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cmergler

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Everything posted by cmergler

  1. Sounds like a good plan! I think I will follow this, too.
  2. I would like to remind you that the attributes have been changed since BB v392 and you do not get accuracy from an attribute anymore. Regarding 1H and 2H weapons you only get the additional accuracy (it is +10 now I think) if you only equip one weapon and no shield. A 2H will swing very slightly slower but deal a lot more damage on a hit usually.
  3. I think this is a bug of the Breastplate Armor, I believe I had it as well when I equipped the BB Wizard's plate on the BB Priest.
  4. Regarding Quality and Mass Appeal I would like to remind that we backers funded the game (or at least most of it) by paying money way in advance when nobody else would (same for those that backed Wasteland 2 or bought it at least way before official release). So I think it only fair that the backers' interests would have more weight than appeasing the gamer mass market. Games that do the latter only get bought as GOTY version with all DLC at half price sale, as far as I am concerned. In my opinion PoE seems to turn out really nice, I cannot wait to finally play it, and so far I consider my money well-spent.
  5. Mhm, actually one more class on top of the 11 we are going to have might be ok, and something mechanics related is certainly better than another kind of pure melee class or such. The question is, how flesh it out without just giving it the same things all the other classes have anyway? And of course without going against the background and lore of the game? I mean, crafting can be done by anyone at the moment, if the Backer Beta is any indication. You just need the recipe (not sure if those are gained automatically from levelling or if they need to be found), some ingredients you pick from the wilderness, loot from monsters or buy in a shop, and an amount of money. Then clicky-clicky and you have your potion or scroll, or your existing armor or weapon has that nice extra damage or such. So maybe expand the crafting stuff to grenades that need mechanics instead of lore to use. Even a party without the new class would be able to craft and use them, e.g. a high mechanics skill Rogue could most likely use grenades pretty well. Restricting certain crafting to special classes is opening a new can of worms, not sure if I would like this. So what kind of class skills or special talents could the proposed new class get? Maybe something to improve damage, AoE, accuracy of the proposed grenades? Perhaps some skill/talent that improves damage especially with firearms? We do already have general talents for ranged weaponry (like more penetration, more damage, faster reload for guns and crossbow types). I expect this might be where your idea with the adra could come in. Actually, I just remembered in the Beta the BB Rogue has some traps on her. I wonder where we will be able to get them in the game? Can we actually craft them ourselves or do we need to buy them from a merchant, like grappling hooks and camping supplies? Maybe the new class could indeed have a special crafting option to prepare the different kinds of traps and perhaps something more in between encounters? Some abilities to use in encounters would be nifty, too, I just cannot think of one right now (and no turrets that plop down out of thin air, plopping down an already crafted something like the traps that are already in the game are of course an option). With something I mean a broader selection than only turrets. Perhaps some kind of animated warrior? Considering that the game release is imminent all this is of course for the expansion, so perhaps we can come up with a nice concept before the expansion planning gets too far ahead.
  6. If I am not mistaken FoD sticks until weapon gets changed or encounter ends? Have to take a look (talking about v392 bb here). Also LoH is 1/encounter, in case people still think of the old versions.
  7. We will find out on thursday I guess.
  8. Well, there are already some types of traps in the game, as well as some talent or two relating to their use. I could imagine some kind of blackpowder grenades could fit in, like the magic scrolls but using mechanics skill instead of lore. Regarding turrets or such I am pretty much against them, I do not think they really fit into the game lore and such. Perhaps instead something like the Animated Armors that I believe are around from the ancient times, just freshly re-invented? A class with special boni for firearms seems a bit too pidgeonholed for my taste, since all the other classes are mostly free to choose from all weapons (ok, maybe except wizards with their pre-disposition to implements and Blast). So all together I do not think this suggested class a good addition. Maybe if it can be fleshed out suitably to fit into the game lore. And definitely it would have to come with the expansion or at least a later big patch, maybe if the game will be selling extremely well. With the release in two months there is simply no time to include such an addition.
  9. Actually you could combine two of the wishes/suggestions made by other posters and show how you upgrade a companion's unique armor or weapon by crafting. Two birds with one stone!
