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Everything posted by Gromnir
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The Weird, Random and Interesting Things That Fit Nowhere Else Thread
Gromnir replied to Blarghagh's topic in Way Off-Topic
is no reason for "pissing" from us. as we said before, is up to you to decide if you will help those in need in spite o' those who will take advantage. you may likewise ignore those blameless needy 'cause o' your soused layabouts potential living it up *snort* off of gifted's potential charity. like or not, the US does focus 'pon self-reliance means charity is less 'bout taxes and more 'bout the voluntary. you choose as your conscience dictates. only thing we genuine were even a smidge annoyed with were gifted's victim ploy... which he has thankful now abandoned. great. HA! Good Fun! -
The Weird, Random and Interesting Things That Fit Nowhere Else Thread
Gromnir replied to Blarghagh's topic in Way Off-Topic
peaches and gravy sounds like some kinda hideous kanadian poutine variant... made more likely by climate change. https://www.smithsonianmag.com/innovation/canadian-peaches-and-california-coffee-how-farmers-are-being-forced-innovate-face-climate-change-180963720/ just doing our part to be bringing back to the raison dêtre o' the thread. HA! Good Fun! -
"Your Will is relatively weak, as it's only getting a bonus from Bull's Will. You may want to take the talent Determination for another +20 against Intellect Afflictions (that's +30 total against Confusion/Charmed/Dominated before any item bonuses, which is solid.)" is worth considering clarity of agony's second tier talent... am forgetting the name, but it provides smart inspiration as well as reducing the duration o' afflictions. there is gonna be times, against particular foes, when you may actual wanna bleed off wounds, and the smarty inspiration not only provides resistance to intellect afflictions (so no dominated possible... and possible no charm as it may be a 2nd tier inspiration) but the smart is gonna improve your will saves while also increasing the duration o' stuff such as swift strikes and thundering blows. just a thought. HA! Good Fun!
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What is the problem with misses of the new system ?
Gromnir replied to theBalthazar's topic in Backer Beta Discussion
your feedback founded 'pon nostalgia for poe? okie dokie. HA! Good Fun! -
The Weird, Random and Interesting Things That Fit Nowhere Else Thread
Gromnir replied to Blarghagh's topic in Way Off-Topic
lord only knows what makes you question the sincerity o' our sympathy for the homeless, but regardless, previous to our first post regarding this topic, you had already "busted out" with your blanket condemnation o' the homeless, seeing as how most 'o 'em are in their unfortunate straits 'cause o' their own poor decision making vis-a-vis substance abuse. 'course given your inability to follow the ordering o' events as recent as a few posts ago, am not surprised you don't get it. HA! Good Fun! -
The Weird, Random and Interesting Things That Fit Nowhere Else Thread
Gromnir replied to Blarghagh's topic in Way Off-Topic
"Hmm, so is anybody actually responsible for any of their actions? Every problem is splained away with; cray cray, mistreated, mentally scarred, physically scarred, failure of "the system" or failure of "friends and family"" your dismay is... amusing. HA! Good Fun! -
What is the problem with misses of the new system ?
Gromnir replied to theBalthazar's topic in Backer Beta Discussion
... is amusing to see boeroer (and others) dismissing a nostalgia argument. HA! Good Fun! Yeah, as if I am the advocat of nostalgia. I thought over the last years in this forums I painted a more differentiated picture of myself... recent history notwithstanding? *chuckle* HA! Good Fun! -
The Weird, Random and Interesting Things That Fit Nowhere Else Thread
Gromnir replied to Blarghagh's topic in Way Off-Topic
free rider problem is always present with social programs. is a legit concern. however, in the case o' homeless... can help the homeless and some who do not "deserve" aid will be taking advantage o' your compassion. or can withhold help from the homeless and the children, the disabled, the metal impaired and others who endure hardship through no fault o' their own will continue to suffer. the choice is yours to make. not a difficult choice for Gromnir. HA! Good Fun! -
What is the problem with misses of the new system ?
