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curryinahurry

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About curryinahurry

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  1. Thank you to the OP for the analysis; I haven't had much time to play the beta, but it seems my impressions line up with the analysis and what others are saying in this thread. Let me ask a corollary question to those reading and commenting on this thread that may have been asked already in some form: If we allow for greater granularity in the system by creating higher values for armor/ deflection, penetration etc.; does it make sense to go to a totally percentile system? One where all numbers denote a 1% change in determination? BTW, I am asking this question regardless of whether we stay with the POE 2 system or go back to POE1 (which is unlikely)
  2. This seems to be the simplest, most straightforward solution.
  3. To build on this comment, is the idea of determining where the 'sweet spot' in the level range should be (levels where the game is challenging and characters feel sufficiently powerful), and to simply ensure that a large portion of the game occurs in that range. If the game is going to take us up to level 20, then it might be the goal of the game design to make the sweet spot between levels 10 and 16. Thus levels 1 to 10 have a steeper power curve and levels 10+ it begins to flatten out a bit. That seems to be counter logical, but if abilities are now going to be more closely tied to time/ disruptibility, then the powerful feats/ spells can be tuned to that system. In doing this, the game can be designed so that critical path gamers can finish the game at level 12 and power-gamers/ completionists can finish at level 20, yet the end game scenarios remain relatively challenging for all.
  4. Fair enough. Those areas were a drag at times. Then again, perhaps a 15-level dungeon was destined to feel like a drag a some point. So you're suggesting that we only need trash mobs at lower levels? I could sort of get behind this, but then I could also see players complaining about later dungeons feeling "empty". Cheers More of a sliding scale; Lower levels could be 5 to 1 Trash to Set piece encounters Mid levels 3 to 1 Upper levels 2 to 1 One of the things that feels great in games like this is when you get to really unload everything in a single fight; and when that is necessary to get through the encounter. At upper levels, that type of encounter design lends to the feeling of characters being powerful. That is why trash mobs tend seem more tedious at end game; they just serve as an unnecessary distraction/ resource drain (that and wanting to get on with the story). I would rather have fewer, more complex fights; especially as the game gets towards its latter stages and the plot starts taking on more importance.
  5. You just answered your own question; trash mobs have some values at the beginning of games which diminishes as the game wears on and the player gets more skilled. At upper levels, one can incorporate new skills with a half or quarter of the trash as at lower levels. Cheers,
  6. Hard to tell without seeing equipment, but check what the combat log says, as it will display the actual attack calculation with the correct accuracy. There have been bugs in the past with the character sheet UI displaying incorrect numbers
  7. ^ If I remember correctly, to have both a greater field of vision and to show more of the environmental art on screen. Josh sawyer made a few posts about this early on in Development.
  8. @ Anaeme The guy you're quoting is stating that knockdown hasn't effectively changed; not that it's effectiveness is in question. Also, the way this person has built his fighter, by dumping Intelligence, makes any abilities like Knockdown pretty useless. If you build a DPS fighter with high Intelligence, it's easy to crit Knockdowns for 10+ seconds. Combine the -10 deflection from prone, with + 15 from Disciplined Barrage, and you're looking at 3-4 attacks with a 2-hander with a +25 attack. That likely means at least 2 additional criticals. Most enemies won't get up from that.
  9. Chanters still get spells, they just don't get Vancian casting. If you want to play a melee rogue, you can dual wield stilettos (better DR bypass than daggers). But you can use pretty much any weapon and deliver plenty of damage. Melee requires careful positioning and a bit of micro as rogues don't take punishment very well PoE is not an IE clone, you need to learn game system and plan your characters accordingly.
