Bazy
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As another comparison... Fighter's vigorous defense... Vigorous Defense Arcane Veil +20 To ALL defenses +25 Deflection Per Encounter Per Rest 15 Seconds 10 Seconds
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1. There is wide range of enemies on the BB. It sucks against all of them. 2. There are a number of other mage abilities that are more effective at that and will keep you alive longer. That don't require 2 talent points. 3. Not sure how that is relevant. The benefits of AV shouldn't depend on whether you wear armor or not.
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Priest, Druid, Rogue all have immunities
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[435] Defences are not properly lowered from low attribute scores
Bazy replied to ushas's question in Backer Beta Bugs and Support
16 = 13 (-3) -- 17 = 15 (-2) 2 18 = 17 (-1) 2 19 = 19 (0) 2 20 = 20 (0 ) 1 21 = 22 (+1) 2 22 = 24 (+2) 2 23 = 26 (+3) 2 24 = 28 (+4) 2 25 = 30 (+5) 2 -
That makes so much more sense. But I listened to it again... still sounds weird.
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It is known. Talents that affect abilities are very buggy in this build. They also mention it in the developer meeting video they posted.
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[435] Defences are not properly lowered from low attribute scores
Bazy replied to ushas's question in Backer Beta Bugs and Support
I don't see what the problem is. +10 Might = 10 Fort +9 Con = 9 Fort 10+9 = 19 Am I missing something? -
1. You can't run away... automatic disengagement attacks. Grimoire Blast would be far better for this. 2. 50 Accuracy is fairly average. A number of enemies in beta have 80+. You only get 2 per rest you want to save it for them. 3. Would you actually consider using 1/3 of your talents points in the game to use arcane veil? 4. Wizard's cannot afford to be hit or crit. Endurance for a level 4 Wizard is 60. That's 2 hits from a powerful enemy. (~4 from an average enemy). Lions for example hit for 60. You have a better chance of survival with a number of other mage spells. Let alone one you invest 2 talent points into. Look at is this way. Wizard's start with 10 deflection. Fighter's start with 35. The class difference alone is equal to Arcane Veil. If the veil is so powerful, then Fighter's and Paladin's must be godlike since they start with +25 deflection over a wizard. Essentially a Permanent Arcane Veil. How can you consider a spell powerful when all it does it make you equal to the base level that other classes have standard. Arcane veil should make you immune to physical damage except for firearms. And to require 33% of your talent points is absurd.
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sending out props for the beta testers!
Bazy replied to Falkon Swiftblade's topic in Backer Beta Discussion
Did they really? -
"Their long reload times are considered a liability in battles against foes that are too monstrous to drop with a single volley, foes that fly or move at high speed, and foes that have the power of invisibility. Despite this, some individuals do employ firearms for one specific purpose: close range penetration of the arcane Veil, a standard magical defense employed by wizards. The arcane veil is powerful, but it does not react well to the high-velocity projectiles generated by arquebuses and handguns. As a result, more wizards who previously relied on the veil and similar abjurations have turned to traditional armor for additional defense. http://forums.obsidian.net/topic/60438-update-5-souls-technology-and-adventuring-companies/
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Defensive talents.... maxing out resolve and perception for deflection... hatchet and shield.... Items slots for deflection items... At this point your wizard is a just a low endurance tank. The whole point of arcane veil is so you don't have to turn your wizard into a tank to be able to take a few hits. And your reasons are just more support for my argument... switching to a shield and hatchet (which everyone can do) gives MORE permanent deflection than Arcane veil which lasts 10 seconds. And your not taking into account getting flanked or knocked down or any status ability that is likely to come from a low fortitude wizard getting punched in the face. You are way better off with a priest or druid granting complete immunity to the wizard.
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Sounds like radio static.
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I have the solution: Might -Same Con -Same Dex + Reflex Defense Perception +Deflection Defense Intellect +Will Defense Resolve: +Fort Defense Boom. Perfectly balanced with tradeoffs and everything is viable. You are welcome.
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That is unfortunate. That was always part of the fun of coming back to "base."
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That's fine. But why can a person be able to craft something they can't use. It's like someone building a computer from scratch who doesn't know how computers work. A rogue with 0 lore can craft a scroll of magical fury that requires 9 Lore to use it. And these scrolls are enticing... they tend to be much more powerful than base class abilities. You can potentially use up to 20 scrolls per person in a fight. While a high level magic user doesn't even have that many per rest abilities.
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Consumables Overpowered. And enemies won't use them.
Bazy replied to Bazy's topic in Backer Beta Discussion
-Having an instant full heal or potions/scrolls be more powerful than what another party member can bring is a good solution to hoarding. I think a better solution would be to just limit the numbers of potions you can use in a fight. But still in a world where "healing magic is rare" is thematically and mechanically out of place. You can carry up to 20 scrolls. Most classes don't have that many per rest abilites at max level. -Presumably being able to craft a scroll would be harder than to actually use it. Just cause I can play a guitar doesn't mean I should be able to build one. -
Consumables Overpowered. And enemies won't use them.
Bazy replied to Bazy's topic in Backer Beta Discussion
1/2. Recovery time: They are pretty spammable. And when they health for more than 100% of your endurance you only need one so often. 3. That's cool that scrolls allow variety. I'm not sure that makes sense thematically from reading it off some random piece of paper anyone can craft. But the larger issue is that these scrolls that off-classes can use are MORE POWERFUL than abilities of the base class. As it stands you have much greater chance of success in battle by bringing scrolls and potions than by bringing party members. -
Consumables Overpowered. And enemies won't use them.
Bazy replied to Bazy's topic in Backer Beta Discussion
Triage and Bind Wound both heal Health. -
It lasts a total of 20 second PER REST. There are currently a number of spells that grant character immunity for that duration that have more charges Armor has no effect on deflection. High deflection builds are balanced by extremely low damage. Currently there are also spammable potions in game that would full heal you. Far more powerful than this ability.
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This does make the "low endurance/heath" option rather unusable. A single pause when a character goes below the threshold would probably be sufficient.
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Hendyna says she has potions for sale... She doesn't sell a single potion. The interface states the cart is full of jars and vials... Nothing for sale comes in a jar or vial.
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You are unable to drag and drop items onto your quick item slots if all of the slots are full. If the slots are not all filled up it works as expected.
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As a comparison: Level 1 Spammable Endurance Potions = 50 health (120 usable Per Fight) (6000 total potential healing per fight) Level 1 Per Rest Priest Heal= 12 health. (4 per rest) (48 total potential healing per fight) Level 1 Healing Scroll = 10 Health AOE (Spammable, usable up to 120 times per fight)(7200 total potential healing per fight) Priest AOE heal: 12 (Usable once per fight) (12 total potential healing per fight) I know the totals are not practical as that would require each character to have 20 potion/scrolls equipped and use them all. And you would run out of health before you could use them all. But it points out the level of potential abuse.
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[435] Auto-attack - when it should and should not occur
Bazy replied to Sensuki's question in Backer Beta Bugs and Support
Nobody puts baby in a corner