Gromnir replied to theBalthazar's topic in Backer Beta Discussion
... is amusing to see boeroer (and others) dismissing a nostalgia argument. HA! Good Fun! -
The Weird, Random and Interesting Things That Fit Nowhere Else Thread
Gromnir replied to Blarghagh's topic in Way Off-Topic
I mean, most of them are in that situation due to substance abuse. Which is "of your own design", imo. including the children who make up 1/4 o' all homeless in the US? physical disabled also account for a startlingly large % o' homeless-- without family/friends to supplement, fed/state disability money typical ain't sufficient to keep people housed and fed. also, anywhere 'tween 10% and 20% o' homeless adults is serious mental ill, though admitted a large percentage o' the mental ill homeless is alcoholics or abusing controlled substances. even so, is kinda souless to use the "of your own design" bit to describe the alcoholic schizophrenic who cannot pull himself out o' his situation. based on our observations, hopelessness is the biggest problem facing most homeless. for a person w/o hope, even if they is able-bodied and mental capable o' improving their lot in life, making positive changes is impossible. given the amount o' time we spend at the local catholic food bank/soup kitchen/school for homeless children, we can get a bit preachy on the subject o' homelessness. sure, not everybody who needs help deserves it, but for Gromnir it has never been 'bout deserve. -
the following should be available during character creation... but isn't. class skill bonuses priest: alchemy, arcana, diplomacy, history, religion monk: alchemy, athletics, insight, metaphysical, religion paladin: arcana, athletics, diplomacy, intimidate, religion fighter: athletics, explosives, intimidate, streetwise, survival chanter: arcana, sleight of hand, bluff, diplomacy, history rogue: mechanics, stealth, bluff, insight, streetwise barbarian: athletics, stealth, history, intimidate, survival cipher: mechanics, sleight of hand, bluff, insight, metaphysics ranger: alchemy, stealth, bluff, diplomacy, survival druid: alchemy, explosives, metaphysics, religion, survival wizard: alchemy, explosives, history, insight, metaphysics encourage all to point out any mistakes. HA! Good Fun!
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What is the problem with misses of the new system ?
Gromnir replied to theBalthazar's topic in Backer Beta Discussion
'ccording to steam, we got 69 hours. such an observation proves, what? well, am gonna circle back to this. your response doesn't change fact that your revealed example does nothing other than clarify how the combat mechanics is working as intended. huzzah. you should not have hit with a roll o' three. duh. such numbers also ain't disparate compared to past crpg titles... titles often held up as the shining beacon obsidian should be attempting to replicate. with your example you had an 8% chance to miss. *gasp* in oldie d&d, a roll o' 1 on a 20 sided die, regardless o' the thac0 math, would result in a miss. 5%. and how much damage output is you losing from absent grazes? clear not enough to handicap weapon combat in deadfire.show us the missed hit in a vacuum is meaningless. not seeing much o' a difference. oh, and 69 hours has indeed revealed to us a few things including how our obvious undergeared party is not underpowered when using weapons in combat. penetration needs adjusting. offensive spells need help with penetration. tanks is a bit op at the moment. etc. have learned much. get fixated on the 8% miss chance inspite o' high accuracy ignores the utter absence o' a problem save for feel. you look at the combat log and are bothered while your party no doubt is carving up foes with their weapons with little difficulty... at least as long as you are using penetration weapons. 69 hours? your "feeling of recurrence" is just that... feel. ignore it. maybe in another ~20 hours you will be able to shake the baggage o' misunderstanding rng. HA! Good Fun! ps (added ) you are using "logic" wrong. maybe you find the new system less realistic, but is nothing inherent illogical 'bout it. groundhog day. 'course grazes is still attainable in deadfire, so take the appropriate talents or cast dire blessing or whatnot solves your conundrum. however, poe release had multitudes o' folks complaining 'bout grazes from domination and paralysis and petrification in spite o' even more overwhelming defense disparities than you present in the genesis post. no-win. as has been noted ad nauseum by now, dire blessing is massive op... and not 'cause it makes weapon users more efficacious. doesn't even help damage-dealing casters. dire blessing allows graze o' debuffs and cc. example: the chanter ar reduction invocation is vast more powerful when affected by dire blessing. 'course this capacity to graze with debuffs and cc is exact what had people frothing 'bout after poe release. no-win. -
What is the problem with misses of the new system ?
