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lonelornfr

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Everything posted by lonelornfr

  1. I personally preferred the POE1 system, that being said i don't think one system is better than the other, it's a matter of preference really : Some people want to be able to use their high level spells or ability often. It makes no sense to them to gain those abilities and then rarely be able to use them. This lead to them having to rest often in POE1, which was tedious. POE2 per encounter system also makes the whole balancing act much easier because developers roughly know how many resources the player has for any given encounter. Some people, like me, actually like the attrition game. It can be fun to try and "solve" most encounters with as little resources as you can. You essentially try to make the most out of every spell or ability. It also makes those big spells that much more impressive when you actually get to use them. Those people didn't find the resting system in POE1 to be a chore, because they didn't rest much anyway.
  2. You can buff your accuracy with spells like Devotion of the Faithful, also enemies usually will have at least one low defense that you can easily target.
  3. You cant, once you finish the last quest you're done and you can't go back to the world.
  4. I second that, i used it as an opener on many many fights due to it's huge radius. I also like "call to slumber" and "curse of the blackened sight" is always usefull as it target will defense. Ninagauth shadowflame is also incredible.
  5. I don't get your point. Wizards aren't great only because of the lv 9 spells, as soon as they get access to lv 3-4 spells they melt faces. Hard. Maybe i love the class too much but wizard is the only class i would always include in every party, unless i deliberately want to gimp myself. Of course, until difficulty is being fixed, you could ace potd with any party, but hopefully that'll change.
  6. I have to agree that the whole romance thing in deadfire felt terrible. There's no need for romance options in a crpg, so if you're going to half a$$ it, just don't do it at all. Other than that i'd say a lot of us are being harsh with deadfire because we expected so much, but it is a good game at its core and i'm confident a lot of its flaws will be polished in time.
  7. Wow that sounds insane ! I hope you will come up with interesting ideas with lower level spells as well, i will definitely try your mod out. Edit : I just installed your mod, seems to work just fine. I tried "Temporal Acceleration", this is pretty fun, insanely OP, but fun.
  8. Since you can cast spells with no restriction whatsoever outside combat, that would only mean you have to cast a few heals after each fight, which doesn't make the game harder, just more tedious.
  9. I haven't installed your mod yet but i'm curious about "Temporal Acceleration" : does it only gives the Swift inspiration as in +5 dex ? Because that sound pretty weak for a lv9 spell, even if it's an almost instant cast with no recovery.
  10. You do have some points and it's been discussed in many threads. The rogue skill tree could use an overhaul. But i think they're actually already very fun to play with due to their very high mobility and their ability to turn invisible. I'm micro-ing my rogue a lot more than my warrior tank who just "stands there".
  11. I'm not saying priests are not in need of a buff, but part of the problem is also how easy the game is and how unnecessary most buffs / debuffs are. They do have some really good spells, aside from the lv4 ones which we can all agree are really good : suppress afflictions, iconic projection, dire blessing, despondent blows, champion's boon, both "pillar" spells, symbol of eothas, shields of the faithful etc. But with most of those spells being so long to cast and combat being so easy to begin with, why even bother ? Just cast DotF and you're good to go.
  12. I never played a ranger so i can't compare, but single class rogue is actually really strong. Sure there aren't many active skills worth taking, but you're very mobile and you have incredible single target dps. Multiclass rogue can't pick the OP gambit skill, they also have a lower sneak attack due to lower class level. So it's fine to multiclass rogue, but i wouldn't say single class rogues are disappointing at all. It's just you end up picking a lot of passive skills.
  13. So in POE 1 this turned Paladins from a good support tank to face melters. I have not gotten that far what changed? It does x fire damages to enemies and approximately twice that amount to the paladin himself as raw damages, so you will kill yourself real quick when you use it. I think the radius is also smaller than it was in PoE 1 but i could be wrong about that.
  14. When my warrior tank has 127 deflection unbuffed and a zillion engagement slots and puts anyone who try to disengage on its a$$, i'd say the accuracy / deflection game is a bit rigged. Once i pop refreshing defense / disciplined strikes, i can just charge into any group of enemies, never get it and knocked them down if they ever try to move. Also the enemies' strategy (AI) is just bad. They could be a lot more annoying if they acted smart. Rogues enemies for instance could easily and efficiently focus your backline, to the point that any encounters against rogues would be a huge pain.
  15. What would be the point of reaching your max level when there's pretty much nothing else to do ? You would never get to play with those new abilities / spells anyway.
  16. In my experience, enemies rogues will mostly use shadowing beyond when they're in immediate danger. At that point they will often use it to teleport to your backline. But it's more an annoyance than a real danger because they're already close to dying and they usually come one at a time. Ennemies fighters on the other hand will sometime just rush your backline, ignoring engagements, which promply results in them being knocked prone and look like idiots, thanks to OP guardian stance (especially with the +20 acc on disengagement attacks). Enemies melee guys aren't usually a big threat to your backline, unless you're ambushed from all sides. On the other hand, i'm not so sure the game would be more enjoyable if every enemy could ignore your frontline and go straight to your squishies.
