
Cubiq
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Actually i'll argue that it's too easy now (not the spiders obviously). I killed Medreth on path of the damned 3 times out of 4 in bb gear yesteray. And i have to agree with Justinian, high contrast difference of the map is the biggest issue. I once did a screenshot of the game and messed around with it in an image editor to bring down some of the lighting contrast and it started to look a lot better. Though maybe a faster way would be to put a dark outline around characters.
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For web yes, not this spell though. http://i.imgur.com/dxuZFBZ.jpg
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This isn't really fixed. http://i.imgur.com/lm94CeY.jpg
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Playing DA:I Cleared My Doubts About Engagement Mechanics In PoE
Cubiq replied to Gairnulf's topic in Backer Beta Discussion
This is what i currently feel as well. The per battle abilities aren't usually good enough to help with disengaging. You need to rely on per rest abilities to hit multiple enemies and they usually take time to execute, so it's currently easier to just heal through the damage, since you're going to waste a rest ability anyway. -
I disagree since i think Sensuki still hit the nail on the head with this post, but everyone is focused is on the flame war: This is currently my biggest problem with the engagement mechanic atm, and i think it's a valid one. The mechanic is balanced for you to be able to stand face to face with all enemies without requiring to move, so why would you move? To save someone from the back line? Then I will argue that if you're currently trying to save your character with any type of CC abilities, or by eating disengagement attacks, then you're doing it wrong. Not only will you most likely use more resources to do it, but most of them have a chance to fail. You will get through the fight much better if you initially just heal through the damage and dps enemies down. Which makes healing from the beginning the most secure option with the least amount of wasted resources. There's really no tactic in this, it's just a mmo tank and spank mechanic with heal spamming. This needs to be fixed 1 way or another.
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Oh i misunderstood then. I thought you wanted it to occur more. If your defense is equal to the enemies attack they get a 5% chance to critically hit you. I can't really crunch the numbers since i would need to count how many crits i would take for the duration of several fights. It's hard to count because you can get debuffed (ironically by a knockdown) which can increase the chance of them scoring a crit so the numbers could be off. But you're right. The knockdown and several other abilities are currently a no-brainer.
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The based damage can roll from 12 to 22 That's what 12-22 means It's not a subtraction.
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Then make a thread and explain why it would improve the game. I'm indifferent about it atm. As for the druid form, the bear has higher Damage Threshold (DT) than the cat. I think the forms are a bit unbalanced tbh.
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From my experience the tank is already very useless on the offensive since they usually keep getting interrupted by 2-4 people around him. If they kept getting knocked down as well that i think it would feel even worse. Though i'm not sure what you mean by the knockdown being cheap. If it's cheap then wouldn't you want it to occur less rather than more?
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There is also a section for character creation http://pillarsofeternity.gamepedia.com/Character_creation You can find the druid forms here Also forgot to mention, no wizards will get no spell such as Minor Sequencer I think i remember the developers saying this.
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Playing DA:I Cleared My Doubts About Engagement Mechanics In PoE
Cubiq replied to Gairnulf's topic in Backer Beta Discussion
I can only confirm that what Sensuki said is true. I played the mod and from what i've seen what Gairnulf describes doesn't actualy happen. I think this is completely dependant on how the AI is programmed. Currently it isn't so. Also the kiting. You can already do what you described in the PoE beta. Pulling 1 by 1 and using disengagement hits to kill things. Luckly on hard you pull more enemies. -
There should be a disincentive to getting KO'd
Cubiq replied to Hormalakh's topic in Backer Beta Discussion
I know this is just me hopping on the IE games band wagon again but i agree that it currently feels very very weird for my character to get knocked down and then the enemy just leaves him. In the earlier betas the enemy did actually try to kill your fallen characters. Not anymore. Again, a band aid solution to a **** mechanic? -
Sensuki's Suggestions #030: General UI Suggestions Nov 2014
Cubiq replied to Sensuki's topic in Backer Beta Discussion
You can use the console command to forcefully rest anywhere anytime (even during combat) without any mods. It makes testing a lot easier. Just open the console command with ` key, press enter and type Rest -
I never complained about pausing, Magniloquent did. And you are absolutely the only one on the forum that has said that combat is fun. Sorry it isn't, you are an anomaly.
