Everything posted by Pray
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List necessities you think would fix the game in broad strokes
So my question is (and this also relates to a comment made by Sawyer about armor) - Once the AI turns on to backliners, or ignores front liners, how do we make it so that the enemies turn back on our front liners? Do we have to give them more damage and less armor to make them more attractive? Doesn't this all turn into one heavy armor is ****, circle jerk?
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Engagement Indication
Is there some indication when engagement occurs? Is there a UI flash, animation, or indicator? Every time I watch a stream I'm always wondering about who has engaged who, but there never seems to be any way to tell other than just knowing or guessing.
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Talents what would be wanted, and what is needed.
Pacifist - A champion who does not engage in combat during an encounter receives 10% of his health back after the encounter. Leap Strike - Rogues, Fighters, Barbarians, Rangers, upon felling an enemy, can make an inspiring leap onto their next melee target, unable to be engaged upon until after the strike. Trained Hands (Dexterity 20, Fighter, Paladin, Rogue, Ranger) - The archer may sometimes pull two arrows from his quiver, halving the time between his first shot and his second, but adding a small but significant accuracy penatly to the first shot. Steely Resolve - (Resolve 20) - Acquire an ability that instantly removes any controlling effects - Once per rest day. Walk it Off(Fighter, Paladin, Barbarian, 20 Constitution, 20 Resolve) - Slightly reduces the stamina to health damage ratio and increases fortitude. Perceptive Strikes (25 Perception, 20 Intellect) - 20% of Perception + 10% intellect penetration is added.
- [BUG]Animal Companion has Inventory
- Toggling XP Systems - For a Peaceful Co-Existence!
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Developers' responsbility on how players play their games
Killing mobs is still grinding - it's just not as rewarding as questing - but there are still rewards to be had. To what extent, we have yet to see.
- Pre-Made Adventurers/Pseudo-Companions
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Echo in slo-mo battles
i've seen this happening on stream multiple multiple multiples times. Sounds like a guns being shot over and over, especially when there is a pause.
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What Can Change before release?
People really need to get over the idea that there has to be a strength specific stat. Sometimes the pen is mightier than the sword - when you stab someone in the eye with it instead of getting poked in the toe by a rapier. The attribute system, besides some of the more esoteric points, is a step in the right direction. The idea that every stat might be useful for every class (though we know it's not at all there yet), is an amazing ideal and it's worth trying even if it's not perfect.
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Ideas for games please steal them please create this
But he's failing the engrish check. That option's not open to him.
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PrimeJunta's BB v257 summary
I did? I do not recall even thinking that let alone saying it. Are you sure it was me and we were talking about the same thing? Edit: I hazily remember something about fidget animations or more animations in general. Could that have been it? 'Cuz those I still file under "nice to have but not essential." I made a very eloquent post about how the game needed more graphical polish in order to better translate what was happening on screen into feedback for the player, and the old timers concluded that i was demanding a Diablo clone and yada yada IE never had good graphics etc! It was a rather absurd backlash, and you specifically said you'd rather have less graphical representation for nostalgia's sake. Oh how spurned i've been.
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On Ranged Weapons
Doesn't the fact that they attack more often (faster) inherently give them more interrupt in the current perception system? Perhaps I am misunderstanding. And as an aside, on the long reloading weapons, if you swap weapon mid-reload, is the weapon automatically reloaded on the next swap, or does the game remember that you had not yet reloaded your weapon. I minor point, I think, but possibly very stratigically important on harder difficulties.
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PrimeJunta's BB v257 summary
Really nice post. Also want to say "suck it" for asking for more feedback in combat - i suggested this the first day the beta was out and you poo-pood. it for nostalgia. Also, I had to edit this post because I quite like your comment about the archer sub-type fighter. I think this is an absolute must and so very much fits into the ideals the designers have been espousing. The word fighter seems to be implicitly intended to be "low maintenance tank," when it should mean more than that, or not at all that, if you want it to be. Archer sub-type seems like a great start.
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Some [constructive?] criticism
I disagree with most of the points made by the poster but have to strongly agree that melee classes need more actives. There should be something engaging about playing a melee class, not just posiotioning and hoping he lives/dies long enough for the "interesting" classes to do their part.
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A Good Mechanic or...
Hopefully what you are suggesting here will be fleshed out more in future updates, as more traits will be provided and, perhaps, allow for more of the options you re mentioning.
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Attributes: The case for turning Might into Strength, and improving the whole system in the process.
I honestly feel llike what POE is doing is a drastic step in the right direction, and I personally am ready to embrace the new system; that being said, it's pretty obvious to everyone that it needs some tweaking. Why don't we give it a chance and some time, instead of asking to just take a step back to what's safe and cozey.
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Level 1 to 5 Listed: All Classes
I feel like there are so few ACTIVE abilities on the non-caster classes.
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Enemies debuffs
Am i the only one who reads every one of Gromnir's posts in a Arnold Schwartzenager accent?
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Monks, Or: The People of Paper
has anyone considered the monk as an off-tank, charging off to the sides to take on solo opponents?
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What about a arena mode?
If some sort of arena doesn't find itself in the game already I will be thouroughly unimpressed. Every good RPG has an arena at some point or another.
- Stealing?
- Ranger (hippies with pets) Luv/Hate
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Another touch on Attributes - Cipher power comparison
might2 mīt/ noun noun: might great and impressive power or strength, especially of a nation, large organization, or natural force. You all are greatly misrepresenting the word. Might does not mean muscular, ripped, jacked, buff, or anything related to exercise and big muscles.
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Let's be even more radical on inventory design...
So my question is, what if party members get somewhat separated for some game mechanic, quest line, plot device - and the game mechanic calls for characters having separate inventories?
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Attribute Bonuses are pointless
How much it is at different levels will probably make more sense as you're playing through the game, feeling the changes on a per level basis instead of just dumping all your points in at 1 level with no game context.