-
Posts
3073 -
Joined
-
Last visited
-
Days Won
17
Content Type
Profiles
Forums
Blogs
Everything posted by Katarack21
-
how does the penetration mechanic feels like?
Katarack21 replied to Ancelor's topic in Backer Beta Discussion
In PoE 1, you also had the option of switching out weapon types at will as needed to deal with DR or immunity problems, and *EVERY* character could select weapon proficiencies at level up whenever they wanted to help offset accuracy problems, so it was very easy and very fluid to adjust on the fly to DR resistance. You hovered over the enemy, saw what their DR was, and just switched to the weapon set that they weren't resistant to. I literally never had any problems. The penetration system, not so much. The weapon proficiencies are gated behind certain levels or classes, so you can't adjust your accuracy with weapons as easily, which means you get locked into weapons more solidly. The penetration system also has much harder penelties for not beating the numbers. The talents to increase penetration compound this problem by becoming must-have talents, defeating the whole purpose of "make any build you want". It's just generally a harsher system. -
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 a lot of things about Tyranny, but honestly I've *never* been a fan of "select from your skill tree" leveling. It feels more narrow and controlled; it's one aspect that seems to have been brought over from Tyranny that disappoints me. -
Dialogue options for Deadfire background not available
Katarack21 replied to Zap Gun For Hire's question in Backer Beta Bugs and Support
Maybe you need an Island Aumaua *from* the Deadfire Archipelago? Just did a quick check and it looks like if one is BOTH from the Deadfire AND an Island Aumaua, then at least some of those Deadfire options will indeed be available. Don't know if that's as intended or not. I also just made a new character and checked this out. With a character that is both Island Amaua *and* has the Deadfire background, all those dialogue options that I could remember and go back to with this new character were available. I'm *hoping* this is as intended; it would mean the special dialogue choices are more advanced in this game and occasionally require *two* special tags simultaneously to activate. -
how does the penetration mechanic feels like?
Katarack21 replied to Ancelor's topic in Backer Beta Discussion
The combination of penetration *and* removing grazing *and* the injury system combines to make combat combat feel much more difficult. I'm missing all the time, it's much easier to not do any damage, and you can be knocked out much less often before needing to rest. It feels way more brutal. -
Affliction/Inspirations-- Unnecessarily Obfuscated?
Katarack21 replied to fortuntek's topic in Backer Beta Discussion
Because its a lot easier to manage stacking buffs/debuffs this way. In PoE1, you had to figure out which sources of which buffs would stack, mostly by trial and error. Now if you have a buff that gives a status effect that gives +5 to accuracy and a completely different effect that gives +5 to accuracy, you'll know that they stack. Its also easier to apply appropriate debuffs. I think there might be too many of both buffs and debuffs to be able to keep track of them easily, and "X Afflictions" is really, really dumb given that the whole point was to group various buffs/debuffs under groups already, but the idea is really good. Wait, what? Are you saying that people in PoE 1 didn'g realize that buffs and, say, a rings enchantment would stack with each other? Why would changing the placement of the "+5" accuracy in the buff under an "Inspiration" window change that? The problem that I see is that having them all labeled "Inspirations" with a title instead of just listing the effect means just one more window to click through to find out what the damn thing does. It's annoying and useless. I don't *want* to have to memorize another list of twenty seven goddamn names; just tell me what stats this damn spell effects and call it good. -
Not yet having played the beta, now I am less inclined to believe your opinions on the matter. Well, OP has a point in the fact that injuries get really unforgiving, because your character then becomes that much more likely to sustain another injury. However, it's not very much more brutal than POE 1's , where an injury would nuke 30 of your accuracy at level 2, basically making you unable to hit sleeping sheep. That's bull****. You can go into a fight with 30 accuracy and survive it. You might have a hard time killing the enemy, but you can do so. You *cannot* go into a fight with 50% health and survive it. Two injuries=50% health is MUCH more brutal that one injury -30% accuracy. I literally never worried about injuries in PoE 1. Never considered them, never factored them in, never had any problems. Injuries in PoE 1 never affected whether I could or could not achieve something. Now, in this beta, injuries are the deciding factor on when I rest, and I *have* to rest *ALL THE TIME* because I'm *constantly* being forced to half health because of traps and damage. Two injuries on you protagonist and your at half health. Really? You know what that means? That means I hit two traps, I rest. That means I get half my party knocked out, I rest. Every. Time. That's the problem. In PoE 1, I could get my whole party but one guy knocked out in every combat and still go six, seven combats before I rested. Here, I do that *twice* and you bet your ass I'm resting. In PoE 1, I could hit seven, eight traps and still go forward--here, I hit two traps and I'm resting, every time. It doesn't encourage one to change their tactics. It encourages one to spam rest.
