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Answermancer

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Posts posted by Answermancer

  1. Charges seems like an over-nerf unless there is a way to replenish charges. I hate charged items in games like this because using even a single charge feels like "breaking" the item.

     

    Yup.

     

    Items with charges that can't be restored (at a price would be fine) may as well not exist. In fact they don't exist, as far as my brain is concerned anyway.

    • Like 3
  2.  

    Level 2 has lots of good picks! I haven’t tried it, but with good dex and int, mental binding is probably really good. Phantom foes makes the whole field vulnerable to sneak attack and helps everyone in the party deal more damage with their weapons. Recall agony is one of the single strongest damage boosters in the game. Psychovampiric shield debuffs resolve heavily, which makes all your spells affect the target for longer, applies a heavy deflection debuff and an even heavier debuff to will.

     

     

     

    I hadn't appreciated the 0.5 cast time (and wide radius) on Phantom Foes enough. I've just always relied on Eyestrike for half the focus. But with tons of focus, the quick cast time is great, I agree. And oh yeah, I use Mental Binding enough that I shouldn't have panned level 2 spells. It is good. :->

     

    It just sort of sank in that - contrary to many other RPGs - only Wizards have access to their entire spell canon in POE2 (with the abundance of grimoires), while all other classes have to pick spells when they level up (at the opportunity cost of not taking things like "Tough", or "Snake's Reflex", etc.) I'll probably have to respec to try some of these good cipher suggestions. And/or future playthroughs.

     

     

    I think Secret Horrors is quite good too. At least I used it a ton on Serafen when I had him in the party, admittedly mostly to set up my rogue main character, but it has a decent AoE that can hit a lot of enemies and both of its afflictions are quite useful.

  3. @ Answermancer: good point, thx! At the time of writing this I had not fully realized how Resistance and Immunity work. Hence my madness about "They shielded their eyes 'gainst the fampyrs gaze".

    Yeah, it's kind of ironic that "They Shielded Their Eyes 'Gainst the Fampyr's Gaze" does very little to protect you from a Fampyr's gaze, lol.

     

    It reduces dominates to charms, which is okay, but considering that they can just chain charm you constantly (because of this bug) it's not much of an improvement. I suppose with the patch change that makes Charm break on damage from your "new team" it might be more useful, but probably not since the AI probably won't attack a character that it charmed.

    • Like 1
  4. I just had the toughest POTD-fight ever in Splintered reef with those 4 damn fampyrs who kept gazing my party to death.

    • "Defiant"-Headpiece (the one you get at start) -> doesnt help against gaze-attacks, cause the gaze targets INT instead of PER. Weird, but OK.
    • "potion of focused mind" on all direct-attack-chars-> didnt help much, just helped with keeping friendlyfire in control a bit, since my party got "charmed" instead of "dominated"
    • "They Shielded Their Eyes 'Gainst the Fampyr's Gaze" - see above. Got me properly mad I have to admit, since the name suggested something else.
    •  "Suppress Affliction" used by priest + party (rings) -> helped only for as long until the next dot-tick or hit occured, then allegiance was shifted again
    • "Liberating Exhortation" used by MC -> Didnt seem different for me than "Suppress Affliction", so I saved the resources for DPS. Error on my part?
    • "Dismissal" - No effect on the fampyr at all, no kill, no damage. Dont even get a hit-indicator. My party is all LVL 20, all other targets explode on the spot -> New Bug after 1.2B?
    Winning this was somehow a relief when it worked finally but before it was rather infuriating... :)

     

    Until this is fixed, the only real counterplay is to trivialize them by eating Captain's Banquet which gives total immunity to Intellect afflictions.

  5. And even if I did feel I could confidently say, "BG2 is better than PoE2," I'm not sure what the point of doing so would be. I've played a lot of games that weren't as good as other games I've played, and I've never felt like my time was wasted for that reason. I don't play BG1 on endless repeat because Durlag's Tower is absolutely amazing. I don't play Jade Empire over and over again because the scene at the end with the Water Dragon makes me cry. I didn't think, "well, Battletech seems fun, but will it have a scene like when Kreia sits on the edge of a dried-up fountain in KotOR 2 and for the first time seems old?" and then strike it off of my list. The story and setting of P5 failed to grab me in the way that P3 and P4 did, but I don't think my time would've been better spent playing those again. Riven still stands out in the adventure game genre for a variety of reasons, but that doesn't mean that the only adventure game worth playing is Riven. Analogue: A Hate Story is almost certainly better than Digital: A Love Story, but damned if Digital isn't worth exploring for its sheer inventiveness. Duel Savior is in no way the equal of something like Odin Sphere, but I still had a lot of fun with Duel Savior on its own merits. Momoyo's route in Majikoi resonated powerfully with me, but that didn't make the other routes unworthy of my attention.