Gromnir replied to theBalthazar's topic in Backer Beta Discussion
I understand. But This happen too often. no it doesn't. is the reality o' random number generation. somebody gotta link to the tim cain presentation 'bout the 7 mistakes? start at 25 minute mark. "this feeling of recurrence" *insert eye roll here* where is a tim cain snark response when you need it? real question is how this thread can continue when in first post you see the roll o' 3. mystery solved. end. HA! Good Fun! -
people can read into the lore what they want to see, and ignore what they do not wish to see. keep in mind kat21 is demanding a return to poe status which did not have individual weapon specialization inherent to the paladin class any more than deadfire. regardless, martial training don't by necessity make a person a killing machine with a weapon, particular with the weapons tech available in deadfire. anecdotal but funny: a good friend o' ours, just turned 80, were in the US military at the time 'tween korea and vietnam. air force. technical a radio operator, he were in actuality a lifeguard who also played for the base football team while he served in morocco. whatever weapons training he received in basic were the extent o' his weapon training. the poe and deadfire paladins clear have martial powhaz. their heightened defenses, including deflection, is highly useful in combat. flames o' devotion, and other skills, is clear meant to enhance martial powha. actual, pretty much all the paladin talents, deadfire or poe, is combat related. at the moment, the martial training o' the deadfire paladin is denied by kat21 'cause there is no specific talent for a weapon focus available w/o multiclassing (the use o' multi-class which is an inexplicable mind numbing hurdle for some) in spite o' the paladin's clear efficacy with weapons in actual deadfire combat. the paladin starts deadfire with two weapon proficiencies and is able to stand toe-to-toe with genuine monsters wielding a mace and a stout shield... or whatever. our friend the lifeguard would never have been able to do so with his martial training. try and imagine away the current deadfire paladin martial prowess must needs depend on some kinda bizarre relative analysis with the poe paladin, but only in the situation wherein such a poe paladin has chosen to take an Optional weapon feat. from almost the start o' poe development, the paladin were described by the developers as a resilient support class which could utilize party buffing auras and powerful individual target buffs and debuffs. from the pov o' the developers, the lore were meant to support such a concept. kat21's notion o' a paladin is obvious more limited than were obsidian's. the developers never saw the poe paladin as a direct analog to ie game paladins. the notion o' a support class resulting from a martial tradition, while meshing perfect fine for Gromnir and the obsidians, don't work for kat21... though the timing o' his complaint makes it transparent. this non-problem were as much a problem in poe as it is in deadfire. the player need make use o' optional customization features to acquire the weapon-specific talents kat21 wishes. and btw, kat21 complaint, while new for him, is not new. the reason why we got flames o' devotion added to the poe paladin (were not an original poe paladin feature) were 'cause folks complained how the poe paladin weren't enough like their notions o' roland and the peers or bg2 paladins or whatever. "why call it a paladin?" the need for some kinda paladin weapon powha were addressed with flames o' devotion and sworn enemy. so, kat21 actual already got what he wants w/o realizing or appreciating. reread lore to fit such powhaz. the paladin martial training, which is as much physical as spiritual, allows the paladin to channel their chi (or whatever) to achieve unparallelled combat prowess by means o' imbuing their weapons, and the arms which wield them, with transcendent energies capable of smiting the most powerful of foes. the paladin's martial training grants bestest possible deflection and defense in the game, and defense is as much an aspect o' martial training as is offense, no? in addition, the paladin has access to unique offensive powers which grant their weapon usage increased accuracy and damage potential. sure, 'cause is the poe universe even the martial training is based 'pon soul power, but why should such unhinge kat21 and others? no need to change lore. make adjustments to penetration and clean up all the ui bugs is needed. also needed is the addition o' specific talents to a few o' the classes with more paltry customization options... though current deadfire paladins is one o' the classes which need such tlc least. is all kinda stuff which needs attention. a lore reboot? if such is needed, might wanna look inward rather than to obsidian. HA! Good Fun! ps so many silly issues resulting from class naming choices and fan's inability to free themselves from expectations based 'pon nothing more than the names. similar problems kat21 suffers were particular evident during poe development regarding fighters and rogues as well. "don't call it a fighter if it can't fight!"
