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Bazy

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Posts posted by Bazy

  1. True it's rubbish compared to their casting but you can spec to have one of your party focus on melee to make it more than effective. 

    No. It's just plain rubbish. Shapeshift lasts about 10 seconds, it's not very powerful. And you LOSE all of your stats from your gear when you shapeshift. It makes you LESS powerful.

     

    For an especially absurd example, you can have a tanky druid with 90 deflection and 12 DR. If you shapeshift to Bear form (the tank form) your stats go to about 30 deflection and 8 DR. 

  2. Well, in my opinion, the status after you reached 0 HP is a problem. I would give this status for a downed, and just permanent death when you reach 0 HP. You kill your opponents, right? And your characters are just "tired", "downed" "injured", or "bored" or "whatever"? Irrealistic imo. And you should not be able to rest more than once/16H (unless you have some violent sleeping drug oO), or be healed just by resting (yeah, i got impaled 3 times yesterday, but after a good night resting, i'm ok! oO). 

     

    1. You have the option to be either 1) killed at 0 HP or 2) maimed at 0 hp, and then killed if you don't rest before reaching 0 again. 

    2. On a practical level the system doesn't work any differently than for your enemies. If one side full party wipes = game over. 

    2. Resting =/= Sleeping

     

     

    Regarding the OP, it's not a bad idea. 

    • Like 1
  3. They are inspired by the Infinity Engine/D&D Druids. They are very similar (in terms of spell gain and a lot of their spells too). They are Druids in this sense, but personally wished Obsidian would've done something more with them. Or that they will do more with them.

    They were.... Spiritshift used to last the entirety of combat, and wildstrike used to work all the time. This was a step in the right direction....

     

    But now spiritshift lasts like 10 seconds. The shapeshifted abilties are still weak. And wildstrike only works while spiritshifted.

  4. Well, technically in this game, druids and priests are pure casters rather than being hybrid classes.

    Spiritshifting is supposed to be THE hybrid mechanic of all hybrid mechanics. Theoretically you should be able to shift into whatever form is most useful depending on the situation. 

     

    However spiritshifiting is terribly under-tuned so druids just end up being powerful jack of all trades casters that don't do anything else. 

     

    I'm actually suprised more people don't seem to notice that druids in POE are not druids. They are wizards. Wizards without blast :/

  5. I also think that one handed weapon style may not be very good. I only ever use two weapon fighting or two handed.

    Shields are also underpowered, I think because the medium and heavy ones reduce your accuracy too much. A while back I recommended -3 and -6 instead of -5 and -10

     

    I agree that Arcane Veil is terrible. Making it per-encounter would  be better, but then it would trivialize other defense spells. So dunno what to do there.

    If you do go 1H... Not sure why you would, but if you did, the talent helps a lot for making up some of the loss. (~20 accuracy)  Which makes it mandatory. Which makes it uninteresting. 

     

    Wizards have a number of good defensive spells without crappy veil. 

     

    I would say shields are overpowered when it comes to defensive stats, and too punishing when it comes to offensive. In general the game doesn't encourage hybrid builds. It seems to be all offensive or all defensive. 

  6. Noticed that wizards dont get the veil automatically any longer and has been replaced with arcane assault as a starter ability. I would very much like to get a choice between the two on first level.

     

    Any out there who have a thought on this also?

    Yes you should be able to choose. But both are awful as per rest abilities. 

  7. Wizard can change around Grimoire pretty much whenever, so you can tinker - although you don't have the full arsenal available every battle admittedly.

     

    Chanter and Cipher are more limited, true, but they've got a different, more hybrid feel to them, having to build up to their spells rather than playing like pure casters. Versatility seems like an intended strength of the other casters.

     

    Druids/Priests are the prototypical hybrid class. Yet wizards have more limitations than they do. Versatility should come, for example, from shapeshifting in and out of different forms. Not from being able to cast 50 different spells. 

     

     

    Generally druids use their aoe on group pulls, and on the occasional tough fight use their other spells. But for the vast majority of their time they stand in the back and auto attack. This doesn't seem like versatile gameplay. It appears that because druids are such strong pure casters, that spiritshifting currently sucks.

  8. I would recommend Into the Fray be buffed/changed because currently it's nigh on useless.

    Agreed, the disengagement thing was silly and the range is too short to be very useful. 

     

    About knockdown... It is strong, but seems fine because Fighters don't have any other abilities to bring to the fight. 