  10. Also we expect to only get one more Backer Beta update, so spending $25 might not really be worth it at this time.
  11. I cannot really say just how fast two-weapon style is compared to a single weapon, I never really bothered to compare yet. Also this stuff has been tweaked a lot or fixed maybe as well as far as I read, and our current Backer Beta is from around Christmas, hopelessly obsolete. The base accuracies from v392 have been actually from 15 to 25 at perception 10 and first level, depending on class (I got curious and checked all 11 classes). Druid, Priest and Wizard had 15, Barbarian, Chanter, Cipher, Paladin had 20 and the others 25. But in v392 perception would bump up accuracy, and the low acc classes usually could make good use of a healthy dose of perception. Actually perception was so helpful overall that things got changed already and accuracy is not be adjustable by stats anymore. Until we get the next BB update I have no idea how it will be. Edit: I just did a little experiment with the BB Rogue, who has Two Weapon Style talent: 1 fast weapon 1 strike/2 secs 2 fast weapons alternate strikes, strike each about every 2 secs 1 normal weapon 1 strike/3 secs 1 normal, 1 fast weapons alternate strikes, take maybe 3 secs or slightly longer, hard to tell 2 normal weapons alternate strikes, not sure if they take 3 secs or maybe slightly longer 1 2H weapon 1 strike/3.5 secs or such No idea how it is with a character with lower dex and without the style talent, but I think I read somewhere the style is supposed to give a 30% speed increase?
  12. 1H weapon and no second weapon or shield gives +10 Accuracy. The weapon style talent for 1H weapons converts some grazes to hits, giving better damage, IIRC. I think it works globally on 1H weapons, even when using shield or a second weapon, not sure about that, though. 1H weapon and shield usually reduces accuracy depending on shield size (-5 Acc for medium shield, -10 Acc for large shield I think), while raising deflection, again depending on shield There is a talent to give more deflection and also more Reflex for this weapon style. I believe the talent for two weapon style is supposed to give faster attacks when equipping two weapons, not sure if it is working as intended yet (as of BB v392). Characters attack first with one and then the other weapon, I did not really compare speed. Two-handed weapons deal a lot more damage per hit usually, getting better through armor with high damage reduction. The weapon style talent gives +5 Deflection while using such weapons. Edit: Oh, and of course the big 2H weapons are supposed to be slower than smaller 1H ones.
  13. Crowd-funded-independently-developed-computer-role-playing-games-Besserwisser These days lots of english words are used in Germany, especially with regards to computer stuff. Edit: another try: Crowd-funded-Indie-Entwickler-Computer-Rollenspiel-Besserwisser
  14. I think Triage and/or the self-healing talent could be somewhat useful, like when just one party member has dangerously low health. Still, so far I rarely picked it, and class talents or some offensive ones are usually the way to go. Actually it would be rather nice to get additional talent picks restricted to Utility talents, maybe only every few levels?
  15. Most likely they will need a day or two to get the new BB ready, so I would not expect it before wednesday or maybe thursday. As it is quite a few lead devs just came back from Pax South or maybe are still in travel. I would expect they need a bit time to regenerate after that and also to see which build gets branched off to Backer Beta. Then the actual branching needs to be done, too.
  16. The green points are indicators for Endurance, and the shortening line indicates Recovery (time to next action). I hope I got that right [Ouch, was already answered ]
  17. The Weapon Focus talents got changed a bit, so each weapon only is part of one talent.
  18. Regarding combat log I am actually fine with how it is, sitting on the side and easily pulled up over the whole height of the screen. I would actually be pretty much annoyed if it would get forced into the center, and also if the option to pull it up would be cut.
  19. This sounds like a nice feature for the expansion! A whole bunch of crickets with the "Adra Cricket of Eternity" as the Boss Fight!
  20. Could be. I rather suspect plenty of bugs in [392] are already fixed in the newer builds, but better post them anyway in case they got overlooked.
  21. In [392] it actually gives +6 Accuracy. No idea how much it is in the newer builds.
  22. [Description of the issue] "Deep Faith" bonus does not get applied! [DETAILED list of steps to reproduce the issue AND what to look for] 1) Start new game with a Paladin character 2) Level up your Paladin and select "Deep Faith" when you get the opportunity 3) Check the numbers for Defenses, the entry for "Faith & Conviction" and its tooltip on the character sheet 4) Notice that the defenses get improved as per level-up additons and per regular "Faith & Conviction", but the additional bonus from "Deep Faith" is missing. While being correctly displayed in the "Faith & Conviction" tooltip the entry in the Characte sheet only show the values for regular "Faith & Conviction", too. [Expected behaviour] "Deep Faith" should give bonus to Deflection, Reflex, Fortitude and Willpower!
  23. Indeed, getting taught by another cipher or maybe finding out through experiments seem the only ways that would make sense for ciphers. Chanters instead seem quite disposed to search old tombs and stuff for information.
  24. So druids and priests gain all their respective spells at level-up, while wizards select some at level-up and can learn others from found grimoires for a fee (and maybe get spells in shops, not sure about that). What about chanters and ciphers? As far as I have seen in the BB they are able to select some spells at level-up like wizards do, but I found no other means of expanding their usable seletion. Will they be able to find additional spells as loot or maybe buy them in a shop?
  25. Sounds like the Obsidian people have their hands full at the moment, and I cannot blame them if we have to wait until next week for the next Backer Beta update. I admit I am feeling quite itchy to experience the progress that has been made since the last version, though. Keep up the great work, devs!
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