Jump to content

Pray

Members
  • Posts

    130
  • Joined

  • Last visited

Everything posted by Pray

  1. Please do. I check every day for PoE streams and.... never...
  2. When do i get sensuki's Path of the Damned Let's Play- backer beta V?
  3. A few things I want to point out that I think are misconceptions: 1) Leveling may occur in bulk, but i think it's more likely that it will be staggered, as party members will join/leave/die at different times. I would prefer staggered myself, and I hope the game design facilitates that. 2) As leveling only occurs from quests, i'm wondering how you think it will be too fast? Wouldn't you think that this would be balanced in the game design? 3) If you "skip side quests" then you will by default fall onto the main quest line, and likely finish the game faster. I'm not sure if this is really refuting your point, but maybe just showing another side of the coin - too fast or too slow would be relative, no? I personally would not like to see maxing out levels too fast - but rather would like to see the game have a relatively even pace for leveling throughout. I generally don't like that "slow" leveling feeling you get as leveling values start to become exponential. I like a slow and steady growth - with 6 champs in your party (and more available at the stronghold) I think leveling may even become a little overbearing with all the decisions. So hopefully slow and steady will win the race per say.
  4. Just my 2 cents, i'm personally in favor of a diminshing returns for exp. First kill is 100%, second is 50%, 3rd is 25%, 4th is 12.5, 5th is 6.25, 7th is etc etc etc down to the limit of x-> 0.
  5. Characters should also recover stamina while they are "doing nothing," in my humble opinion (or endurance).
  6. I think con is sort of like IAS, in that it's both offensive and defensive - You can't kill things when you're dead.
  7. Then either make the talents less attractive (.75 +.75) or also make heavier armors reduce the ratio of stamina to healthy damage 10% reduction for light, 15% for medium, 20% for heavy? If talents are so strong that they are "must haves," then that means either that talent is too compelling or the others are not compelling enough - it's as simple as tweaking the numbers and making it work. Just more ideas.
  8. If anyone is familiar with TENACITY in League of Legends, I think that would be a more akin to what resolve. "a firm determination to do something." Resolve should reduce controls, stuns, and DOTS by a % duration. So 50 Resolve would reduce these effects by half (i'm really unfamiliar with what a reasonable resolve stat could look like in context, so it's the jist i'm going for here). Characters with high resolve would be hard to control, and would pursue their course of action more fervently, and also be interrupted less often.
  9. I love this idea. It's simple yet adds a lot of immersion and investment into your character.
  10. I think it's very important that we get this point across to OE and Sawyer. Amazing observation Hiro and friends. I suggested talents (in the relevant thread) available to all classes that will increase their health multiplier by 1 which can be purchased twice: Made of Iron (I & II) - I think that's a pretty solid idea that instantly makes the classes all more versatile.
  11. Giving "frontliners" bigger health multiples only further reinforces the role stereotypes (FIGHTERS ARE TANKS). How about we shift this sort of thing to talents, and let the player decide how his fighter should be played. (All Classes) - Made of Iron (I) Increases the stamina to health multiplyer by 1. Made of Iron (II) Increases the staimina to health multiplyer by an additonal 1. This prevents us from reinforcing class roles, and allows for versatility in ALL the classes. By adding these simple talents and not forcing them upon certain classes, we've already opened up a significant amount of play styles across all classes!
  12. LOL. Go to the Backer Beta forum. You should see my posts. Pretty much everything that's been done with PoE is NOT what I wanted with a spiritual successor to the IE games. And I'm not being subjective or sandbagging or selective quoting. There is no open ended passages. They read as it is. It's people who have misinterpreted or played the 'viable' card all the time that's being subjective and trying to change the meanings. The updates are as clear as day. The Fighter has always been a primarily front line character and while you can make it ranged, it won't put out the same or more damage as melee. The updates say that. And over the last two years when I bring up stuff like this like some classes being pigeonholed, etc, I have someone argue with me saying, "dude, that's like your opinion man. Other builds will be viable. The game hasn't even come out." Well now it's time for me to show these guys that this was intended all along. The updates confirm it. Well lets hope for both our sakes that Sawyer and OE comes in big, and we get the class variety that we all want.