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an orlan skald who multiclasses as either a fighter or rogue is gonna be an effective chanter. disciplined strikes is a possible fighter talent which increases crit chance by 50%. at the moment, one-hand weapon recovery is borked. nevertheless, put a spear or some other accurate weapon in the hand o' a orlan skald/devoted with disciplined strikes active is gonna be able to use invocations at machinegun rates. and rogues, regardless o' subclass, have numerous options for increasing crit chances. is no disciplined strikes for rogue, but there will be consistant high crit chances for the roguey skald. as already stated in this thread, there is an armour reducing invocation (offensive) available to the chanter which is current a no-brainer selection. chanters also have more summon options than other classes, and summons continue to be highly efficacious. even so, am not hesitating to say that the chanter is current busted. because of a single invocation, a chanter is one o' the best force multipliers available in deadfire. no doubt such an imbalance will be remedied sooner rather than later. HA! Good Fun!
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is also worth considering hellwalker due to new might math. a dwarf with 21 might and lesser wounds is gonna start any combat with 24 might. what might does and does not stack with is peculiar and a bit nonsensical at the moment, but simple casting the 1st tier priest might inspiration gets you +5 stack-- so 29 might almost from the get-go. can get 7 more wounds and 36 might by being hit a couple times. food choices and resting bonuses is gonna have the low-level hellwalker consistent exceeding 40 might with the resulting bonuses multiplied. then there will be gear. HA! Good Fun! Having the opportunity to make a tanky Monk that doesn't need to get hit just appeals to me entirely too much, hence I always look at Shattered Pillar first and usually only. That and the damage increase taken from Helwalker sounds like a quick way to get dropped. Is that an additive or a multiplicative penalty? Even as an additive it effectively makes every attack against you a critical hit. Meanwhile a Shattered Pillar can keep his deflection up and not take any damage and still have enough wounds to bang out Torments as needed. Maybe at higher levels having more wounds might be a bigger boost but right now at max level 9 being stuck at five is plenty. from a practical perspective, after a couple complete plays o' the beta with helwalker variants, am not having seen the increased damage penalty as being anything near a death sentence, or even much o' a limitation, at least as far as beta combats is concerned. if the damage penalty were such an issue, Gromnir wouldn't be able to so regular and predictable achieve and maintain 10 wounds w/o dying, yes? at the moment, any damage can functionally be negated with enough ar, but just for funsies, the test subject for helwakers we has been most using is a contemplative with an eothas deity choice. at a mere 5 athletics and easily attainable 36 might, our second wind is resulting in a 106.8 heal. is pretty much an extra life for a level 6 contemplative. might wanna check what higher athletics and might numbers produce for second wind, and second wind is "cast" instantaneous. for particular tough enemies, pile on the armour. you are still gonna get your wounds, but the incoming damage can be limited considerable. at the moment, armour beats damage. also, as a member o' a party, you need not think o' such penalties in isolation. cipher and priest has abilities which can grant a partymate functional short-term invulnerability. the paladin's version o' lay-on-hands which grants robust is gonna prolong the helwalker's life even 'gainst tough foes. etc. a paladin/helwaker ain't necessarily the bestest dps, but is gonna be doing massive heals while the big paladin defenses will reduce incoming damage significant. as long as the paladin in question can self-target with lay-on hands, most paladin choices will be advantageous. kind wayfarers is a bit bugged at the moment though. anyoffensivecaster/helwalker is gonna be doing serious damage... 'least that would be our guess following implementation o' the new penetration scheme. at the moment, huge damage just don't matter for offensive casters as their ap typical is in the suckage range sans empowerings. helwalker sure ain't gonna be a tank or off-tank candidate. bosses with big accuracy and damage potential is gonna put a serious hurt on helwalkers. even so, a +35 or +40 might in deadfire is a serious advantage, even more than such a might score were in poe. find a way to exploit big might shouldn't take too much effort... though as we noted in the priest thread, at the moment, heals seem to be the biggest winner o' big might. am suspecting such will change. HA! Good Fun!