-
Dialogue options for Deadfire background not available
Katarack21 replied to Zap Gun For Hire's question in Backer Beta Bugs and Support
Maybe you need an Island Aumaua *from* the Deadfire Archipelago? -
Backer Beta First Impressions
Katarack21 replied to Adam Brennecke's topic in Backer Beta Discussion
It's even worse then that. Two major injuries automatically puts you at 50% health. Injuries effectively *are* your endurance now; more than two of them, and it's really a bad idea to go into a combat zone. It makes me *want* to rest a whole lot more often than with the endurance split, because then I could calculate between the two pools and sometimes make the decision to press farther without resting; here, at two injuries and half health I feel like I *have* to rest. -
Backer Beta First Impressions
Katarack21 replied to Adam Brennecke's topic in Backer Beta Discussion
I'm disliking the injury system about as much as I expected to. The problem just comes down to how powerful the injury effect is and how commonly it's inflicted. There is *no* reason for me to continue going at 50% health, and that happens *a lot*. Like...a *LOT* a lot. And because traps inflict injuries and injuries so grossly impact your character, it makes mechanics damn near mandatory. -
Orlan Corpse Eater/Soul Blade. It's fun as hell so far.
-
Dialogue options for Deadfire background not available
Katarack21 replied to Zap Gun For Hire's question in Backer Beta Bugs and Support
Having this exact problem; made a new character and tested again, still same problem. -
Backer Beta First Impressions
Katarack21 replied to Adam Brennecke's topic in Backer Beta Discussion
Gorgeous. Love the new character models, love the character creation method, *really* digging the artwork. Only bug found so far is that my "Deadfire Archipelago" background doesn't seem to be registering; the dialogue options are still locked out. -
Welcome to the Deadfire. Backer Beta!
Katarack21 replied to Sking's topic in Backer Beta Announcements
Well I know what *I'm* doing for the next 12 hours. -
Most probably not from damage threshold. They haven't said anything like that and with injuries being a way to die in Deadfire I think it would have been a bit "cheap" to have you die in the middle of combat because an opponent rolled a good attack out of nowere. Yeah that's basically a rule straight out of D&D 3rd Ed--"You just took half your HP in damage, roll con to see if you pass out and start dying."
-
Even in lore like Harry Potter's, in which everyone's always using wands, it's indicated that they're just focus tools (kind of like shouting out the name of your spell) that aren't strictly necessary if you're BAMF enough. That's not entirely accurate. Hand magic is rare and difficult and requires a certain amount of raw power; *most* people in fact cannot do it, and even those who can are never as effective without it. The vast majority of witches and wizards *need* wands to practice magic, period.
-
Rods are two-handed. They are long, like a staff, and fire magical projectiles. What is this thread about? A rod made of wood? A rod... But twice as long. Rods are real short in Pillars 1 How am i supposed to overcompensate with that short stick?! OK. I can get behind that. Yeah, what's a wizard without a magic staff? Just make 'em longer and have badass mofo animations. That's exactly it! The rods are two-handed, like you said, but I had to go *look that up* to confirm it. They neither look nor animate like two-handed weapons, and the in-game description even says "Rods are the largest of the magical implements, though can still be easily wielded in one hand." Although they are two-handed weapons in gameplay, the *lore* treats them like big wands, basically, and that's how they're shown being used. So while their is a two-handed ranged magical weapon, it doesn't *feel* like one. It just feels exactly like the other implements.
-
That's most likely an accurate assessment of design choice, but I feel it leaves a big, gaping whole in the weapons.
-
When I went through CDL training, part of it was about a week just being taught all the ins-and-outs of how to use a road atlas. There's so much more to it than most people know! Each and every symbol has meaning on those things. If you know what each colored triangle means, what the code is for the interstate numbering system, stuff like that you can plot a detailed course at a glance.
-
That wouldn’t be too much to ask as they are implementing annotation system from Tyranny. Seeing a very short character summary by hovering over the name, is a desirable addition with so many overarching quests and foreign names to remember. That's exactly what I was thinking. The annotation hyperlink system creates the opportunity for more advanced quest tracking just by it's very nature. That system may end up a golden opportunity--a style-defining convention that has many unforeseen consequences in game design and genre convention.