  9. I need to do a lot more testing when I have time but... In additional to what has been said by Sensui and Sock

     

    1. Druid: Spiritshift/Wildstrike is bad. The duration is super short, wildstrikes only work while spiritshifted and require 33% of your talents points. Bear is especially bad... the damage reduction is 8 DR... wizards have more powerful/longer lasting defensive abilities than that.

     

    2. Wizard: Blast: Too strong. Makes wizards autoattack too powerful. 

     

    3. Wizard: Arcane Veil: Terrible. Per rest is absurd. 

     

    4. One Handed Weapons: Not sure but with DT/DR changes seem to underperfom compared to 2H weapons

     

    5. Potions: Need to be balanced: Healing for 100 Endurance is ridiculous

     

    6. Scrolls: Need to be limited somehow. You can turn a rogue into a powerful caster that can spam spells. Or you could equip each member of your party with +33 AOE heals... lol

     

    7. Shields: I hate using shields but they are mandatory if you want to tank. Shield with the talent ends up being a huge chunk of your deflection/reflex. But as soon as you equip a shield your dps is non existent for a number of reasons. And there is no point in trying to pick up dps talents to offset. 

  10. The thing about choosing spells as often there are a group of no-brainer, all-around useful spells and the more situational spells just don't end up getting used at all. Having access to all of them gives you more versatility, as well as letting you tinker with different strategies than you might otherwise never bother with.

    You can make the same argument about wizard, chanter and cipher. I don't feel the need to "tinker" to be a very good justification. Tinkering should come from a new game and creating a different playstyle. 

     

    An RPG is supposed to be about tradeoffs and meaningful choices. A better way to add spells is to give the player the option to have more spells available for a tradeoff somewhere else. (Ie talents)

     

    Ideally you would be able to create a druid with 50 spells or 0 spells. Depending on how you want to build them. Right now there is no choice. All druids just stand in the back and cast spells. 

  11. Druids and Priests have far too many tactical options.

     

    At level 12 Priest and Druid will have 50+ abilities to choose from. It doesn't even feel like a class at that point. And removes tactics because they pretty much do everything. 

     

    And because they have become such powerful casters... spiritshift is complete trash... again. 

  12. Might -Same


    Con -Same


    Dex + Reflex Defense


    Perception + Deflection Defense


    Intellect +Will Defense


    Resolve: + Fort Defense


     


    I'm gonna find someway to mod this in. 


     


    Regardless, people are making attributes way too complicated. They should be super simple and straightforward. Most of the proposals I see are a cluster**** of numbers. 


  13. With talents it seems like there are 2 options...

    1. Mandatory Offensive Talents

    2. Mandatory Tank Talents

     

    Everything else is just gimmicky or niche. Which is not necessarily a bad thing. 

     

    On a sidenote, I really like the World of Warcraft way of doing talents where you have 3 mutually exclusive choices per level. 

     

     

     

     

     

    Also, Blast OP = Ranged Barbarian. By far best talent in game. I remember on my first beta playthrough my mage dominated overall damage just from blast alone. 

  14. I know probably way too late for this...

     

    But it adds so much to be able to choose which spells you have available rather then have them all thrown at you. Ability selection is a big part of RPGing and replayability.

     

    Chanter, Cipher, Wizard all have this well implemented. Druid and Priests have 9 thrown at you every two levels.

    • Like 1
  15.  

    If the talent don't give some kind of passive/modal/per encounter generally not worth it.

     

    Anything per rest is pretty laughable. Envenomed Strike is a tough call, but it got nerfed pretty bad. 

  16. General:

    Dangerous implement... I hate talents that make you take more damage. Let alone do damage to you. 

    Hold the line

    Graceful Retreat

    Wound Binding

    Field Triage

    Arms Bearer

    Runner

    Quick Switch

    Shot on the run - you have to move to recover faster... wat?

     

    Druid:

    All wildstrikes - only work during short duration spiritshift

    Bonus spirit shift - duration far too short

     

    Wizard:

    Arcane Veil

    Grimoire slam: Cool ability, just not worth it

  17. Oh, and still have it degrade with hits. Maybe it lasts 15 seconds, and gives you 30DR vs. physical damage types, and that goes down by 5 for every hit you take. Just as an example. Adjust numbers as you see fit.

    Mirrored image already does that. 

     

     

    They could just swap arcane reflection with arcane veil and that would actually fit the purpose and lore.

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