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A case for not adding general abilities to Proficiencies
Gromnir replied to KDubya's topic in Backer Beta Discussion
your notions 'bout sequels and the relative importance o' staying true for deadfire ignores not only how people actual responded during poe development, but glosses over examples o' me2 and iwd2. your sanctity-o'-the-sequel notions is, once again, a touchy-feely argument. there is indeed some segment o' the fanbase which is gonna express the belief that the original iteration o' the sequel is a sacred cow. others will be less dedicated to the ideal. regardless, games such as me2 and iwd2 and even poe reveal just how misleading the messageboard feedbacks can be when trying to guestimate the genuine ardor o' real fans. boardies is only the smallest fraction o' fans after all, and history does suggest the fans is far less moribund than you believe. your guesstimates 'bout the importance o sequelness is, one suspects, tinted by your desire to see more o' poe carried over to deadfire. regardless, any predictions o' doom for a developer who fails to stay rooted in the past seem, at the very least, premature. equal plausible outcome o' staying faithful to poe is condemnation from critics and fans who rail 'gainst lack o' anything meaningful new in spite o' the opportunity provided by the sequel. want more o' the same, then build an expansion, but xcom2 and iwd2 and a host o' other games benefit from serious mechanics overhaul 'cause the past suggests slavish devotion to a successful predecessor is bad business even if it is what fans is demanding. is a curious truism that give folks what they want will make 'em hate you as nothing else. tired. derivative. banal. 'course is also amusing to see what a no-win situations the developers face in regards to fan expectations. one o' the biggest complaints regarding bg were the largely empty wilderness maps filled with a couple hobgoblin or gnoll ambushes and maybe a minor quest. endless and mindless mowing o' such maps were considered the nadir o' bg content by a large percentage o' board feedback. particular following totsc release, the desire to see more durlag's tower and less wilderness slogs were the most common wish for bg2. *chuckle* bg2 releases and the new complaint du jour is 'bout the lack o' exploration. even when there is unity o' desire from fans, there is a fair chance you is gonna cheese off those fans. if there is tens o' thousands o' viable deadfire options, such is gonna be far more than poe offered. yeah, there is a few completely useless deadfire builds as subclasses, in particular, can be combined to form hopeless handicapped characters. even so, the number o' actual viable builds is gonna be quite high, particular with expanded skills and the current weapon proficiency options. can get the developers to respond to this one over at sa perhaps as they do not share in this place anymore. shame. regardless, much as with fallout, the number o' actual builds people played in poe is far smaller than your numbers suggest. simple look at the poe builds thread. see how many common talents is shared. argue the number o' possible combinations is swell and all, but it utter ignores reality. as to balance, am gonna once again refer folks to josh sawyer's pinned tweet regarding balance. the notion o' balance being unimportant in a sp game is flawed. thought this one had been effective put to rest, but am seeing such were wishful thinking. most common complaints 'ccording to obsidians for ALL of their games is as follows: the game was too easy. the game was too hard. both such is the two most common complaints for every game... in spite o' difficulty sliders. disappointed due to ease or frustrated due to difficulty makes future purchases less likely, so beyond josh explanations (which we recommend familiarizing yourself with... along with the interview regarding feels we keep mentioning), there is obvious business reasons for obsidian balance concerns in their sp games. oh, and while you see the open talent system as a masterpiece, just as many people see it as an utter mess. am suspecting/knowing a few o' the developers were less than satisfied with the end results. the developers were trying to avoid winner and loser talents. they failed. they failed predictably. the obsidian developers, with general talents, were trying to overcome some o' the limitations o' a class-based system. in this they were