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Cubiq

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Everything posted by Cubiq

  1. ...is incorrect. No it's true and i already pointed it out why. You came up with the idea to nerf damage based on number of mobs, since this is somehow equal to more damage, even though it isn't since it affects other things, like if 1 got through your front line to attack your weaker character then you would have an easier time escaping since it's only 1 enemy that's actually attacking him and you balanced the damage so you can run away from several more mobs.
  2. Not all encounters have more mobs on hard. So you're suggesting that when more mobs attack you they deal magically less damage, and when an equal amount attack you, they deal more damage again? Wat? Not by a long shot.
  3. No it won't. That would only work if mobs did more damage with each difficulty not if there are more mobs. They do equal damage on hard and normal. You already need to use them and it's working like ****.
  4. I really don't think nerfing disengagement attacks will work very well, because you can only really balance it to 1 difficulty. If you balance it on normal then it's not even going to work on path of the damned and vice versa. Probably not even going to work on hard since you will need to disengage from more enemies. I would rather they fix the active abilities so that they are more reactional and reliable.
  5. Edit oh crash to desktop I'm inside it atm, no issues.
  6. What problems are you guys having? I've never had issues with the temple
  7. Just ran the game, yep he's missing on normal. Perhaps this was added in the newer versions, since i was also surprised when you pointed it out on the video.
  8. Was it any easier to play with the monk than other classes? It does seem to be a bit OP atm.
  9. Yeah i agree it does, but i feel a LOT would need to change, like increasing the reliability of CC and the speed of it's execution. I just don't feel like you have much of a chance at the moment at using abilities to help disengage, since a lot of them are hit dependent as well. It's easier to just heal the damage. However increasing the reliability of CC can also backfire as your own tank or back line character can get CCed easier. Also i really hate it if you just brute force the disengagement mechanic. If you lower the damage so you can just walk away from it then why have it there in the first place. It's certainly not going to stop kiting, as already shown by Sensuki.
  10. Shevek actually has a argument. You're here just for your personal vendetta vs Sensuki. Please kindly **** off.
  11. I don't think that's really going to change much. You're still going to brute force through it. So instead of using the heals on your weaker character you're then just going to use them on your tank instead now. This is assuming they make heals weaker or made back line character even weaker so that you can't just heal through the damage and dps them down.
  12. It's not like that. The problem i find on hard is that it's either boring play where you know how 80% of the battle will work at the start. Or it turns in to a tedious task of trying to save your companions with brute force like spells like withdraw and heals and trying to burst down the enemy before they kill someone. Using tactical play like CC to effectively reposition your tank and save your party memebers is just too unreliable since it reqires multiple rolls of luck to work and the length of execution is too long.
  13. @wafflebum if all else fails use a monk. Give him high might, accuracy and constitution. Give him the starting talent that gives him fire damage on his attacks. And give him the stunning blow talent when you level him up. Make him tank one of the enemies so that he takes some damage, then stun them and let the party focus fire it down. Since he is stunned a lot of hits will be crits. Also once your monk takes some damage his attack power will skyrocket. I was grazing for 45 damage.
  14. Your fighter being dead in the next few seconds is what you can expect if you disengage from 3+ enemies. Yeah those "What Party Will You Make" threads were before the first beta came out and you'll find you have a lot less choice on who you will have in your party than in IE games because you are locked in place and entirely dependent on your armor and healing to survive damage. (if you don't want to play so that you will need to rest after nearly every encounter) If they actually fix the AI so that they don't just attack the first thing they see you will absolutely need a fighter as a tank, since he's the only one that can engage at least 3 enemies otherwise most of them will just pass by. You will absolutely need a priest, to heal the damage. You will absolutely need an off-tank or 2 if there are more than 3 melee enemies. And you will "almost" absolutely need a ranged damage dealer, since the combat allows you to do preemptive damage. If they balance the numbers so that you don't need this kind of composition, then having it will simply be overpowered. However if they allow tactical retreating, then you have a lot more room on how much healing you get and who takes up all the adds. The potential it has is removing any sort of tactical positioning, like aligning the enemy to hit easier with spells, the use of actual CC that are already in the game since most will have no effect if you don't move. And as mentioned above, the diversity in party members.