  10. Chanter is the PoE equivalent of a bard (ninja'd). Chants can buff and de-buff (enemies), chains of buffs lead to invocations which are best used for summons but can also be used for spell like effects like charm, damage, etc. Chants don't have huse AoE so they need to stay pretty centered in the party. They can be built as either ranged, back line or off-tank with reasonable dps. Rogues take a lot of micro management, but are excellent damage dealers. Ranged rogues are great with casters or frontline that can create hobbled, prone or other status effects. Melee rogues are trickier because they go down pretty quick, but can do loads of damage. key thing to remember about PoE is that attributes are important but less so than talents/abilities. How you choose to build your character through level progression (and equipment) will effect the it a lot more than the starting stats
  11. My point is that the game developers can't and shouldn't try to anticipate gameplay that either goes to extreme lengths to ensure a fully loaded party; whether those extremes are trudging back and forth to an inn (what I would consider meta-gaming) or changing the rules (using Mods or cheating via console). The people who post on this forum represent a very small fraction of the people playing the game. Currently, the IE Mod on Game Nexus has been downloaded about 54,000 times. That represents about 7% of game owners +/-. Not every one is using the mod to rest spam, but even if they are, that is a fairly small number. I think people posting here tend to forget that the discussions on these forums are significant to, but not definitive of the overall gameplay experience of most owners. Your tax example doesn't really apply here because finding loopholes in taxes are still within the rules of the system, and yield a real tangible good. Mods basically re-write the rules (not applicable) and meta-gaming, while sort or what you are describing, is a whole lot of extra work just to be a a bit stronger; and not necessary to winning the game...in other words, the is no real extra benefit. Your tax analogy is more appropriate to power gaming and building uber characters. BTW, I'm not at all a fan of the current spell system, and this discussion is largely the reason. If they had really wanted to institute a Vancian derivative system for the 3 caster classes in question, they should have more closely followed D&D 4e which has both per encounter and per rest spells from level 1. Better still, as KDubya just posted, is to make all casters work via a form of resource usage, but the nerd rage when people suggested mana or cooldowns, or resource building was overwhelming.
  12. One thing I want to clarify about the whole rest spamming complaint I have been seeing on this thread and other threads. The camping/resting system is designed to work around the concept of attrition in line with the difficulty setting the player chooses. Thus the lower levels of difficulty (easy/normal) are set up to have copious opportunities for the player to rest. At the higher difficulties, resource management is meant to be a significant strategic factor. Thus, if you are playing on Hard/ POTD, you should be able to progress through the game using the camping supplies you carry/ find in any area you explore. If you need to rest spam to get through these difficulty levels, whether it is through mods or slogging back to an inn, you are playing on a level that is too hard for you (or deliberately altering the game to make it appear easier than it is intended to be). Either way, that play style isn't something the designers can eliminate in this type of system without making everything completely per encounter. I won't comment about whether that is the direction they should have gone in or not, but I will say that they really have no reason to design the game to accommodate those that will meta game or outright cheat to make the game easier for themselves. BTW, I do agree that the 3 original classes are the most interesting in the game, and I hope that Obsidian gets a chance to develop an original IP that moves further away from the old IE games.
  13. ^ There will still be per encounter spells. They are just tuning the balance by allowing access to 1 per encounter spell at level 9, which will be separate from the spells in the per rest system (but not new spells). I assume that after level 9, such spells will accrue at 1 per level and new spell levels available every other level (level 1 spells at ninth level, level 2 spells at 11th, 3rd at 13th, etc.). It brings the Vancian casters more in line with the 4E D&D versions that was the inspiration for the game's class design.
  14. I never play non-human, non-male characters in any genre of games. Of course that is your right, only problem I see is that a 3 gun build will leave you with a fairly mediocre dps build at higher levels when you face tougher enemies. Darguls for example, have 300+ health. Even a crit oriented build likely won't even take one of those down. If you want to go in that direction(with a human), a chanter is probably a better option as what you give up in damage you can make up for in additional abilities and chants, including the one that allows you to reload faster. As to your other point; yes, you can interrupt with Arquebuses, but arbalests are a better choice.
  15. That is likely the pathfinding, not AI, but yes, it is pretty hilarious to see one of your characters walk around half the map to attack the enemy. There were a few Raubritter fights where my monk was all the way on the other side of the map trying to go around a wooded area. Bringing back on topic...I wonder how hard it would be to have enemies switch to ranged weapons if they can't get around an obsticle? Not an option for monsters that only have one form of attack, but at least fighting Kith would be a bit better.
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