  13. You seem to WANT it to be this way. Can I ask why? And while ultimately what you take from these passages is highly subjective, I think you're sandbagging your analysis a little far in your direction. If anything, these passages leave a lot of things open ended.
  14. This is all I want for a fighter - versatile with all kinds if weapon setups, including ranged ones, and able to specialize in all those fields. The ranger can keep one of its role as ranged beasts, and speaking of which, they have their totemic bond with an animal companion, wilderness lore, tracking, survival, etc. I personally feel the ranger needs to lose it's title as "best archer" and reset that too "has a spirit bond with a pet." I'll be significantly upset if melee rangers aren't a thing, and I think lot's of people want to hold on to these tags as if their lives depended on it, which for some reason wants people to close the boundaries of the classes into comfortable boxes.
  15. You say that the Fighter's role is a defender, as if it's set in stone. You act as if it must be, because it currently is - well i'm passionate about this because a) I really want this game to succeed, and b) there's still time to change it. This is a video game - the rules are ones we make - there's just no reason why it has to be that way. Fun and interesting builds are often a big part of the joy of playing games with character development. It's one of the pinnacles of western RPG's where class restrictions are often less stringent. There's just absolutely no reason why the fighter must be the defender. There's no reason why he can't defend offensively. There's no reason he can't be an archer. The developers are giving us a framework for champions, and how we build off that should be a huge part of what makes building your own squad fun. How you decide to best make your party is up to you, even if it's "sub-optimal." But even then, there's no reason why an alternative path has to be sub-optimal in an ideal world. Balance will always be an issue, but in a single player game, balance does not need to be paramount. The most important thing is that many different builds be compelling for one reason or another. If that is the case, then "overpowered" and "optimal" becomes subjective and contextual. Just like there will likely be muscle wizards and tank barbarians. There will likely be tank druid and even ranger builds - Isn't this the joy of creativity? But i guess there's a reason fallout 1-2 are my favorite RPG's of all time; there's no classes at all.
  16. At the very least, i would say options are always good :D
  17. Can you link that quote? I know it's from memory but I don't ever recall a quote like that. In fact, in the Backer update # 81, the Fighter seemed to be the tank on the front line all along. They're the classic 4th ed Defender role and that's what they do. There's not much scope in 4th ed as even the Heavy Hitter Fighters like the Slayer are also on the front line. The PoE Fighter seems more defender than anything else. Even as far back as Backer update # 71, they were always envisioned as being on the front line. "We will be doing three more class pair updates in the future: The Leaders of the Band (chanters and priests), The Front Line (fighters and barbarians), and The Mob Rulers (wizards and druids)." Well, to be blunt, even if they never said it, it SHOULD BE that way. :D
  18. Displacement (All Classes - 20+ Resolve or 25+ Might) - The champion pushes through his enemy, displacing his enemy and filling his location.
  19. From JE Sawyer: -- "The classes that people feel are most in need of versatility will have priority for Talents, so if people would like to discuss the specific ways in which they would like to see fighters and rogues (for example) change, that would be helpful to know." So, lets get cracking, people - (Sorry if I already missed a thread on this, but I haven't seen it) For me, it's very clear, there are four goals that need to be achieved to make not only Fighters and Rogues more compelling, but all of the melee-centric classes. 1) They need talents that allow us to focus them towards heavily offensive, defensive, or even mixed builds if we so choose (yes, that even means a plate-armored tank rogue, or a full offensive paladin, or an archer centric Fighter, if i so choose.) I'd personally like to see melee-centric rangers (Aragorn, anyone?) 2) Use talents to make these champions more or less high maintenance - if this means "buying" active abilities with talents, than so be it. I for one do not like to play a game where any of my characters feel like they are being less active, and just acting like auto-attack bots or soaks - others may not feel this way. Therefore, use compelling talents to help players decide which way they want their fighters/rogues to play, etc. "Less maintenance," should not be a design goal of a class, but a class should not feel overburdening would be a universal class goal, i'd think. 