     

    I guess what I'm saying is that trying to compare pieces of entertainment and art as if they were mathematical sums is insane, even when it's possible ... and it's almost never possible. Comparison serves well as the source of analysis and critique, but it has no intrinsic merit. Art may exist in context, but context is not the entire source of value.

    I wish that I could like these two paragraphs more than once. Spot on.

     

    I'd rather play 20 games of varying quality with varying strengths and weaknesses than 1 "perfect" game for 20 years. For the people who seemingly think that BG2 is the best game ever made, and compare everything else to it, what's the point? At that point BG2 isn't a game to you, it's a religion, nothing else that comes along is going to beat it for you.

    • Like 3
  6.  

    Edit 2: So after some reading, high Con, high Res builds with ****ty other stats? That like, literally offends me. That's disgusting, you should all be ashamed, Obsidian most of all for allowing it to happen. Tanky rogues, /vomit. I need a shower.

     

    What's wrong with building a class in different ways? We should be able to build a class to fit any roles though it might be inferior to classes specialized in the role. I don't see the issue of a tanky rogue, it's not obliged, you can build one is not equal to you have to build one.

     

     

    In case it wasn't clear from the extremeness of my reaction, I wasn't entirely serious. ;P

     

    I just don't think Streetfighters are for me.

     

    post-1.2 patch, my educational streetfighter/wael build is likely going to be a low con, low res build.

     

    streetfighters are fun because they are a high-risk, high-reward endeavor. you're literally "on the edge" to get the most out of a streetfighter, and at least for me it triggers my adrenaline glands when i'm in near-constant dangerous situation but can output a stupid amount of damage.

    This post looks amazingly in-depth, I don't have time to read it just now but I will later. Awesome work!

  7.  

    Still can't figure out why Ranger is voted worst class but Rogue: A Worse Ranger is by popular opinion considered the third best.

     

    Really? I don't know man, sneak attack (and eventually deathblows) gets you pretty far along the power curve imo. Also streetfighter = most fun I've had with a rogue-type in quite a while.

     

     

    Can someone explain to me why Streetfighter is good, or fun even? The downsides seem way too annoying to me.

     

    I'm a rogue fanatic and play a ton of rogues in every game, but I don't see why everyone loves Streetfighter. In my Swashbuckler (Rogue/Devoted) playthrough, I was flanked maybe 5 times over 100 hours of playtime, and unless you have a ton of Con (which I don't want) then staying Bloodied for more than a few seconds seems like a death sentence.

     

    I'm clearly missing something here but the downsides seemed way too annoying for me to try it. I love the micro of afflicting things and then Sneak Attacking them, but having to constantly micro to put myself in bad positions (flanked) or suffer a slower attack speed doesn't sound the least bit fun to me.

     

    Edit: Or is it for like Riposte builds with high Res? A super tanky high-Res rogue also sounds like heresy to me so maybe that's why I'm not into it.

     

    Edit 2: So after some reading, high Con, high Res builds with ****ty other stats? That like, literally offends me. That's disgusting, you should all be ashamed, Obsidian most of all for allowing it to happen. Tanky rogues, /vomit. I need a shower.

  8. But I mean, even with this correction this is a salient point because I feel like PL8-9 is kind of lacking for martial classes. I mean, druid/priest/wizard I would argue demonstrate a great trade-off between single-class and multiclass, because some of the PL8 and PL9 spells are just really good. By contrast, I don't see as many "must have" PL8/9 abilities for some of the martial classes, which makes multiclassing less of a trade-off. Similarly, there is a pretty stark power increase with each new PL-worth of spells, whereas it tends to be less dramatic for martial classes.

     

    The other thing is that casters have a built-in single-class buff because their higher level PL abilities don't "steal" space from lower-level PL abilities. A PL8-9 spell/invocation/power has its own dedicated per-encounter cast slot compared to a PL1 ability, whereas a PL8-9 martial ability--even if it were really good--has to compete for class resources with PL1/2 abilities, and frankly the way some of them are costed I would rather have 3x or 4x uses of a PL1-3 ability than one use of a pretty-ok PL8-9 ability (e.g. fighter's Mule Kick or Penetrating Strike vs some of their higher-level stuff).