somewhat successful... and calling class systems limited is not a criticism. classes is necessarily limited. is s'posed to be limited. the uniqueness o' classes is the point o' the classes. nevertheless, with level-up class powers and large pool o' general talents, the resulting in bloat and marginalization which is endemic in all such attempts took place in poe... particular in the expansions. is no mystery whey josh, following poe, decided to use a classless system for the pnp version o' deadfire. clearly not awed by the masterpiece o' poe. but again, since you largely ignored the pivotal, folks is demanding general talents to fix a problem which does not seem to exist save as a feel. paladins w/o weapon and shield is not current squishy. weapon users in deadfire is not hamstrung by their lack o' weapon stances or accuracy boosts or whatnot. folks is demanding a solution to a problem which only exists as feel, and the feel is based on a mere week o' beta experience by a small number o' people. as kdubya notes in this thread. and Gromnir pointed out elsewhere, by providing no brainer general talents, not only is customization options functional reduced as players predictable gravitate to their use, but in spite o' you being dismissive o' balance, based on all their feedback and poe patches, is clear the obsidians take balance more serious. is current no need for increased weapon efficacy to makes weapon users viable in combats, so adding no brainer weapon feats will definite result in a predictable response from developers. tanks, all tanks, is already a bit op at the moment, so clear they do not need any help. even so, the peculiar rp limitations o' a few players who need weapon and shield for their paladin is gonna require tuning from developers. talents which is current not needed is added to the game and instant become essential. HA! Good Fun! -
A case for not adding general abilities to Proficiencies
Gromnir replied to KDubya's topic in Backer Beta Discussion
"The fact that this game is a sequel matters" is largely irrelevant. care to name all the excellent crpgs which altered rule systems mid franchise? as we said before, this whole scenario is all too familiar to anybody following these kinda games. bg grandmastery. iwd archery. me2 complete overhaul of me rules. etc. heck, iwd2 were a sequel and while many folks initial complained 'bout the change, following the game's release, the 3e rules implementation were one o' the most lauded aspects o' that game. and don't try and tell us iwd2 were different 'cause it were not a continuation o' the same protagonist. the complaints 'bout 3e implementation were the same. same sequel bluster. "why call it iwd2 if you are going to abandon what made iwd so enjoyable?" do you honest believe that if the original watcher's story ended at the conclusion o' poe and a new protagonist were essential for deadfire that this thread would be any different? *snort* oh, and btw, the majority o' poe disagreements were also frightening similar, but with one small change to your observation... the fact that this game is a spiritual successor matters. claim actual sequelness makes different ignores history. by selling poe to fans o' the ie games, obsidian owed it to purchasers to retain the feel o' those games. were misleading o' obsidian to abandon ________ or add _________. what is particular sad/funny/sad is how a few o' the folks current complaining 'bout absence o' poe general talent availability were folks criticizing the ie game grognards during poe development. been there and done that. any change, any improvement to poe status quo can be attacked with, "the fact that this game is a sequel matters." in and of itself, the nostalgia argument is less than compelling, no? not even need argue. even so, obsidian, recognizing the feels contingent, attempts to distill what is the essential aspects for maintaining feel. is not an easy task. apparently some folks believe weapon focus talents is essential to feel. others will be happy with if they get a few o' the fighter style talents. based on their announced solutions, obsidian seems to think the general talent appeal is a bit transparent and are responding with supplementing weapon proficiencies (HA!) but regardless, obsidian is attempting to find some kinda impossible sweetspot for feel. is tough to figure out feel. again, we suggest reviewing the interview link we provided earlier in this thread. feel for everybody is different. is