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Cubiq

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Everything posted by Cubiq

  1. I'm not really a fan of interrupt mechanic working on melee :S Since it can affect nearly everything, i think it works like a short duration stun with diminishing returns that requires no special ability to execute. I also feel like it tips the balance of power way too quickly in combat. Once one of the enemy is dead the rest quickly get overwhelmed, since your free character can now do aditional damage as well as interrupt others, preventing them to retort. I don't think it's very noticable right now because the enemy can 1-2 shot you, so the intensity of the combat stays okey near the end of the fight. But once this gets toned down, i think it will make combat too 1sided near the end.
  2. This paper i mean, or post or video or whatever it is.
  3. Sensuki, do you remember which post talks about your interrupt mechanic? You mentioned it in the OP and i want to see what you guys came up with.
  4. Will this be only the beta content? I am hoping you guys might post some video of the playthroughs. I know there are rtards that will judge your playing skillz, but I'm really interested on your way of approaching combat. I approached combat in this game similar to how i do in IE games, that's why i would actually like to see someone play the game that knows how the developers envisioned playing it.
  5. I have a theory i would need to test, first. I've seen my mages's spell damage sometimes skyrocket versus certain opponents, and i think it has to do with hitting enemies with the right type of spelldamage. I remember critting a spider with Jolting Touch by +60 damage. And i also remember critting one of the humans with minor missiles by 25 damage on each missile, so around 75 damage in total. So my theory is that this is what the wizard will excel at. Able to adjust the correct damage versust the correct enemies targeting their weakest defenses (deflection, reflex, fortitude, etc.).
  6. If i remember correctly the point of the wizards was that they would be the class with the most diverse spells, at the expense of having spells slightly less powerful. Perhaps wizards are currently underwhelming beacause they are still missing most of their spells?
  7. I'm not sure i'll be able to do anymore testing so i'll just add 1 more review. Based on my experience of playing sensuki's mod, i found out that running away without the engagement mechanic, won't be as easy as it was in IE games. A lot of monsters have higher running speed than you and will eventually catch up. PoE also doesen't have the mechanic of being able to run away during the enemy's swing animation, so when they swing they will make a hit roll regardless of how far you are when it ends. This means you will be taking damage if you are constantly running in circles. (This includes enemies that have the same speed as you) Also versus humans you will find yourself stuck or slowed by movement imparing spells/abilities preventing you from running away, which is something i never even bothered to notice until now with the engagement mechanic removed.
  8. Locks like something that can easily be painted over.
  9. Haha i think they actually went too far with it. They even have the same bugs as in bg2. I noticed the bug where the circle around your party member turns in to a destination circle (the one with 4 arrows pointing to the center of the circle) and you can't get rid of it. That annoyed me to no end.
  10. To get through the crystal shard spiders, just send your tank forward, cast the priest level 1 spell Withdraw on him and watch the AI kill himself with it.
  11. I find most of my pausing mainly comes from anticipation of high damage spikes. Since you can't run away (or use knockdowns, since they are so slow) you need to be pretty fast with that heal.
  12. From what i've gathered, this has something to do with buffing/healing spells. I've noticed that when the enemy dwarf priest cast a buff spell, or a heal spell, it can hit your party as well. No benefit effects will be given to you only the spell visuals will appear like they affect you as well. This can cause the enemy circles to become green.....sometimes.
  13. I have a feeling combat log is very clumped up because the damage is so consistant. Nearly every swing shows damage and it fills up pretty quickly. They painted themselves in to a corner with this one.
  14. Well i find spellcasting to be the horrible part, not so much the spell design. I think they came out with some pretty nice ideas where certain spells have cone, circle or line shape area effct, yet it fails in execution since it's so hard to reposition in this game. From what i've seen they made casting time really short so that casters wouldn't be 100% useless (although it's pretty close atm) when engaged and used recovery time to balance the power of the spell. Which you end up with the game feeling like it has rounds again where casters stand still like they are waiting for the next round to begin. There's no feeling of an epic spell being cast since they are all so short. So not only do i feel like they failed in removing rounds, i feel like they also removed the "cool" part of visual spellcasting.
  15. *sigh* There's always a clueless smarass.First of all i was intentionally prolonging the fight as much as possible. Because the whole point of the video was to cplump as much of the fight in to it as possible. The point was exactly to show the use of some kiting where you can quicly prolonge getting killed by moving around a bit until you get healed. I was also trying to capture on videos where they can use cc to prevent you from running away. I got plenty of videos where you can kill the enemy in seconds if you use correct spells like the Warding Seal, but that's not the point of the video. Second of all why i was pausing so much is because there is a monk that can 2 shot you in 2 seconds, and i still don't know why and when he can do that. Along with the rogue that can sneak attack crit you for 64 damage. If you screw up in rolls you can die in a second.
  16. Then make an actual effort instead of just moaning about other people's ideas. What you think in "theory" happens on the battlefield is a lot different than what's currently happening in beta. If you want to disprove anything anyone mentioned, then post some game examples on why you think this should work like this and show examples. It's exactly people like you who come with these "theories" like: "this wouldn't happen in real battle" without actually backing it up in gameplay that screwed up the game so much.
  17. Yeah on path of the damned he does +100 damage if he gets a clean hit. I have a video where he drops 3 of my characters in 3 shots I think he activates some kind of ability.
  18. The problem is they didn't really fix it. They just removed it completely. Which also removed quite a bit of tactical combat. This is also one of the reason why combat is now mostly decided in the first few seconds. Since movement barely works after that. The combat without the engagement mechanic is surprisingly balanced. Not completely but, but a lot more than i first expected it would be. They already fixed quite a LOT of "problems" that i read some people had with the IE games just by adding CCs like Knockdown, movement impairing strikes and similar things. (I'll explain in more detail what i mean by this later.)
  19. Cheers man Thanks for reporting and saving me the trouble. Note to developers: I was using Sensuki's mod that removes the engagement mechanic that's why you might find this video strange, however i can confirm that this also happens without the mod. I have a video without the mod, but i don't think it needs uploading since it shows the same thing as here.
  20. Yes that guy is really bugged atm. Most of the time he will teleport to your wizard at the back and just stand there or cast buffs/heals/cc.
  21. Don't worry this already happens, except you don't actually notice because your characters are already standing still, because of the engagement mechanic. (i managed to get some videos with your mod where i got cced, couldn't run away and got killed.)
  22. Some of the spells are a bit unbalanced and can actually make fights a lot easier. The Warding Seal level 3 priest spell does some insane damage, if you leave the enemy on it. Just killed Medreth on Path of the damned with it, with starting gear.
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