     

     

    Yup, well said all around.

     

    On my Swashbuckler my most-used and most useful abilities were pretty much PL1-2, on casters you end up using a much wider range of abilities.

     

    They've improved on this a bit but I think the sheer range of ability costs is probably excessive. This is probably just another of those silly psychological things but a 4-resource ability feels risky and underwhelming most of the time. 1 and 2 resource abilities feel great, 3 is pretty situational, but I look at a 4-cost ability and have a really hard time justifying ever using it.

  9. I wasn't gonna go it alone until I realized that joining any of the factions required me to murder or blow up a bunch of people from one of the others. And that it would potentially make me lose party members and piss them off permanently. Realized that part when I tried to side with the Huana with Pallegina in my party.

     

    I wasn't into any of that so I went off on my own.

     

    I'm gonna have a hard time picking any of them in a followup play through either, I'll probably have to roleplay someone who's really into one of the factions to force myself to do it since assassinating heads of state and blowing up powderhouses are just not things that I can easily justify to myself.

     

    It even made me consider going with the Principi since at least their quest just involved killing other pirates and potentially undead.

    • Like 3
  10. That's how I play with them already anyway. The real change will be that now I'll fret a lot about "wasting" charges etc.

     

    It's similar to the way some people hoarded per-rest resources in the first game. It's a psychological thing. I don't use figurines that often but when I do use them I don't want to fret about maybe needing them worse later in the game.

     

    Yup, I hate consumables for this reason. I do end up using some, but only in the very hardest fights, and only if I'm confident I can craft more.

     

    Now I'll probably never use figurines; items with limited charges, without any way to get the charges back, are incompatible with my brain.

     

    - Virtuous Triumph and Rooting Pain are over-nerfed. Why isn’t it obvious that going from 100% to 25% is too radical? Now those abilities aren’t worth spending a point on unless there’s literally nothing else to take.

     

    I agree.

     

    Especially since changing from a guaranteed 100% chance to 25% is a much more impactful change than just changing the magnitude of a flat number.

     

    You're taking a reliable ability you can plan around and replacing it with an extremely unreliable one. That sucks, a whole lot.

     

    I really dislike when abilities are too random, and this is an example of that, how many enemies do you realistically expect one character to kill in a fight?

     

    Even if they kill 4, there's still a roughly 30% chance that it will never proc.

    Even if you kill 6, there's a roughly 18% chance it will never proc.

    Even if you kill 10, there's a roughly 6% chance it will never proc.

     

    I really hate stuff like that, making a cool ability you can plan around into something that just happens randomly and has a good chance of never happening when you need it. Please don't do this kind of thing.

    • Like 1
  11. I like a lot of the ideas here, especially the idea of making full attacks do special stuff for the non-DW fighting styles.

    What I don't like are ideas going back to D&D adding penalties to DW or worst of all, a different penalty for mainhand vs. offhand. Anything that incentivizes tedious **** like swapping which weapon is in the offhand between fights (even if the incentive is tiny) is awful and has no place in modern game design IMO.

  12. Personally, I agree that PL should impact more abilities.

     

    Towards the end of my first playthrough I looked more closely at various abilities and so few of them are affected by it (outside of casters) that it really limits the appeal and impact of the thing.

     

    On the other hand, once I realized that Sneak Attack scaled with PL, it made me excited to try a pure Rogue again (my first playthrough was a Swashbuckler), even though the last two tiers of Rogue abilities look very lackluster to me.

     

    I think at minimum every martial class should have something important that scales with PL, like Sneak Attack does. Does Carnage scale with it? I don't think anything much does on Fighter.

  13. Yeah I mean, if I do this fight again before it's fixed, I'm just gonna have everyone eat a Banquet.

     

    I know that now, but it's still almost certainly a bug and should be fixed.

     

    I posted my save from when I first hit this earlier, and at least when I was trying it, my rogue literally spent the entire fight charmed. I would break the charm with Pallegina and a second later the rogue would be charmed again.

     

    It's silly. It either needs an internal cooldown or some sort of counterplay besides "make everyone immune to Intellect afflictions".

  14.  

    Ok yall win, everyones a mage. Yay. Delete the mage class plz

     

    Yall have finally convinced me. The wizard is nothing special, he just does more of what everyone else does already. Got it. Heard. I will go play a barb

     

    No one except yourself has argued that everyone is a mage or that wizards aren't special. So you've effectively won an argument against yourself, with arguments you made but no one else has.

