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Matt516

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Everything posted by Matt516

  1. I think DR was always in, it was just never mentioned. Because the math never added up before, damage was always a bit lower than damage roll - DT would predict. Or it could just be an unrelated bug that was fixed in the same patch DR was introduced.
  2. Different UI elements for backer npcs is a HUGE nope for me. It's incredibly immersion breaking. This should be at the very least a toggle in the options menu.
  3. With the speed people run and the recovery and reload times, no way you're ever getting an extra shot against a closing enemy even at max range.
  4. So limited AoE is OK, but fighting with bows is out of the question? If I'm not mistaken BB Fgihter has an Arbalest. WTF are you talking about? He's saying that Fighters have crappy base Ranged Accuracy, therefore Ranged is really not a good option for them. Which is true. You can build a ranged Fighter, but it's going to be inferior to a ranged Ranger pretty much every time. The Fighter class is designed for the front. That said, I still don't think PER is a bad option for Fighters - even though Range is a bad stat for them, Accuracy makes up for that. So IMO the design goals do not fail in that instance. Actually, might want to check out character creation in the latest patch as they've either accidentally forgotten to give ranged and melee accuracy or they rolled it all into one stat thus normalizing the baseline accuracy the classes get. That aside i'd still give the arbalest to my Rogue right now. I'm just happy the combat log is finally starting to make sense. I did kind of suspect last patch that armors had some sort of DT % reduction due to lore on mobs. Still, would it be too much to ask to not have 1 handed weapons *not* totally suck . 1st part: Hmm. That would be odd. Not sure if I'd like seeing those two split up, though I can understand why they'd do it I suppose. EDIT: Actually I might like that. Will have to think on it. Would be good to know if it's intentional or a bug. 2nd part: The % reduction actually doesn't hurt 1H weapons at all. It doesn't favor any weapon persay. The flat reduction is what really kills you.
  5. I mean... The PoE Fighter is not the D&D Fighter. While I also think having a Ranged specialist who is not the Ranger would be nice, I don't think it has to be the Fighter by any means. Do any of the classes have a base 20 Ranged bonus? I don't remember. If there are any, that's a good secondary Ranged specialist right there. EDIT: Cipher does. There ya go!
  6. It gives them a bonus when using ranged weapons. Just because ranged weapons are underpowered, it does not mean it is nothing. It's not about ranged weapons' power, it's about the inherent Accuracy boni and abilities Fighters get (or don't get in the case of ranged). The Fighter class is not designed to do well with ranged weapons - therefore counting "Range" as a good combat stat for Fighters is silly. Again though, the argument is moot because not every stat attached to every attribute has to be useful for every class - just every attribute as a whole. Range is bad for Fighters, but Accuracy makes up for it. Why are we still talking about this?
  7. So limited AoE is OK, but fighting with bows is out of the question? If I'm not mistaken BB Fgihter has an Arbalest. WTF are you talking about? He's saying that Fighters have crappy base Ranged Accuracy, therefore Ranged is really not a good option for them. Which is true. You can build a ranged Fighter, but it's going to be inferior to a ranged Ranger pretty much every time. The Fighter class is designed for the front. That said, I still don't think PER is a bad option for Fighters - even though Range is a bad stat for them, Accuracy makes up for that. So IMO the design goals do not fail in that instance.
  8. Yes it does because range is not a combat stat that is useful for all classes and builds and therefore fails to meet the system design goals. Recall though that the design goals were regarding attributes, not just any combat stats. Range isn't useful for all classes, but Accuracy is. And again, the goal wasn't for all attributes to be useful for all builds (AKA archetypes), but for all attributes to be useful for all classes. It's an important distinction.
  9. True, but they can be built to primarily deal damage, or to take damage, or to support, or some combination. If you take those 3 "front-liner" archetypes, you won't find a single attribute that isn't useful for at least one of them.
  10. Exactly. And remember to distinguish between classes and archetypes. All attributes should be useful in some way for all classes - but that doesn't mean all attributes should be useful in some way for all archetypes. The first is an admirable design goal and a huge improvement over D&D, the second is impossible to achieve (at least without a lot more effort than its worth).