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Your idea of fun is to play the game as passively as possible from what i've seen, so i don't even get why you would have an issue with it since you would be able to play absolutely the same as you have now.
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Then i guess we'll just have to agree to disagree. Like i said i tried Sensuki's mod and the combat actually became fun at times, so i do believe that the engagement has a lot to do with it. And i guess i can only hope others will feel as well when it's done.
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You again removed the point where you turn disengagement hits in to grazes so i'm confused if they are in or not. And do the attacks have lower or normal accuracy? I have a fever so i'll just end it here. So you will do absolutely everything just so that someone somewhere, won't win by kiting, even watching everyone standing still mauling at each other and spamming healing at the back, even though sensuk's mod with abilities can prevent that. You don't need to create a massive list of abilities, since the majority are already in the game, you just don't notice them since you usually can't move. Also a lot of enemies have higher running speed. I think you mentioned that this could cause more pausing, but if you look at IE games and PoE you can see that you need to pause more here so i don't think that's really the case. The combat isn't fun, and i don't see how this will really fix it. It will certainly be even more annoying if i have to watch my tank make stagger animations every time i try to move him for better spell positioning. Also how will this prevent the enemy from trying to walk right past your character then? I assume that the AI won't change? So combat will still be dictated by the first 2-3 seconds of gameplay? I won't even go in to it again how it's not even worth using abilities at the moment to try and save someone, rather than just heal through the damage and dps them down. I've tried Sensuk's mod and i feel combat is so much smoother with it and even fun at some times. I'll just leave it to Sensuki to finish his mod and release it. The only problem is that the AI isn't programmed for it and will appear quite dumb and unable to switch targets efficiently.
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Sounds like one of the most annoying abilities i would ever encounter in the game to be honest. It's there just to prevent you from moving. Since you gave it an accuracy bonus that would mean it would nearly alway hit right? Then wouldn't it be easier to just to disallow all movement until all the enemies surrounding you are CCed? Yes, it would work and all i can retort with is, i really dislike it. I think turn based games would have more movement than this. (i think they do so now as well with the current mechanic to be honest) Also didn't you suggest giving it a cooldown, in the upper post? So won't people who play on normal just walk away, get staggered by the disengagement attack, and then walk away again while it's on cooldown. A graze is hardly bad on normal difficulty.
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No, you didn't really fix anything with this. With that much damage it still makes moving around for tactical repositioning ALWAYS a bad idea. You're going to have to waste a heal every time you do it. And i already explained 3 pages back why you can't balance the mechanic by making the damage lower. Because you either make the engagement pointless on normal or you didn't fix anything on Path of the Damned Also being able to disengage without the use of abilities makes combat even less tactical than it's "trying" to be now.
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Or just throw boulders
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Well a lot of monsters already do have a faster running speed than the player. Like beetles, lions, spiders. Ghosts are slower but they have ranged attacks. As for the humanoids they can use the same CC against you. The ogre can be kited though. Maybe they can gave him a roar that can aoe stun?
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I actually really like that soundtrack. I hope it's from Justin Bell, the same guy that makes the music in game. The start feels like the inspiration from icewind dale music which i really like.
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No it's called "**** design by Shevek" You actually really are trying to only affect the normal mode, which makes your argument against Sensuki completely irrelevant then, since all you came up with then is "they will probably fix it"
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Have you actually tried playing Path of the Damned? Because you would need to nerf it so much across the board if you want it to affect the other game plays at all that it would become irrelevant on normal. If you're trying to affect only the normal mode then that's just a **** design, you haven't actually fixed anything. And you can already disengage on normal without much difficulty if you pop some simple abilities and get the disengagement talent.
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Ok i "think" i get it, but one of the clever (i use the term loosely) things that Josh was trying to do is not actually affect the damage of the mobs at all from easy-normal-hard. Just the number of mobs to set the difficulty. Probably roleplay consistency or something. From what i know they won't really change that. I don't know what exactly you wish to achieve with this. From what i can tell you're trying to create a more passive gameplay (assuming from your video), which i don't really think will help with making combat more tactical.