     

    Exactly.

    • Like 1
  15.  

     

    Obnoxious, maybe. However, accurate, and as I have listed several of the great works that have inspired the entire genre and support my idea of magic, it is pretty hard to argue against my point.

     

    It is pretty hard to argue against your point because you cherry-pick the things you like as "great works that inspired the entire genre" and ignore everything else.

     

    Constantly moving the goalposts or arguing totally different things while saying everyone else "just doesn't get it" also helps.

     

    How does your view of magic as science in any way match great works like LoTR where magic is strictly the purview of gods and angels (who happen to look like Wizards) and there's nothing scientific about it?

     

    But the part that really shows how self absorbed you are and how much you need everyone to agree with your very narrow definitions, is this:

    You constantly talk about how magic should be like science and Wizards the noble nerds that are smart enough to study it. And yet, when lots of people point out that Wizards are exactly that in Eora, they are researchers, animancers, they have labs and try to study how soul energy works, you ignore this because you personally find the abilities of other classes too flashy or too magical.

     

    Multiple people have pointed this out, but your criticism comes down to not liking a truly high-magic setting.

     

    Eora is a high magic setting, magical energy (soul energy) is everywhere in some form, and anyone can tap into it to some extent as part of their lives and their jobs. Wizards are exactly what you complain they are not, they are scientists concerned with the minutiae of magical power, who study it and find practical "technological" applications. Like many other people have pointed out, if you equate Magic with physics, anyone can learn a little physics knowledge and apply it in their jobs, and they are the non-Wizard classes, but only Wizards are "PhD physicists" winning Nobel prizes. 

     

    The fact that you constantly ignore this point makes it clear that mostly you're butthurt that anyone else gets to use cool magical effects (even though their usage is highly specialized and "intuitive" rather than deeply studied).

     

     

    If magic is so widespread and easily attained, and any Joe Smoe can use it, what need is there for someone to research or specialize in it? It is everywhere and easily used by anyone. What is special about a wizard? How does a "wizard" even exist in a setting where magic is so easily obtained and used. Where essentially everyone is a "wizard" and the term simply means someone who plays with it as a hobby.

     

     

    Because everyone else is using a very small bit of it intuitively, the same way that in the real world we use physics intuitively to throw a ball or fly a plane or whatever, while an actual physicist is concerned with theory, much deeper understanding and utilization (think particle beams or lasers or something, still just physics, but so far removed from throwing a ball) and much broader application (including technological application). 

     

    Again, it's a very, very simple metaphor: Magic in Eora is to Physics in the real world. It's a high magic setting.

     

    This is a very simple concept that everyone keeps explaining over and over, but you just discount it because you don't like it, even though it actually perfectly supports your desire for Wizards to be studied nerds devoted to knowledge and research. That's exactly what Wizards in Eora are and do.

     

    So no a Wizard is not "someone who plays with it as a hobby", the exact opposite in fact.

     

     

    Step through the shadows to appear behind your target and gain 70% increased movement speed for 2 sec.

    Tell me, if you wanted to sneak up on someone in dim light, would you not "step through the shadows"? The animation in game is utterly mundane

     

     

    You're totally wrong about this too, btw.

     

    Shadow Step in WoW is literally a ranged teleport, not utterly mundane in any way, you're probably thinking of the Stealth ability.

    • Like 5
  16. Obnoxious, maybe. However, accurate, and as I have listed several of the great works that have inspired the entire genre and support my idea of magic, it is pretty hard to argue against my point. 

     

     

    It is pretty hard to argue against your point because you cherry-pick the things you like as "great works that inspired the entire genre" and ignore everything else.

     

    Constantly moving the goalposts or arguing totally different things while saying everyone else "just doesn't get it" also helps.

     

    How does your view of magic as science in any way match great works like LoTR where magic is strictly the purview of gods and angels (who happen to look like Wizards) and there's nothing scientific about it?

     

    But the part that really shows how self absorbed you are and how much you need everyone to agree with your very narrow definitions, is this:

    You constantly talk about how magic should be like science and Wizards the noble nerds that are smart enough to study it. And yet, when lots of people point out that Wizards are exactly that in Eora, they are researchers, animancers, they have labs and try to study how soul energy works, you ignore this because you personally find the abilities of other classes too flashy or too magical.

