on through the backer portal. -
Anybody feels like this is a console game instead of a pc game?
Katarack21 replied to Dr <3's topic in Backer Beta Discussion
I mean a good portion of this seems to be related more to numbers than the system. Pillars 1 was a game with months of beta testing followed by more than a year of constant balance updates. Meanwhile this is the second day of beta testing for Pillars 2. Numbers are going to be tweaked time and again going forward into something that works better. Yeah, but isn't that a reason that I should be making statements about what I think works and what I think doesn't and why? -
Anybody feels like this is a console game instead of a pc game?
Katarack21 replied to Dr <3's topic in Backer Beta Discussion
I liked having it provide accuracy and having the ability to pick it with any character at every level; it let me fluidly move between weapon types as-needed with different characters, and let me pick up an accuracy bonus on only occasionally-used weapons for other weapon sets, allowing me to keep multiple weapon sets on-hand and switch back and forth as-needed to face DR resistances. In PoE 2 I'm having *much* more of a problem with penetration than I did with DR in PoE in part because that ability to easily adjust my weapon capabilities, with every character at every level, is no longer present. With DR in PoE I was capable of intuitively and fluidly switching weapons as-needed, on the fly, without to much worry. I may just be screwing up real hard, but I can't seem to get a hold of that capability here. -
Anybody feels like this is a console game instead of a pc game?
Katarack21 replied to Dr <3's topic in Backer Beta Discussion
The weapon proficiencies are now gated behind specific levels or classes, as far as I know. I don't think there's a way in this game for any class to pick any weapon proficiency at any level, unlike in PoE 1. As far as I can tell you're much more solidly locked in to weapon choice. I'm not exactly the first person to say that all the classes in this beta seem very limited and have few options. It's literally exactly like I said; you get this skill tree that leads to this specific set of possible builds and that's it. All the choices you want--as long as it's these choices. PoE 1 had class ability trees, but it also had a *lot* of options that weren't limited to your class tree. This game has *only* your class tree. That's it. It feels very much like the developers are strictly controlling what you can do and how you can do it by designating what each class can do within a very limited frame work. Then multiclassing is applied on top of that limited framework; it expands it by giving you an additional framework to work with, but you're still limited within the framework for each class that's been laid out for you to work in. You can't really customize your character beyond the specific deal that they've worked out for what that character type can do. A fighter has this set of things--those are *ALL* a fighter will be able to do. Nobody is ever going to be playing a fighter that is different from the four or five types of fighters that can be built through that tree. Subclasses alter the way those fighters play to some extent, but those are dictated by the developers not created by you--it's top-down control, not user-generated customization. The whole system feels much more centrally planned and orchestrated, and much less up to player choice. -
Resting on the waves and triage onboard
Katarack21 replied to IndiraLightfoot's topic in Backer Beta Discussion
Actually, no you don't. That one lady will rent you rooms *right* from the beginning. The reputation effect increases or decreases the cost of those rooms, that's all. -
You get two injuries, you're at 50% health, you rest. That's the new system. It's encourage rest spam in a way the health/endurance split never did. In the old system I could got four, five battles with most of my team knocked out, barely surviving each one, scraping along, before I was forced to rest. I could barely survive three battles, hit four traps, and *then* rest. Longer, if I had triage. Here, that's a total no go. Three of my party members get knocked out twice and I'm resting, every time. Three of my party members get hit by two traps and I'm resting, every time. Why? Because health pool is a much more serious effect than accuracy, perception, etc. Two injuries put a character down to 50% health. Over half my part at 50% health? No ****ing way am I going into combat. Over half my part at -5 perception, -20 accuracy, -5 resolve? I might push it. It *sucks*. I really, really hate it.
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Is that a good thing? I'd say that's the sign of a terrible mechanic. Oh, I agree. I was attempting to show the incredible disparity between the two systems, not that the PoE system was necessarily superior. I was *excited* about an injury system that would actually be effective, but this is *way* to far the other direction.
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In the scenes where your Watcher abilities activate and the spirits have conversations, it's *really* hard to see the spirits. They're just this vague barely-visible discoloration; I realize ghosts *should* be hard to see realistically, but this is frustrating. It looks like dialogue floating in midair almost.
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Anybody feels like this is a console game instead of a pc game?
Katarack21 replied to Dr <3's topic in Backer Beta Discussion
Talents that depend on each other (ie, dirty fighting -> vicious fighting) *are* a tree. They're just not represented as such in POE, but you're still looking at a tree Matter of fact, you could take POE's talents and slap them into that tree interface of POE2's . With the exception of a *whole mess* of talents that are general to anybody to take and not specific to any class tree. That's the problem; each class has their tree, and you can take what's in that tree and *only* what's in that tree. You get these options that lead to these types of builds; that's all you get. You get this tree...just this tree. You can put points here in this tree or there in this tree; it's all in this tree and only in this tree. -
Island Aumaua PC conversation options.
Katarack21 replied to Supreme's question in Backer Beta Bugs and Support
I'm pretty sure those options are gated behind both Island Aumaua race *and* Deadfire Archipelago background.