no way to measure. deadfire tank paladins are not current underpowered, but nevertheless, folks want weapon and shield. efficacy o' paladins can be measured with maths. obsidian reviews many hours o' qa to see how various builds is performing when actual played. even the folks current demanding weapon and shield for paladins are not witnessing a surfeit in tanky prowess from paladins in deadfire. (insert icecream headache here) etc. every poe talent absent in deadfire as a general talent is enjoying unique feel which obsidian cannot hope to measure. some chafed at our entitlement label, but it is an increasing apropos descriptor o' the desire o' many to maintain the powhaz their poe character had access to w/o having to adjust to the changes o' deadfire... changes which were, to some degree, inevitable. am not denying that many folks believe the fact deadfire is a sequel matters. is poe development all over again. the fight 'bout per kill xp for poe is illustrative. per kill xp is essential to the feel of an ie game spiritual successor. multiple 30 page threads on that issue. turned out to be a non-issue. nevertheless, argue incessant for months with folks insisting "it all comes down to feel" and/or "you cannot deny the importance of feel." feel is important, as Gromnir noted 'bove. the problem is nobody can identify what is the essential feel features and qualities o' poe. feel is fluid and often mind boggling... such as the weapon and shield demand for deadfire paladins. provide weapon and shield to already strong tanks to make up for loss of... feel? provide more weapon talents when classes as a whole is hardly suffering from ineffectiveness in weapon combat? heck, is not even being argued the deadfire paladin cannot get weapon and shield, 'cause he/she can. the paladin need multi-class to get weapon and shield, and while multi-class opens up a vast array o' additional customization options not possible in poe, it is different than poe weapon and shield for paladins... much like how bg2 grandmastery were different, and iwd archery were different and me2 rules were different and iwd2 using 3e multiclass were different... and arguable better. "The fact that this game is a sequel matters little." fixed. make deadfire better than poe. slavish devotion to sequelness is decreasing the likelihood o' improvement. sure, change is not inherent superior neither. some folks is equal dazzled by new as some o' the grognards is fixated 'pon the past. am personal not giving any kinda inherent value to new and/or different. even so, objectively, deadfire changes provide more player options and would appear to be easier to balance than the poe approach. one week o' feel weirdness which has us seeing widespread demand for weapon talents for already effective weapon users and wants o' additional tanky talents for already effective tanks has us bemused. the real sequelness here is how much this thread is a replay o' dozens o' poe development threads. you folks is turning us into a god. not The God, but a god. HA! Good Fun! -
doesn't change anything. to be fair to obsidian, the barbarian were described as a "front-liner" along with fighters and monks in the initial poe role threads. the barbarian can tank and off-tank, but it has always been functional an ambulatory aoe-friendly fireball. the problem with the barbarian, as we see it, were not the initial role, but rather the over-dependence 'pon carnage and the capacity to turn the barbarian into a nuker with extreme limited range and high durability. particular with multi-classing, the limiting aspect o' barbarian carnage is less significant in deadfire. only a week. am still kicking the tires. HA! Good Fun!
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am very much intrigued by any number o' possible helwalker/caster builds. with lesser wounds, your multi-class helwalker/whatever is starting every combat encounter with +3 might, which stacks with priestly inspirations. am also surprised by the absence o' tanks being shared in this thread. is a few paladin/fighter builds which, with non-magical brigandine, is near invulnerable in the beta runs we has tried. haven't had a chance to make a chanter-tank, but am not doubting there is a few possibilities. given the op nature o' a few o' the current chanter invocations at the moment, am not doubting we will use such more than once... though am current having difficulty not having a skald/devoted in our party. HA! Good Fun!
