Bazy
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Posts posted by Bazy
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Wizards are pretty horrendously squishy. I don't think the HP divide between classes needs to be quite as extreme. It's a bit of a mixed message when the game's like "want to wear the thickest armor known to man and wield a halberd, as a Wizard?! THAT'S TOTALLY FINE! Just prepare to inherently still go down in about 3 hits, and also suck at casting! 8D!"
Fighters, Barbarians, and Monks can inherently be better frontline combatants than Wizards without Wizards being made out of balsa wood. Ideally, I'd leave the majority of Health and the like to stats and something akin to traits. You can always give Wizards some kind of penalty, like a defense penalty for each additional foe who's attacking them simultaneously or something. So, maybe you can make a Wizard who's pretty good, actually, at 1-on-1 melee combat, but when others start joining in, you're going to want to get out of there (even if it's like 3 "wussy" foes, because they'll be collectively a bigger threat to you than to another class.)
Casters should be friggin' scary. Not "as long as I can thump him before he kills me, I win!"
Later on wizards get some pretty strong defensive spells. Not sure its worth it though.
But I agree the Heath/Stamina divide from Wizards and Priests to other classes is very noticeable.
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Wait till you get to chanter. So broken right now.
But you only need 2 to complete destroy everything at the moment with thrice she was wronged.
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Translating people's names and location names is really idiotic, this is something that often happens in localized games (mostly fantasy games) and it's one (of the 1000s) reasons I never play games in my native language.
Eg. did you ever listen to someone talking about the city Liverpool in a foreign language and calling it: "Piscina di fegato" "piscina de higado" "piscine du foie" or whatever pool of liver translates in your language?
While translating proper nouns can be a bit odd it's also very common in the real world.
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Infinite playability comes from 2) a well made base game with a variety of trade offs/choices and 2) Mods
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I see this as a semantics argument. We know that we don't need a rogue in PoE. But do we know for a fact that we don't need rogue skills in PoE? Because that's what we're really talking about.If I make an All Wizard party in PoE, and I decide not to give anyone points in Mechanics or Athletics, will I run into a wall? Will I find myself locked out of whole swaths of the game? Or will it be exactly the same as it was in the IE games when you don't use a thief (ie. inconvenient but still totally doable)?
This is such a good point. In the end you need mechanics the same way you needed thieving in IE games. Though the health/endurance system does alleviate part of it. And you do have the choice of which toon to pump mechanics on.
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This seems more like a min/max scenario rather than a Roleplaying scenario.
Back in the day of Baldur's Gate, people pretty much just roleplayed the game.
This is partially an RP issue. If I want to RP as a mercenary it seems odd to have a +lore bonus. Or If I want to play as a pure stealth class with no +2 stealth options.
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I'm confused they specifically said they were not going to do this...
"Loot in IE games (and PE games) is typically hand-placed with very little randomization involved. I.e., it is not systemic."
I abhor random loot tables... especially with odd results... a scroll of minor missiles (410 cp) in a barrel... what? This is skyrim style silliness
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It appears that the Widowmaker spider poison effect applies all of its damage upfront even though the debuff indicates a DOT
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Nothing explains why a manual save would make you quit the game...
I'm gonna assume technical reasons.
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But I mean are we able to do two enchants on a weapon and then done forever?
So we better be damn sure they are the enchants we want...
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You cannot open combat with this. Does not seem to affect friendly npcs.
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Nothing (hits, damage, or killing blows) of this chant is being including in the "records" tab.
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Hard to test this completely without more mats available....
It seems like you can do 2 enchants per weapon/armor... And then no way to overwrite those... or am I missing something?
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Power outages. Computer crashes. etc...
Just because I'm playing in Ironman mode doesn't mean I don't want to save my progress in case **** happens.
You don't need more than one save for that. You just need it to save often. Like the new XCOM game. In Ironman Mode, it saves after every single thing you do, pretty much. So, if your game crashes (I've had that happen), then you've only missed out on like a minute of gameplay that you have to redo, because you've still got your last save.
Yah that's what I was hoping for with being able to quicksave. Without a quicksave/autosave option you have to manually save... which I rarely do. And when you do so in Trial of Iron it boots you to the main screen.
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Ive noticed like 4-5 athletics is a 90% reduction...
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The fatigue mechanic is not well explained. It doesn't have a "cyclopedia" entry. Athletics kind of does.
-As far as I can tell, like in the IE games, after a certain time limit your character will get a "fatigued" debuff. Such that you need to rest to remove it.
-There is currently no way to tell how close you are to obtaining the debuff.
-It is also possible to get "fatigued" from scripted interactions when your athletics is hot high enough.
Is this correct?
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I'm pretty sure that is the "you are fatigued" effect.
What if only one party member is fatigued?
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If it allowed you to save whenever, it wouldn't be Ironman.
That doesn't make sense. You already can save anywhere. You just can't quicksave.
Or can you only save in certain locations...? cause that would be awesome.
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Are... uhm.. are you being serious? It's kinda hard to tell, honestly.
It's.. It's Ironman Mode.
Power outages. Computer crashes. etc...
Just because I'm playing in Ironman mode doesn't mean I don't want to save my progress in case **** happens.
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What's this about?
435 Discussion
in Backer Beta Discussion
Posted
Bug report this.