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Cubiq

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Everything posted by Cubiq

  1. Yeah happened to me twice as well. After i did some damage to them they became red again.
  2. What exactly do you guys mean when you say you don't like the new skill/talent system?
  3. The spells visual effect now seems to move with the position of the character. However it does NOT change position of the actual effect. For Instance the Priest Warding will still be there where you first cast it. Except it will now be invisible. As soon as an enemy steps on this invisible spot, they will receive damage and be given the visual effect show below. Same goes for the web spell (and probably so other i haven't tested yet.)
  4. Yes they seem to be universal, my fighter has it as well.
  5. Seriously? Which class has this talent? On a side note. tested the engagement mechanic. Still no safe zone, you get hit by a disengagement attack the moment you move. Also the enemy just managed to perform a knockdown attack on a disengagement attack. How does that even work??
  6. I can't tell is this a genuine bug, or just an intended joke made by developers. http://i.imgur.com/D3wvH57.jpg i'm not sure what's it for
  7. hmm i'm not getting the bug with the white square leafs falling down. Works fine on this machine.
  8. Just to point out, your game sound is too loud compare to you talking, can't hear what you're saying. Although the bugs were noticeable enough in this video so it wasn't a problem.
  9. Well obviously i still prefer the one i proposed in the other thread i made. The mobile sticky mechanic. Everyone is still glued together and still requires escape abilities to run away, except you can move around the battlefield a bit. (Well at least 1 class can) I'm not too keen on just lowering the damage of disengagement attacks, because the damage still adds up if you keep moving. So how do you balance the overall damage? The developers would then have to balance it around their prediction on how many times are you going to move during combat? So if they do that, what happens when you manage to position nicely so that you won't have to move at all? The battle will be cakewalk because you will barely be taking damage?
  10. Although i don't think Sawyer said it personally it really does feel like kiting is the bane of his life. Engagement mechanic + no attack recovery while movement + a lot of the enemies being faster than you I think that if we ignore the kiting "problem" they won't even consider it. (hopefully not)
  11. Yeah i saw the video of the random delay in movement. I get what you mean.
  12. I think the reason that kiting worked so well in IE games is mainly because the weapon speed was bugged. You usually need to run in circles for kiting to work and since the enemy literally cuts corners they eventually do catch up. However it was made so that even if they reach you, they usually wouldn't swing immediately. And even if the did manage to perform a swing animation, if your character was already running away again it would instantly miss. I think that if they fixed that and made it so the moment enemy reached you, they would be able to score a hit, you wouldn't be able to get away with so much.
  13. Huh? You mean in PoE? Enemy's movement speed doesn't prevent them from re-engaging you now. And who's allies, enemies or yours?
  14. Soo what stops the enemy from just re-engaging you when you are recovering? Sounds like you would need to implement a completely new turn based system for this to work, not just a round system like IE games have. I don't think there's much chance of that. Late in development and all that.
  15. Let's wait for the next beta release, currently too much is unknown whether some things are actually intended or not. I would be happy if you made this thread again after a week of testing the next build. (if it drops from the first page)
  16. Well like Doppelschwert said let's see what the next beta version will bring.
  17. I agree with Sensuki on this, yes you don't have to micromanage your positions during combat, because the enemy just attacks the first thing they see and then they stay there, so you have an easier time holding the line. So do we just leave the AI this simple? I'm kind of not happy with that And if some make it past you need to rely on spells like Withdraw which are really unbalanced. ...graze you mean? Well there's still the problem with the unlucky roll. If you just rely on making them graze most of the time, then won't there come a time where they can still crit? You will still get instantly KOed if you hit on that unlucky roll. I think just a flat out damage reduction would be better if they went with this. Also will it be worth it? You will take more damage, so you can do more damage in return? Won't this more or less even out in the end, making it not worth at all?
  18. Yep you were right Sensuki, i was wrong, i'm sorry Doppelschwer. There is no damage increase in normal vs hard. I'm having a bad day so i didn't play very far and didn't reach the cave. Does this damage spike happen on normal as well? http://i.imgur.com/hyAQlHn.jpg
  19. Ok i'll do a playthrough on normal when i get home to see the difference.
  20. I admit i didn't actually test very much on normal difficulty? What do you mean better enemies? But there were a few times that i played on hard where if i had 60-70% hp on my fighter and decided to cast a buff with my priest instead of a heal, he got killed before i could finish my next spell, though i don't remember where it happened. I do remember also getting critted by the cave spider with the gaze attack for 140 damage that 1 shotted my fighter. I think i got a screenshot of it at home. I thought the damage was so high because i'm playing on hard and the damage was increased.
  21. That's exactly what i'm trying to tell you, it's not enough. You're underestimating the damage on Hard difficulty. The accuracy of the enemy also increases in Hard dificulty. You will be instantly killed if 3 out of 4 attacks are crits. It's an unlucky roll and you die. Defender mode that gives you +5 deflection isn't going to save you. And i'm talking from the assumption that you have full stamina, which you obviously won't have. Trust me the damage isn't something you can laugh at, you need to be ready to cast healing spells on hard difficulty even without getting hit by disengagement attacks. I'll point out to this bug i noticed in the first page of the thread, which i then reported: http://forums.obsidian.net/topic/69026-loadsave-power-buff/ This is probably a big reason why everyone was complaining that the game was too easy in v301 on Hard difficulty Well i'm not saying you should be able to walk away. The 50% speed reduction should still make you get hit by the enemy (if we fix the kiting problem, with sensuki's suggestion) and you will still need to use knockdown and such if you want to run away and stop eating damage. Just now you should be able to reposition the enemy first so that you could use something like a cone knockdown. (assuming the knockdown will actually work even if it hits)
  22. The problem is the damage, the free extra hit they get, not the stagger effect. If you look at the the screenshot i posted before you will see that the beetle hit me for 23 damage with a simple normal swing. So you have a minimum of 2 opponents that can hit for about 23 damage on average. (there's no reason to reposition if you only have 1 opponent) So each one hits you with an auto attack for 23 damage so thats 46 damage. Plus 2 disengagement attacks that would also do around 23 as normal damage, so thats together 92. So 92 damage that you can get under a second on a heavy armored character with a shield. Even if you have full stamina you will get floored in the next 1-2 hits. You just can't heal that damage that quickly. And this is against simple trash mobs. If 3 of those attacks are crits you're going to instantly die even if you have full stamina. I know you're dismissing it because it's on Hard difficulty, but why make a talent or implement a mechanic that can't be used with Hard difficulty or above? The Hard dificulty will have more opponents (and smarter AI i think), so that's exactly where you would need this mehcnaic. Not the other way around.
  23. Cheers man! Guess i really did highjack the thread if you're calling it "my" thread now Well there's a reason i'm going for such an easy ability to use. You will see that some people on the forum have also been complaining about the high maintenance of each class during combat, as they already have lots of abilities that you can and have to use. And i agree with them. Even though the AI is fairly stupid now you already have quite a lot to do controlling 5 characters (+ 1 more when you will have a full party) For instance there is already a level 1 druid spell that can knockback (not knockdown) enemies, so you could theoretically use it to slightly reposition the enemy. It doesn't push very far though. Yet it's very difficult to use and most of the time just isn't worth it. There are a lot of other useful spell you could use if you want to waste spells. It's even easier to just nuke enemies separately as they at least will go down faster individually and stop doing damage to you.
  24. I just noticed in the videos that i posted that the damage of the Stone beetles has changed from piercing to crushing damage after the reload, which is weird.
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