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... you identify a problem: lack o' penetration enhancers for rogues. the solution you suggest is altering the role o' classes such as the rogue? room is too cold? could find a way to alter ambient temperature (make adjustments to penetration) or maybe wear warmer clothes (provide rogues with similar penetration talents) or 'could do like the folks in jurassic park and genetic engineer some amphibian dna into humans (make fundamental changes to the rogue class). maybe start small 'fore trying to give rogue's antifreeze blood. consensus is extreme elusive on these boards. get a clear majority o' folks to agree 'pon anything is difficult. nevertheless, have seen very little resistance to the notion o' deadfire's penetration mechanic requiring, at the very least, fine tuning. 'fore we throw in the towel on the rogue as striker, might wanna wait more than 1 whole week of beta. am suspecting penetration is gonna be altered more than once. HA! Good Fun!
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is also worth considering hellwalker due to new might math. a dwarf with 21 might and lesser wounds is gonna start any combat with 24 might. what might does and does not stack with is peculiar and a bit nonsensical at the moment, but simple casting the 1st tier priest might inspiration gets you +5 stack-- so 29 might almost from the get-go. can get 7 more wounds and 36 might by being hit a couple times. food choices and resting bonuses is gonna have the low-level hellwalker consistent exceeding 40 might with the resulting bonuses multiplied. then there will be gear. HA! Good Fun!
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Removing non class specific talents was a bad idea
Gromnir replied to Boeroer's topic in Backer Beta Discussion
http://www.metacritic.com/game/pc/neverwinter-nights-2 82 %. A unmitigated disaster, indeed. Are we really going with an appeal to popularity? There's plenty of very popular things that I consider bad. Does Twilight ring any bells? I consider the mechanical side of NWN2 to be very poor, not that the plot of the main campaign is any better. last post for us before am out-of-town, am thinking obsidian did a fair job with nwn2, but they were limited by the constraints of d&d 3.5. am knowing a few current obsidian developers who see 3.5 prestige classes, no-brainer feats, essential ability scores, threshold bab/saves/sr, unbalanced spells and general bloat as pretty much antithetical to good crpg design. the developers am personal having communicated with are not gonna be voluntarily modeling much o' deadfire 'pon 3.5 d&d. is counter-intuitive, but you can build a good game with wonky mechanics. as well beloved as is fallout by its cult following, it were a curious system with much room for improvement. obsidian developers once noted how in spite o' all the possible fallout builds, more than 80% o' folks played one of 7 general builds. outdoorsman skill? am thinking somebody, years after the game's release, finally discovered how the only thing outdoorsman did were reduce random event rock-fall injuries and dehydration. useless skill which sounded keen from the description. why have such in a game? fallout were objective a poor balanced system. hundreds o' other issues we could name, but folks love fallout. inspite o' much/most o' fallout being horrible broken, it did a few important things right, and the setting were kewl. a terrible system can produce a great game. well designed content makes up for many mechanics shortcomings. our favorite pnp campaign evar were a tunnels and trolls campaign...we kid you not. weren't the mechanics but the content which made our TnT campaign so great. anywho, happy thanksgiving to all. back in a few days. HA! Good Fun! ps am wondering how many folks actual heard o' tunnels and trolls 'fore we mentioned. -
Out for the holidays. Back on the 27th
Gromnir replied to Sking's topic in Backer Beta Announcements
am from an oglala family which celebrates thanksgiving... well, some of us. strange ways has always been our normal. am moments away from likewise being absent for a few days, though am doubtful we will be missed by as many folks hereabouts as will obsidian. regardless, happy thanksgiving. HA! Good Fun! -
Removing non class specific talents was a bad idea
Gromnir replied to Boeroer's topic in Backer Beta Discussion
distractedness doesn't make you any less wrong. am kidding... at least a little. even so, to suggest that arbitrary is the way developers address design choices and decisions is, at best, misleading. the simple recognition o' developer judgment being a factor in most design decisions does not by any stretch o' the imagination render all such decisions arbitrary. "At the most basic level it all comes down to feels." the logic is busted but the observations is not entire wrong. we already agreed that feel is important, but to suggest arbitrary is what these choices do and should "come down to" is gonna be finding very few developers in agreement. absurd. am suspecting folks is arguing just to argue. that being said, happy thanksgiving. HA! Good Fun!