     

    Multiple people have pointed this out, but your criticism comes down to not liking a truly high-magic setting.

     

    Eora is a high magic setting, magical energy (soul energy) is everywhere in some form, and anyone can tap into it to some extent as part of their lives and their jobs. Wizards are exactly what you complain they are not, they are scientists concerned with the minutiae of magical power, who study it and find practical "technological" applications. Like many other people have pointed out, if you equate Magic with physics, anyone can learn a little physics knowledge and apply it in their jobs, and they are the non-Wizard classes, but only Wizards are "PhD physicists" winning Nobel prizes. 

     

    The fact that you constantly ignore this point makes it clear that mostly you're butthurt that anyone else gets to use cool magical effects (even though their usage is highly specialized and "intuitive" rather than deeply studied).

    • Like 5
  17.  

    Dragon Age is actually a very good example of how not to handle that. They created a world where magic is scary and unknown and muggles have to create a whole force of warriors who get hooked on magic heroin to counter mages... but then it slaps a generic RPG gameplay on it, with three classes, three races and a MMO-lite combat system. So either warriors and rogues are fifth wheels in their own party, like in Origins, or they have to pull off superhuman stunts, like in DA2 and DA:I, which the writing and world-building pretend really hard they cannot do.

     

    But I see this thread has devolved into whinging about how "this generation" is the absolute worst for not abiding by the OP's personal taste, so there's very little to be said that will be remotely productive.

     

    Your comment illustrates my point perfectly. The sole reason this paradigm exists, is because of players like yourself who can't grasp the concept that, yes, a wizard who can conjure fireballs and call storms from the sky is going to be more powerful than your fighter in heavy armor.

     

    And over the years, more and more people like yourself have gathered and created such an issue, that these writers and developers are having to fabricate ways to make fighters and mundane classes equal to their magical counterparts. It simply doesn't work. 

     

    Rather then grasp the concept of asymmetry, we live in a world that is now dominated by the voice of a community who demands everything to be equal, and sucks the fun out of every interesting concept conceived. 

     

    Despite the natural checks and balances that were already in place that level the playing field. Yes, wizards are immensely powerful. They are also immensely vulnerable. They have long cast times, reagent requirements, poor martial abilities, etc. 

     

    Giving super powers to fighters, or making everyone a wizard was not required... and more than that, it destroys the whole concept of a wizard....

     

     

    Your posts are obnoxious and exhausting with all the persecution complex you constantly spew about how "PC culture is ruining wizards because the new generation can't handle asymmetry".

     

    Your conspiracy theories and personal preferences about how "magic should be" are just opinion, not fact.

    • Like 5
  18. Yeah so I hit this too when I finally decided to go check out that island.

     

    My main character has literally been charmed the entire fight, every 2 seconds I have Pallegina hit her to break the charm and immediately after she gets charmed again. It's extremely stupid, honestly, which is why I assumed it was a bug and looked for this thread.

     

    I didn't see a reason why it would only happen to my main character, but based on responses here it might be because I keep having her use Rogue abilities to damage and interrupt (she's a Swashbuckler, every active rogue ability interrupts). If every interrupt on these guys dominates, not only is that pretty stupid mechanically, but it also means that Rogues are a liability since all their active abilities interrupt.

     

    Edit:
    I'm not even sure if it's the interrupt, but whatever it is it's extremely stupid. I just tried replaying the fight to try to figure out what's happening and on the very first auto-attack out of stealth my rogue was dominated. Right now it just seems like a massive "**** you" to my rogue in particular since none of my other characters have this happen.

     

    Edit2:
    Hah, yeah, so I break the charm above, go to hit another Fampyr (who is currently Terrified and can't do anything) hit it with Penetrating Strike (so no interrupt component) and immediately get charmed. Don't even get the Full Attack off. Super stupid and broken, I'm not gonna bother with this fight on other runs until this is fixed I think. I don't mind being charmed once in a while, it's what Fampyrs do, but making my Rogue completely useless every time she attacks is not fun.

     

    If you guys want a save file let me know, it seems like on this character every single melee attack by my Rogue gets her charmed. Or maybe it's just proximity, I have no idea, I just broke it again and as soon as I targeted the (still Terrified) Fampyr she got dominated again, it's actually kind of funny at this point.