  15. The engagement mechanic can't work unless you leave the AI to be as thick as a brick like it is now. All they would need to do is walk around the fighter while he is already engaged by someone else and you are screwed since the fighter can't turn around and help. If you do, you can risk getting your fighter killed. If they made the disengagement attacks so weak that the fighter can get away, then what's stopping the enemy from simply walking past your front line as well? And if you are okey with leaving the AI to be this stupid then why do you need the engagement mechanic at all since they already flock to the first person they see and completely ignore the back line?
  16. I'm don't really want to have the biggest bulk in the middle of the screen. That's where the combat is, so if they went with that, the ability popups would need to be a lot more compressed.
  17. To see how well the buffs actually work. As it turns out they are absolutely ****. I think if you use all of your spell slots for buffs and chain cast them, wear armor and a shield, they should at lest be as sturdy as a fighter. Currently it's just not worth casting any sort of defensive self only buff in this game.
  18. They are also pretty useless as Tanks as well as i just found out. Wore BB wizard armor with BB priest shield mig 10 con 16 dex 16 per 10 int 7 res 19 Started combat with Arcane Veil (talented) on and tried to chain cast all the buffs from strongest to weakest. I didn't even get to the 3rd spell vs Medreth before i got killed.
  19. If critters are near where combat is taking place, the enemy will think the critters are a strategic target and attack them with spells and melee.
  20. There are quite a lot of places where this spell has issues with the terrain. I decided to go around at random and cast spells to see where it usually bugs out. Unfortunately it's near impossible to tell when it will work correctly or when it will go ape**** when you're casting it at the wall since it's so bugged. However i did find at least 1 bug that you can easily reproduce. If you try casting a lightning bolt up hill it will nearly always bug out. Here are some examples: I didn't really check thoroughly but i found 1 place where the spell has some massive issues, including the preview line of the spell getting cut off. There's also 2 bugs i noticed that i can't reproduce, but hopefully others will now be watchful of this: The spell consumed 2 spell casts for no reason. Here's also a video of how the spell got put in queue and triggering simultaneously with the second cast. (I actually think this would be a cool mechanic that could be put in the game) Edit: I just noticed this happens in this video as well. If you pause really quickly you see that 2 spells shoot out at once.
  21. Yeah you could have nuked everybody, including Medreth, with the aoe spells since Withdraw also protects you vs spell damage. It doesn't stop poison or bleeding effects from being applied though.
  22. I guess that's what i get for never going lower. I just counted the bonuses from 10 up and never really checked what the full tables actually were. Edit: I checked the tables now, and i probably will still leave it at 10 the next time i play, mainly since i feel like it's the somwhere in the center of the default stats. 7-8 seems to be the minimum you can get away with before it goes the other way. This is just a preference for roleplying If i was minmaxing i would go lower anyway.
  23. I'll write 1 class per post over time. Fighter Might: I stay away with from this stat as a fighter, mainly because there is already a BB fighter in the group with 22 might. When i make a fighter atm it's purely a defensive one. Also i feel like i would be gimping my self if i tried to go for a damage dealer as a fighter. Rogues do a better job. Also i do use a shield on my fighter so i'm really not expecting anything from damage. Constitution: I go around mid range with it 15-16. While more health is always better as a defensive fighter, i think it's better to save some of the points for intellect for deflection bonus. Dexterity: Leave it at 10 Perception: This is a usefull stat for knockdowns that help mittigate additional damage when hp get's low that's why i use it as a third stat and dump everything right after intellect. (i can't remember how much of it is usually left atm.) Intellect: I usually go around 16-18 with intellect, for the bonus deflection Resolve: Leave at 10-12, so that i will be able to execute a knockdown at least somewhere in the time vicinity of it's use. I'm not really a power game (on single player games), so i don't do min maxing, if a stat is useless, i usually leave it at default. Even in IE games i never go lower than 10 on any stat, if i wanted to max useful stats, i just kept rolling until i got a high enough number.
  24. I hope they do something like this, it should normalize the damage a bit. And looking at the Intellect section of the reply, it looks like they still have no plans to implement a mechanic that allows you to lower the size of the AoE circle. As long as that's the case, the +AoE% increase will be a very poor stat for any class that isn't a Priest.
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