  17. I can't imagine why people would say single class wizard are "underpowered" or "disappointing". They're incredibly good, a lot more so than in PoE 1 since you can go wild with spells every encounter. I will admit tho that Aloth stats allocation isn't the best (but you could always make a wizard PC or mercenary). Priests are admittedly less good than they were in PoE but they still have a few really nice spells aside from DotF, but their high level spells feel lacking so i can understand why people feel they're a bad single class choice (i still ike symbol of Eothas and Hand of Weal and Woe). Rangers, i have yet to try so no opinion yet. I personally voted for Paladins, because while they're pretty useful, no +engagement talent in the whole tree and ultra nerfed sacred immolation really disappointed me. I can't think of a good reason to not give Paladin at least 1 engagement slot. Crusaders (paladin + warrior) seem to be a far superior choice.
  18. If tactical means having to save your scarce resources then: 1. The per rest saving in PoE didn't really matter all that much in the first place. Most fights in the game you can do just fine with per encounter abilities, especially after you get masteries. And when you did have to use your abilities there is such a massive difference between party power that you can just absolutely crush any fight you want to if you just empty your stores. What it does do it allows for a greater discrepancy between encounters, the toughest fights can be ten times tougher than a normal fight in the same dungeon, just because your party can peak to incredible power if necessary. But the price for that is one camping supply, of which you have two, and every dungeon is filled with those. Not very tactical. 2. The health/endurance system, I already said this earlier in this thread, but it doesn't do anything. Forces you to rest at some point maybe after using dangerous implement for too long. Costs you one camping supply. No matter what you'll still rest before every boss fight since you'll want to have that +10/15 ACC. Also not very tactical. Does casual mean getting to use your abilities in every fight instead of trying to win fights without using / minimal usage of your abilities? Gameplay wise as a player I know which one I'd choose, and if that makes me a casual then I'm a happy casual. The only problem is how well they'll be able to differentiate encounters from each other since you use the same abilities every time. In the first game it was very binary, you either used no/minimal abilities or you threw everything and the kitchen sink at them. You have a point but only if the game doesn't force you out of your comfort zone. If you can go back to the tarven any time you want, or if you find enough camping supplies everywhere that resting is a non issue, then you're absolutely right. But if the game takes those options from you at certain points, like if you enter a dungeon and you can't go back the way you came and have to find another exit, then it's very different. You have to start thinking about resources management and it becomes a lot more stressful. At least it is the first time around.
  19. My most memorable moment in POE1 was on my first playthrough in the endless path. There are xaurips guarding a huge pit on level 1 or 2, i killed them and then i had the brilliant idea to just jump in the pit. Now i'm on level 5, all my characters are injured, i have no idea where the exit is or what kind of monsters i can expect and i have only 1 camping supply. That was stressful and a dozen playthroughs later, that's what i remember the most. When all your most powerfull abilities are per encounter, and you can rest pretty much anywhere and as many times as you need, it takes away something from the game.
  20. Yeah i figured that in time, but why would they not give the paladin ANY +x engagement talent ? You're forced to multiclass just to fill what should be a natural role (off tank dps). I actually had to start my campaign over after making Pallegina a single class paladin because i had no way to use a greatsword or estoc and have at least one engagement.
  21. While i'm not 100% sold on deadfire's new features, i would be happy to settle for a quick and dirty poe 3 with the same mechanics. Also i want dwarves. And an underground fortress. Let's go back to the basics !
  22. Well i'm playing on veteran ATM so i don't know how much harder enemies are to kill on POTD difficulty, but in my playthrough i honestly don't care much about the "debilitating" element of the strike, they get interrupted and they will be dead 2 seconds later anyway, there's not much they will be able to do in that laps of time. Your point about multiclass rogue may have some merit tho, especially on POTD with the increased defense (and hp ?).
  23. Alright 1. you are advocating FOR having 4-5 abilities that basically do the same thing? That's not wasted space or potential in your mind? 2. While you certainly are free to hate on the class roles in other games, what I suggested is nothing like the swiss army knife you are implying. With my suggestions, they would still have no aoe, no healing. Just my thoughts I don't particularly agree that they all do the same thing. How are an interupt, a blind, a hobble and a finishing move the same thing? They're all melee attacks on a melee class but otherwise they all add different debuffs that have different tactical advantages and may be more or less applicable to different opponents. And I'm not "hating" on anything (come on, we're both adults, let's not descend to that level) but I'm happy that support classes have utility and damage classes do damage and I'm not particularly sure I'd agree we need to see any saturation of that dynamic. What you're advocating is giving rogues less moves that deal tidy damage and more "misc", I just don't particularly agree is all. I'm not really trying to convince you, so much as offer a contrasting opinion. They still do the same thing : increase damage. It's not like you use blinding strike just for the blind debuff then move on to another target. Instead you will use crippling strike or blinding strike, depending on the target defense, to increase your damage then finish your target off. The actual debuff doesn't matter as long as it let you hit really hard (and interrupt as an added benefit). Now strike the bell and sap both interrupt on a graze instead of a hit, so i guess that makes them a little bit different but that's not much.
  24. While i agree with the lack "rogue identity" concept you explained, you could certainly give deadfire rogues some more diversified combat skills without a total revamp of the class/skill system. As it is, you could get crippling strike / blinding strike, one invis skill and then nothing but passive skills until gambit. Now i only played Eder as a rogue so i don't know much about the subclass.
  25. My thoughts exactly. I'm currently doing a run with Eder as a single class rogue, and i kinda wish he had more options than A. Hit like a truck or B. Use an ability and hit like a freight train. I can't say rogues are in a bad position right now, they have one job and they're very good at it (maybe too much so), but it would be nice to have other options available.
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