Jump to content

Harlath

Members
  • Posts

    41
  • Joined

  • Last visited

Posts posted by Harlath

  1. I'm personally not a fan of +1AR/+1 Penetration for enemies on Veteran, as it changes the symmetry of mechanics that applied to me in Veteran: both enemies and the player are playing by the same rules. Indeed, this is generally a point Obsidian have made in both Pillars 1 and Pillars 2, noting that it is only PotD that alters opposing stats.

     

    That said, I'm glad it is an easy switch with mods for those that it appeals to even if I take the opposite side and counsel against this change being the default on Veteran. :)

    • Like 1
  2. Seems the bar to obtain the Sanguine Greatsword is higher than the rest… will look into it!

    Both Blackened Plate Helm and Blackened Plate Armor can be looted by killing the Quartermaster in the Fampyr/Undead "castle" in the island in the South-West corner of the map.

     

     

    Cheers, look forward to hunting those down.

     

    The Sanguine Greatsword is NE of Crookspur, in the NW sector of the map but much further south than Nemnok's Island. :)

  3. Am I missing something with the Whispers greatsword? It has some nice abilities, but it does less damage than my unenchanted greatsword. What the heck is the benefit over reforging the Blade of the Endless Paths?

     

    Good question!

     

    Whispers of the Endless Paths looks like it does lower damage, but can do a lot more as it rolls two attacks against its original target - the normal attack plus an AOE (the latter of which can hit other enemies too). A quick field test should demonstrate both the "double hit" on the original target and the AOE.

     

    Hope this helps. :)

    • Like 1
  4. One way of addressing this might be to slightly accelerate the pace at which multi-class characters get access to abilities of a given power level, but to still cap them at power level 7 access? This would let them use more of their ability choices on interesting mid level abilities while keeping the highest level abilities for single class characters. :)

    • Like 1
  5. Adding my voice to the others here.

     

    I was playing on Veteran and the fight was still very difficult indeed - I had to cheese it by drawing the Titan away.

     

    Multiple Greater blights using scirocco makes for a fight that goes from "under control" to "everyone taking damage and essentially stun locked, unable to respond" in alarmingly rapid fashion.

     

    Both that ability and the number of greater blights might be an issue. Ability is generally manageable, but only because other packs only include one greater blight at a time. Might also be an issue later in the game if there are packs with multiple greater blights.

    • Like 1
  6. I like the Keyword use with abilities, makes things transparent. However, as noted above by others +1 penetration makes it difficult for players to see and judge the impact of during play. I think it might be better to give a small % damage increase, similar to Pillars of Eternity.

     

    Also thumbs up for adding more passive abilities and giving players more options on how to build their charcters! :)

  7. BB4 felt much better than the previous beta versions, particularly the introduction of passive abilities. A sprinkling more of these might be good, and perhaps tweaking a few to have more transparent effects (the various +1 penetration elemental traits might be easier to understand for players as a straight small +% to damage?).

     

    - With the extra abilities for single class characters, I wondered if dual classed characters could get access to power levels at a marginally higher rate than at the moment, without quite catching up with the single class characters and still capping out at power level 7?

    - The pace of ability use/combat feels a bit too slow now. Armour penalties are a bit too onerous and recovery times a little too high. This isn't just a "pace of play" preference - it also makes the game feel a little clunk and limits your ability to respond to changing conditions (damage, characters being charmed etc). Getting closer to Pillars 1 in this regard would be ideal.

    - For a number of classes/abilities "Power Level" doesn't really do much, as noted above. Appreciate tweaking this is difficult, but it means for some classes "Empower" is almost always just used for getting extra abilities, removing a potentially interesting tactical option.

     

    Keep up the good work Obsidian, thanks! :)

  8. Seconding both the general concerns above about recovery times being too slow, particularly in heavy armour, and the specific concern on armoured grace being nerfed.

     

    Long recovery times make the game unresponsive and reduces fun - your PC might have just attacked/cast a spell, prompting an epic wait to be able to use a potion/rapid recovery/spell to respond to changing conditions elsewhere on the battlefield (for example, if an ally is injured/charmed etc). I'd much prefer things to be closer to the pace of Pillars 1.

     

    The combat slider doesn't really help here, as this is a balance/fun issue rather than a "style of play" preference.

  9. Enjoyed diving in to the beta so far. Clearly a product of love and care, so the below is intended constructively!

     

    First impressions:

     

    - Characters feel far more samey due the loss of the Universal Talents. This removes much of the fun/creativity from leveling up and creating characters. Adding my voice to similar feedback from a number of other players. Multi-classing alleviates the problem to an extent, but missing out of fast/top tier abilities just to have some character build choices is a shame and multi-classing still doesn't have the breadth of talent choices that POE I had. There were all sorts of interesting ways you could build characters in POE I (explicitly noted by design a few times as something they were keen on), it would be a shame if this went away. A page of general options would be fun and fit the existing system.

    - I think there should be an indicator on level up screens of how many selections you can make on that level (matters for multi-class characters, can tell from whether "Next" is grayed out or not but nice to have a number).

    - I'd like an option to have text instead of symbols for conversation options unlocked by disposition/background/class. It will be hard to remember the wide range of symbols.

    - I've not made my mind up on the Penetration system yet, need to test more.

    • Like 2
  10. I agree that characters feel far more samey due the loss of the Universal Talents. This removes much of the fun/creativity from leveling up and creating characters. Adding my voice to similar feedback from a number of other players. Multi-classing alleviates the problem to an extent, but missing out of fast/top tier abilities just to have some character build choices is a shame and multi-classing still doesn't have the breadth of talent choices that POE I had. There were all sorts of interesting ways you could build characters in POE I (explicitly noted by design a few times as something they were keen on), it would be a shame if this went away. A page of general options would be fun and fit the existing system.

    • Like 1
  11. Hey guys!

     

    Heres an update on the issue. The mod is working as intended. Since all of our damage multipliers are additive, you'll add the Crit (+50%) and then add Annihilation (50%) = 100% damage.

     

    Hope that clears up the issue.

    Thanks for the update Aarik D!

     

    I've tested things and they're working fine with additive bonuses - apologies for any players I panicked unnecessarily and your other testers.

     

    Sorry again and thanks to you for your clear communication. Keep up the good work.

    • Like 3
×
×
  • Create New...