3) Rogues and Fighters especially need to feel like the masters of martial prowess - they need to have powerful per encounter abilities that give them that martial umph - maybe there are currently abilities that I am not aware of, but I am woe to see so many passives abilities given to fighters when casters are getting 1-2 ACTIVE on use abilties to choose from every level up. If you go about doing this through talents (as mentioned above) or as set class rewards, I personally do not care - but give them something. I can't forget Barbarians, and to a slightly lesser extent paladin's, also - Giving powerful and compelling per-encounter abilities prevents them from feeling high maintenance while also giving them options and versatility. 4) The melee classes need to have ways to circumvent rest/cast times - some of their abilities should be instant. This gives melee classes a more visceral feel and while i know this is probably something MANY people here will rue me for, i dare say it gives them a slightly more twitchy yet immersive interaction. The player FEELS a bit more of the melee - while casters get flashy animations and booms, melee needs some of that RIGHT NOW feeeling. Isn't that the benefit of being melee? Give melee ways to feel like they can change combat right this second. "Oh lawd, that caster is about to nuke my whole team, good thing I have this fighter right here to save my ass, he's got that pomel strike ability that he can use instantly." I think this argument makes melee classes in general much more compelling. If melee has a) closed the gap, and b) put themselves at significantly increased risk, then they should be rewarded with a little more instant gratification in their kit. Here are some examples of abillties that i would LIKE to see from melee classes- -- Paladin - Flash of Blinding Light: The Paladin emanates a flash of blinding light from his hand, blinding the target for the next melee attack from the paladin, which he makes instantly. If flash of blinding light is a success, the follow up melee attack will have a significantly increased chance to crit Veil of Overwhelming Soul: The Paladin's soul overflows with energy, emanating powerful light that surrounds him and his nearbye allies. Allies within the light are harder to hit and enemies in the light receive an increased chance to miss. Lasts for 3 seconds, once per rest. Receives duration benefit from intelligence. After the emanation, the paladin receives a 15% stamina hit for his reckless spirit. Soul Infused Strike - At the cost of 10% of his/her stamina, the paladin makes a soul infused strike, his weapon(s) infused with power from his soul. The damage is proportionite to half of the stamina lost, and the paladin receives a 25% increase in attack speed for 6 seconds. 3 Per Encounter. (Side note, I feel like these abilities also subscribe to the goal of no wasted builds) --Fighter - Pressing Assault - In a display of reckless abandon, the fighter makes three successive blows instantly, two for heavy weapons, but abandons all defensive ground, halving all of his defensive checks (minus DT). Twice per encounter. Pomel Strike - The Fighter makes an instant sudden strike with the handle of his weapon, having a drastically increased chance to interrupt the targets current attack. Once per encounter. Leap Strike - The fighter negates disengagement/engagement and instantly leaps to a target within 3-4 tiles away. Only available after the fighter has felled an enemy. --All classes - (talents) Hot Swap: The character receives a penalty free weapon swap, once per encounter (passive) Execution: At the cost of a significant hit to their defensive attributes, the character may make a melee strike with a 2 handed weapon that has a guaranteed chance to hit, critically strike, and does slightly increased damage. The ability has normal weapon attack time, x2, and normal recovery time x2. The enemy must be >25% stamina, and under a control or impaired effect. Unlimited uses. Here are just a couple of my ideas of what i'd like to see from melee. Abilties that have draw-backs and are not spam-happy (both low maintenance and some risk-reward) and give you that feeling that melee is a little more in your face and is more responsive then their ranged and caster counterparts.
  20. Perception should effect range; no longer a dump stat - 1 Perception = .5 or .75% range, even for melee.
  21. Is it hard because there is a large hurdle to overcome. or because we have to wade through interface failure and other crap?
  22. Robust Talents @ 1 every 2.
  23. You guys did not read my post carefully or understand the mechanic (Except for PJ) ((or i was not clear enough which engagement I was talking about)) When a champion comes into melee ranged of an enemy, it engages, and is sometimes engaged by that enemy. This means that if you dissengage from the enemy by moving away, baring any extraneous other mechanic, you take a free dissengagement attack from the enemy.
  24. The thing is, I didn't see anywhere where Josh said they aren't boring - because compared to the other classes, they seem to be very much so -
×
×
  • Create New...