     

    Final Edit:
    I went ahead and uploaded a save right before fighting them, why not. To repro just try fighting them and watch the Rogue constantly get dominated (well, charmed as long as Pallegina's chant is on).
    https://www.dropbox.com/s/tnxhsjtcthn9a2d/Selesne%20%28CaveofThreshing%29%20%288dd37337-66e9-403d-976f-8e10b1724244%29%20%28777339335%29.savegame?dl=0

  19. Yeah some of the nerfs are uncalled for. Absolutely fine with the overpowered stuff, but other nerfs are frustrating.

    Really, really hope they relook the darn beckoner nerf. It's a tad bizarre actually, they left troubadour and skald alone,and nerfed the weakest chanter subclass... Not suggesting they nerf the other subclasses btw, just odd that they would smack down the weakest...

    Will hold off playing my canon (beckoner) in the hopes they will relook it.

    Things like this make me wish the designers or at least a CM with access to the designers did more communicating with the community here.

     

    The Beckoner thing is bizarre and clearly a miscommunication somewhere between the players and the designers. I don't think anyone on this forums thought Beckoners needed a nerf, if anything they needed a buff, and meanwhile Troubadour is generally considered to be one of the best classes and was left alone.

     

    If the devs had more of a back and forth with us here on these decisions either we could:

    • Understand their reasoning better, and maybe at least have some idea why a change like this was made.
    • Have more of a discussion of what changes should be made instead.

    I absolutely understand that this sort of communication would potentially eat up a lot of time and place a large strain on the devs but at least some sort of communication back and forth on these issues could really help.

     

    I really like Josh (and he's probably not the one making individual changes like this) but it's pretty ridiculous that he posts basically everywhere but here.

    • Like 4
  20. The list of features and bugfixes is great.

     

    However I look at some of the nerfs and just facepalm.

    Yeah.

     

    Basically what people were afraid of in this thread:

    https://forums.obsidian.net/topic/101241-some-concerns-regarding-patch-11/

     

    Anyway, with such drastic nerfs to so many abilities I foresee some new set of abilities becoming overwhelmingly good no-brainers (compared to everything else) while stuff that's currently OP becomes so underpowered as to be useless. :/

     

    Just to clarify, this is saying that they're capped at only being able to scale 4 or 6 levels higher? So if I'm level 16 and come across a fight that was level 6 unscaled, it would only scale up to level 10 for the unnamed enemies and 12 for the named ones? Why not have them scale all the way up?

     

    To maintain some variety and pacing to encounters, why even have levels at all if you can never outlevel anything?

     

    I'm pretty sure there are mods out there that do 1:1 level scaling, and I'm sure there will be some fantastic maximum difficulty mods in the future, but I don't think most people want the level scaling to make level 1 enemies level 20, so this approach is better for an unmodded game IMO.

  21. Is test-driven development not a thing in the games industry? Where I work and have worked (at various major web/internet companies), unit tests and integration tests are the norm along with QA, so sometimes I find it hard to see how sometimes obvious regressions make their way in.

     

    It is generally not a thing, no, a game is as far removed from an enterprise application as possible and often has a ton of stuff that can't really be unit tested in a sane way, like physics interactions, or quest scripts written by designers.

     

    That's not to say that regression and unit testing are not done, they are where it makes sense, but TDD? No.

     

    And anyway, my point was more "this is why patches take time to come out even if the issue and fix are known, because it's easy to introduce regressions." A lot of people not familliar with development think that once a dev knows about an issue, it should be hotfixed immediately, without realizing how easy it is for one fix to break 3 other things.

    • Like 2
  22.  

     

     

    I think it's interesting how many people in this thread act say things like "one empowered fireball is all it takes to wipe out most encounters" and then go on to blame the per-encounter system and lack of rest attrition for this problem.

     

    Isn't the real problem that Empower is too powerful?

     

     

    The problem is not that an empowered fireball is too strong, the problem is you can use one over and over again with impunity in every encounter

     

    Not if you didn't cut out and ignore the sentence directly after that one, where I said a potential solution is to remove Empower and resting entirely.

     

    You can't use it with impunity in every encounter when it doesn't exist. :p

     

    I really need to go to bed so I will respond to the rest of your post tomorrow, but I do appreciate the thoroughness of your response.

  23.  

     

    No way I'll even still be here.

     

    Well, you were wrong cause it came out before you posted that.

     

    Based on what other people are saying, I'm at work, don't hurt me if I'm wrong.

     

     

    And I'm already gone.

     

    DUUUURRRRRRR

     

     

    But you were not gone at the time the of the patch 1.1 beta release, which is what the thread is about :D

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