  11. [Description] Inventory doesn't show my weapon when I open the inventory screen. Unequipping and reequipping fixes the issue. [Reproduction] Start a New Game Create a character (I made a Fire Godlike Barbarian with the "start with a greatsword" culture) Open Inventory Observe that weapon isn't shown [Expected Behavior] All equipped items should be shown when first opening inventory. [Notes] N/A
  12. [Description] With the "Weapon Ineffective" auto-pause option turned on, pause occurs when it should not (when DT has not reduced attack to minimum damage) [Reproduction] Turn "Weapon Ineffective" auto-pause on Have one party member attack another Note that game frequently pauses even when DT did not reduce attack damage to minimum [Expected Behavior] Auto-pause should only occur when DT has actually rendered an attack ineffective (i.e. minimum damage). If minimum damage is not currently the criterion, it should be vastly clarified in the Options menu as to what the criterion actually is. [Notes] N/A
  13. [Description] The savage endurance tooltip has way too many decimal places: [Reproduction] Start a New Game with a Barbarian Charname Level them up to receive Savage Endurance Mouse over Savage Endurance [Expected Behavior] Should only show 1 decimal place at most [Notes] N/A EDIT: Should be Savage Defiance!! My bad.
  14. [Description] When I attack BB Fighter with a Greatsword, the normal DT of 12 is applied instead of the slash-specific DT of 18. Also goes for the % reduction. [Reproduction] Start a New Game Attack BB Fighter with a slashing weapon (I used Greatsword) Observe in the combat log that his armor is using the DT of 12 instead of 18 [Expected Behavior] Heavy armor should use DT 18 vs Greatsword slashing. This could be due to Greatsword actually using best of slashing/piercing (I'm not sure if it does that or not), but if so the wrong type of damage is showing up in the damage log. So bugged either way. [Notes]
  15. [Description] When opening the character sheet, Charname's character sheet is part her own and part BB Fighter's. It has her attributes, her skills, his portrait, and his talents. [Reproduction] Start a new game Make Charname start hitting BB Fighter* Open character sheet Observe that it's all jumbled Switch characters to BB Fighter by clicking the arrow Switch back to Charname's sheet Observe that BB Fighter has taken over part of the sheet *Don't know if this is actually necessary or not. [Expected Behavior] Charname's character sheet should show her own full sheet. BB Fighter can stick to his own sheet. [Notes] What Charname's sheet first looked like: Switching over to BB Fighter's: Switching back to Charname's: ... BB Fighter.... that bastard. EDIT: My Charname is a Barbarian. So those are definitely BB Fighter's talents.
  16. [Description] Wizard's cloak is entirely white in main game screen: [Reproduction] Start a new game. Finish Character Creation. Observe that the back portion of BB Wizard's cloak is glowing a radiant white. [Expected behavior] BB Wizard's cloak should be this color: [Notes] Loading the game seems to fix this issue. Hence the second screenshot.
  17. Having piles of stuff in the stash shouldn't cause slowdown unless there is something very, very wrong with the way the stash is coded. More items in the game world, on the other hand, could eventually cause slowdown. Not that I don't think we shouldn't have a drop option (though I can understand why they didn't include it and I'm ok with it if we can still get rid of stuff in the stash somehow)... but slowdown from large piles of stuff in the stash should not be a concern.
  18. Yeah, Deflection is weaker than Accuracy and AoE is just plain weak. INT is UP now. But the attribute system is much better than it was before.
  19. Can we get rid of unwanted things somehow though? It'd be nice to have some way of doing that. If everything is sellable, golden. If not, I might have to take issue with this "no dropping things on the ground" business. Especially not with a flimsy excuse about it messing up save/reloads. These guys are professional game devs - they can figure out how to make items droppable on the ground without screwing up save/reload systems.
  20. Thought that since we typically just talk about the things that are still wrong, newly wrong, or just wrong in each build, it'd be good to have a thread detailing fixes we really like in each new build. Not to say that constructive criticism isn't good - IMO it's 90% of what we should be doing. I know I'll have a huge list of pet peeves, bug reports, etc coming over the weekend. That said! Let's take a few seconds to mention the fixes we really liked. Even if it's just little things. I'm sure the dev team has been working very hard to get all these implemented, so let's give them a bit of a pat on the back. I'll start: BB Fighter no longer shaves his manly beard when donning his helmet The health status "pips" look much more fitting with the general art style of the game now The math in the combat log mouseovers makes sense now!
  21. Well my thinking was that they might want us to bump old bug threads if they're still happening. Just in case they think they'd fixed it.
  22. Just a quick question - do you QA guys prefer that we make new threads for each build (tagged [301] or whatever the build # is) or that we simply bump old threads?
  23. Someone might check to see if this is still going on..
  24. Keep it up, you guys! Thanks for the updates leading up to the patch. Looking forward to trying it out. Prepare for feedback.
  25. Little tip, Magnalicious - if you want people to take you seriously (especially as a non-backer, since we can't assume you've any prior knowledge of the game and what it's about), don't title your post with the ludicrously hyperbolic "The game looks and feels abysmal in every way". It starts you off from a position of ridiculousness and puts the burden of proof on you to change that. If you actually care about having your concerns addressed and not dismissed, take a more measured tone.
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