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lonelornfr

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Posts 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. I'm level 8 now and i notice most enemy has very insane defense. Very high deflection, reflex, fortitude and will. And the spell accuracy is insanely low. Is there anything that increase spell accuracy? I mostly take debuff spells to lower enemies defense but due to their insane defense stats, i hardly able to lower it. That makes spellcasters very unfun. Am i playing the game wrong? Also if not mistaken, we don't get +1 spell ACC per level anymore and this makes being a spellcaster even worst? I'm also using weapon modals to lower certain stats but that hardly help the situation.

     

    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.

    • Like 1
  3. Arkemyr's Capricious Hex is pretty good when facing a spread out or chaotic enemy formation due to its huge AoE. The randomness does draw it down, but it's a good go-to debuff spell that hits *everyone* and for me sets up Edér and Maia to go nuts with sneak attacks.

     

    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.

  4.  

    So at level 19, you don't get "the most powerful" spell in the game?  Gotta wonder what some of your priorities are.  When I finsihed my first playthrough, I had just hit level 19 with the majority of the quests I had picked up along the way finsihed, aside from a few of the task bounties.  Hurray, I got to play "the most powerful class in the game" for thirty minutes.  Had I decided to reload a previous save and mop up all of the quests that I had left, or had yet to find, so what?  It wouldn't have made a difference.

     

     

    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.

  5. - The romances. No interest, worse to be flirted by Eder just before a fight, without reason ... makes me want to give slap to the one who has laid this option. In 2018 we really need this kind of silliness and obviously to not upset people it applies to the player whether male or female ... so as not to hurt anyone...

     

    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.

  6. the problem is some people want 'effective' classes, other interesting/fun to play. An effective class can be boring to play and a fun one not optimal.

     

    Sure a rogue can be powerfull, but the ability tree is really weak. What the point to have 5 attack abilities (7as single) with a prohibitive cost compared to other classes? Impossible to find some interesting abilities that fit the rogue? Why a cost 2 for a simple smoke cloud with 1 infliction? Same cost as an upgraded one, so upgrade isn't an option but is mandatory. But why have to buy smoke veil before since the 2 are different skills?

    So yeah, rogue do lot of dmg, gambit is OP, but between cripple strike/escape and gambit, you have lot of options both unfun and non optimal.

     

    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".

    • Like 1
  7. 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.

    • Like 3
  8. Call me dimwitted, but why is ranger leading the votes? Maia with blunderbuss nearly has as much DPS as my super monk. Meanwhile, I don't think rogue is worth much except for multiclassing. :/

     

    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.

  9.  

    Sacred-Immolation is so bad lol.

    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.

  10. So I'm trying to figure out what it is that's causing the game to be so easy. Clearly changes are needed, at least for PotD, but which changes? Here are my observations:

     

    - It's not really an accuracy/deflection thing. Those values seem alright. If anything, spellcaster accuracy in the early game is hopeless and doesn't start to become decent until level 6 or so. In the first parts of the game, if you cast an AoE on 5 enemies, the usual outcome is 3x miss and 2x graze. Even with maxed perception.

     

    - It's not the damage done by enemies, either. They hit plenty hard. If you choose to make a squishy wizard with 3 resolve and 7 con or something, he'll get 1-shotted even by trash mobs.

     

    - Most enemies could use some more health. Once you get to level 10 or so, you just mow down entire groups of dudes in seconds. Also there's some weird situations in places where enemies have 1 health for some reason.

     

    - Enemies use oddly little crowd control. I find that I almost never get hit with hard CC. This used to be a big danger in PoE1, but here it barely happens. Maybe it's because of these resistance mechanics that downgrade effects to something less.

     

    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.

  11.  

    LOTS of enemies do that. Enemy rogues will Shadowing Beyond to your rear guard, enemy fighters will charge to them, etc.

     

     

    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.

  12. 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.

  13.  

    I agree what difficulty person finishes game on doesn't matter. unfortunately achievements seem be helping push mind sets of people trying achieve hardest settings and getting all the achievements, this does spoil games for people cause can lead to insults and one upping others and lot of what best path get the achievements rather then enjoy game.

     

    I mean more for it to be about casual style and tactical style so all are more happy. Pillars 1 was more tactical in combat and 2 currently feels more casual in combat I think simply having option in start the game give either tactical combat like pillars 1 or casual combat like pillars 2 will make more gamers happy, so not so much about the difficulty can still have levels of difficulty but more a choice in combat style. Also having this choice should allow casual players to complete game on harder levels to. Currently in Pillars 1 PotD really only for those that like manage every little thing so only really for tactically minded players. 

     

     

    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.

  14. 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.

    • Like 3
  15. In POE1, all the class had at least +1 engagement built-in. That was removed in POE2. You need to use a shield, spear/pike modal, class passive/stance, gear with bonuses or subclasses that grants it.

     

    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.

  16. 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 ?).

  17.  

     

    As a rogue player I generally disagree. I don't want to be a Swiss army knife, I want to be a bazooka. It's what I'm there for.

     

    If you want utility, it's what the multi class system is for.

     

    There are already plenty of support classes, the rogue is the best single target dps and it should probably stay that way.

     

    I dislike other RPGs that have taken the "every class can perform every role" approach, it defeats the point of having class variety in the first place.

     

    Of course that's really all just my opinion.

    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.

  18. Fixing this problem would unfortunately require a remodeling of the entire game system, not just the Rogue class, because the identity of the Rogue would need to be established as something other than "single target damage dealer" and that would require designing the class to have utility unique to itself which would simultaneously change the structure and design of other classes and the skill system.

     

     

    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.

    • Like 1
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