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Cubiq

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Posts posted by Cubiq

  1. I came to visit the forums after a few months and glad I got to see this.

     

    Thanks Sensuki for all your hard work. There were many things I learned from your videos and even learned some of the mechanics that were in Baldur's Gate that I didn't know before, even though I also replay it every year.

    When I first got the beta I was having lots of troubles with the beetles but luckily right after that I saw your videos on how to deal with them and it all became clear on how to approach combat from then on.

     

    I still won't support this game because there just too many design decisions that I just can't agree with and never will.

    I'm sorry I didn't show support for you're ideas very much even though I agreed with most of them. I should have been more supportive, but some of the things in real life really put me on the edge at that time, along with my waning support for this game

     

    Also sorry to hear that the people who were criticizing your critique videos got to you. Overall I thought that your videos were very well received and I didn't find them at all harsh. There are some serious fruitcakes on this forum if they found THAT harsh. Or maybe it was their only retort against your ideas, who knows.

     

    You're a great presenter and your knowledge of figuring out game mechanics is well above most people. I seriously hope you one day get in to game development. You would definitely get my support.

    • Like 2
  2. just like the whole point of the engagement system is that it lets you stop the enemy from moving freely.

    Well it's really the targeting clauses that do all the work. The enemy could easily walk through your tank and destroy your back line considering how poor the tank's damage output is. They could even decide to focus fire your dps melee like rogues and chanters and your tank wouldn't be able to stop them.

    Especially now that there's a cooldown to the disengagement attacks.

  3. Right, but is it possible to pick ONE character, and over time build that character into a tactical movement character--so that I can move that character around the battlefield with relative freedom, without dying or suffering the major disengagement drawbacks, at the cost of not being particularly damaging/accurate/whatever?

     

    On Hard no.

    Even with all the talents/abilities you will be able to disengage once or twice before needing a heal.

    On easy maybe

    I have no idea how it's on normal.

  4. Paladin also has a disengagement

    The Paladin aura doesn't work this version and i have no idea if it stacks with the talent or not.

     

    Fighter has knockdown

    Not if you have Cautious Attack and Vigorous Defense already.

    And you do need to actually have high accuracy for that ability to be semi reliable.

     

    Rogue has Escape

    But this isn't really mobility, it's an escape and it works 1 time, for 1 class.

    Which also proves my point that using this is better than suffering a disengagement attack so i don't really get why these are mentioned.

     

    Wild Sprint

     

    You don't want to do that to disengage. The way disengagement works now is you will be able to get away every time so you don't need to sacrifice -20 deflection to do it.

     

    There's tons of material, resources, tools, for you, as the Player, to pick and choose from the Strategy Basket to create your party. Of course, some strategies will be better than others at general playthroughs (Good at everything) and niche playthroughs (Good at specific playstyle).

     

    No playing a strategy which you need to sacrifice classes, chants, talents and auras to actually work and isn't up to pair with the rest is not good.

    There may be some people that will attempt to play this way but it's like calling a "no healing" playthrough a strategy.

    It's not really.

    Also it requires levels before you can actually attempt to play it, which makes it even more questionable.

  5.  

     

    I actually like idea they used in 3.5 D&D, where they had forms of sticky melee but also the ability to build around it.

     

    They don't have an equivalent to "Tumble" in PoE, for example. In 3.5, if you chose to do it you could build a character around a tumble score, so they basically have a high chance of avoiding any attack of opportunity and thus avoid one of the major consequences of moving in melee in D&D. Doing this would often cost you, however; if nothing else you have to devote some feats and skill points to it so you lose out on other abilities that do things like increase damage or make hitting more likely. You could build a character designed to go through the melee and attack the healer standing behind their tank, for example. It created more options in combat, with you never being positive if everything was going to say in a clump or if the enemy could move towards your backup. My parties would have lots of discussions about how to prepare, even keeping our mobile character back to meet and block equally mobile opposing forces after melee began, to protect our sorcerer or archer.

     

    I don't see any way in PoE to build a character with a trade-off like that, so that they can move more freely around the battlefield but suffer in other areas. If that ability was in the game, I wouldn't have so many problems with melee engagement.

     

    False, there's actually a couple of skills, talents, attributes, abilities that aid a "Tumble" build, but I think the components may be named differently. I've seen a couple of "+15 Disengagement Defense", so you can totally build a "Tumbler" character, but it doesn't quite feel optimal in the Beta, because of bugs. My ranged characters can get disengage attacks by just moving a bit against melee enemies blocked by my melee units.

     

    I may be wrong. I haven't actually played the beta, just been reading voraciously and watching videos. I haven't seen or heard anything about it until now.

     

    Can somebody experiment with a build like this? Is it even possible in the beta?

     

    Graceful retreat talent gives you +12 defense on disengagement.

    The disengaging Chant from the chanter lowers the accuracy of the enemy by 20 on disengagement attacks.

     

    No, you will be making a gimped character with that built.

    The game is made for you not having to move at all if you position your character at the start of combat so wasting any points in to creating such a character is simply not worth it.

    If you go on Hard and engage 2 beetles with your custom level 5 fighter with bbfighter plate and bbpriest shield, with Graceful Retreat and Cautious Attack talents, I can guarantee you that you will most likely need to waste a heal on your fighter if you disengage, unless they both miss.

    If you are unlucky with the rolls so that all of the swings on you are hits you can be left with about 10% hp. If you get crit by a normal auto attack right before moving away there's a chance you'll be dead.

    And this is only if your fighter has full health. So you will likely need to spend 2 heals to move your fighter from 2 beetles. One to top your fighter off and one to use after an unlucky roll. (you usually pull 3 beetles on Hard when there's a group of them or 4 if you screw up).

    You can forget doing this with any other character that doesn't have plate armor and unless your characters are level 5 you can't get these talents.

     

    If you create your fighter with those talents to also have 18 intellect for maximum deflection and bring along your Chanter to lower the disengagement roll of the enemy with their chant, and pop the Vigorous Defense for +20 defense then you can successfully make all the beetles only graze you on disengagement.

    Versus your 135 deflection (assuming you aren't flanked) the chance of graze against you are:

    Adra beettle: 20%

    Stone beetle 10%

    Wood beetle 3%

    The rest of the attacks will be misses.

     

    On a side note:

    These are considered trash mobs, i have no idea how effective this is versus bosses.

    The Adra beetle can graze you for 22 damage.

    The wood beetle can also do around 20 damage if he manages to graze you with poison.

    So there's still a chance you'll get killed on the next 2-3 attacks when they catch up so again it's still better to fully heal your tank before disengaging

     

    On the other side you have cheese spells like Withdraw, so that if one of the enemy does run/teleport past your front line, you just use that spell and save yourself 1-2 heals and a CC (to actually disengage your back character as well). Or you just dps the enemy down, which works most of the time.

     

    I've had less time to experiment disengaging back line character from weaker enemies, (like spiders) so i don't know if it's really worth it, but you need a free offtank to pick them up if you do, so it's easier for me to just heal, and dps them down.

     

    From my experience disengaging is always a last resort and building your characters for that isn't worth it and it works even less on Path of the damned.

    • Like 4
  6. Yes the spell seems to be working fine.

    I just tried it and the beetle's attacks ignore exactly 10 D.T. of armor even on the BB warrior so the spell seems to be working as intended.

     

    The only thing should be fixed then is the spell description to be more clear so that we know it affects crushing, slashing and piercing.

  7. I told you I seen it, I explain to you how my example solve that issue, yet you responded totaly out of context. please reply constructively or not at all.

    No you didn't or you would know that the issue is that there is no way for the current AI to check where you are positioned and whether or not he will attempt to close the distance based on that knowledge.

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