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Gromnir

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Everything posted by Gromnir

  1. actually, the skills curve were a surprise even to many beta folks. is no way to know, before playing poe, that you do not have enough skill points to effective max more than one skill per character. why would it be unreasonable to think that you could be endgame effective with 2 skills? sure, after playing the beta we learned very quick that the game were skewed towards encouraging us to max at least a few o' the skills (+11) on different characters, but with absolute no knowledge o' the system or the game, that isn't a logical assumption to be making. regarding skills, am glad we played the beta. HA! Good Fun!
  2. the funny thing is, while we were planning to go the adventurer weapons focus route on our rouge build so that we would get the estoc and poleaxe, actual gameplay were making it clear to us that the way we were playing our party, giving our rogue a pike were typical the actual best weapon. reach weapons, for Gromnir, were outweighing the dr bypass o' the estoc. is particularly useful to have a reach weapon in those all too frequent doorway battles. have a weapon that does incredible damage is useless if you is too far away to hit enemies with it. dunno, other than morningstars, we see the 2h weapons as balanced enough. sure, we don't doubt that somebody will come up with a spreadsheet that shows that over the course o' an entire game, X weapon is clearly the best, but at the moment, we see balance o' usefulness for all 2h weapons, which is a good thing. on the other hand, ranged weapons... *shrug* proviso: we were only at level 6 before we gave up on the rogue until the reckless assault bug gets fixed. HA! Good Fun!
  3. too often a complaint becomes a whine when you disagree with what the poster wants. *shrug* that too is mighty subjective. HA! Good Fun!
  4. Speak for yourself mate! Really good jazz soundtrack on an FRPG would be awesome. we were speaking for our self. that were the point. HA! Good Fun!
  5. gonna disagree with the genesis post. we don't like jazz. is not that we hate jazz, but other than the following, we has never much enjoyed jazz. if poe had a jazz soundtrack, we would like it less. subjective? hell yeah. when mike saas and the biowarians released teasers o' the bg2 portraits, there were more than a few complaints. is gonna sound offensive to some, but initial bg2 minsc looked to us as if he had down's syndrome, and we loathed the color palette with all the pastels. many folks complained about the prospective bg2 portraits and the reasons for disliking the images o' keldorn or imoen were all very subjective. so, what did bioware do? bioware changed the portraits in minor and major ways. personally, we still hated the portraits after saas made changes, but the community as a whole were approving. particularly as this game is a kickstarter, purchaser should offer up their criticisms, no matter how subjective. there were no chance for Gromnir to be objective and rational before making our purchase. we looked at obsidian's goals and we considered their history and then we offered obsidian money sight unseen. vote rational with our dollars or euros or yen were not possible. most o' the beta criticisms we saw were feel nonsense. ui should be more wood-grain, or were it less? perhaps it were more a color complaint? we frequent heard that classes should be more like bg iterations. we needed kill xp. when asked why such stuff were needed in poe, the poster would hurt themselves attempting to make something other than a complete subjective gut-level appeal. if we were a developer, we would scream in frustration but at the same time, those subjective considerations is as important to our enjoyment o' a game as is the objective. too much text? not for Gromnir, but we recall that criticism from ps:t. well guess what, after all the folks complained 'bout ps:t wall-o'-text ps:t dialogues, black isle changed. black isle, and even other developers, would use ps:t as a kinda a "Here, There Be Dragons," edge o' the map for dialog tediousness. developers would reassure potential purchasers that while their game would have impressive plot and character development, it wouldn't have as much dialog as ps:t. so, add a decade o' time for reflection and obsidian boasts that poe would go back to ps:t style dialogue and there were much rejoicing from the die hards. the thing is, what if folks don't like ps:t wall-o'-text more now than they did in 1999? yeah, folks has no cause to act surprised that dialogues is longer than in typical crpgs o' the 21st century, but if you don't like poe dialogues, you should freaking complain. complain now so that obsidian's next game won't add subjective stuff that you don't like. complain about subjective is not a bad thing, but don't pretend such complaints is objective and don't be surprised if developers have no response. Gromnir likes chicago-style pizza. other folks prefer ny. when it becomes time to order a pizza, am gonna voice our preference. why is game features a different scenario? HA! Good Fun!
  6. so the only way to get any wael dialogue is to defy wael and return the scroll? odd. oh well. thanks. HA! Good Fun!
  7. that is why we bring up the issue. we saw dialog options for the other faiths while playing poe, but none for wael when dealing directly with folks in the hall of revealed mysteries? struck us as odd. we weren't expecting much, but we did believe that there would be... something. HA! Good Fun!
  8. the kill xp proponents got a token concession with the bestiary. *shrug* the obsidian folks were able to observe tester behavior before release and they will no doubt have considerable feedback post release o' poe regarding how players actual behaved in the game. is no need to belabour a point that were obvious to the obsidian folks all along. and yet... the kill-xp proponents were so darn ardent in advocating for per-kill xp grants that there is no way they is now gonna admit that the absence o' poe kill xp (please don't keep saying that the bestiary is what you folks were asking for) has been as significant as a mouse fart in a hurricane. is funny. is a dead issue. it were a dead issue before it became an issue. make 'em squeal a bit more at this point is gauche. HA! Good Fun!
  9. so, until the reckless assault bug gets fixed on our rogue, we decided to play a priest o' wael character. the thing is, nobody in the hall of revealed mysteries, or anywhere else for that matter, has responded to our choice o' deities... which strikes us as odd. have had multiple objectives relating to wael and yet no wael dialogue options? perhaps the obsidians simply dropped the ball with priests o' wael and didn't add any priest specific dialogues for his/her priests, but that strikes us as unlikely. anybody else with a priest o' wael get denomination-specific dialogues? curious. HA! Good Fun!
  10. hardly. looking just at very early game encounters, we storm that keep and coulda' avoided +80% o' the combat. eothas dungeon had considerable rooms that we coulda simple avoided. gonna call bs on this one. HA! Good Fun!
  11. it's a review... by a game journalist. ... a random guy in an airport tells us that there is a new pizza place in town and it is awful. we happen to like the pizza joint in question. we tolerantly nod and smile as the self-proclaimed gourmand slanders the pizza we happily consumed within the last week. we then go on with the rest o' our life and forget the encounter until just now as we recount it to you. the review from gamespot is a random guy stating his opinion 'bout a game. by definition, his opinion can't be wrong and the only reason we would care about the gamespot review is if we had read previous reviews by the author and found that his opinions and Gromnir's gaming preferences were in tune. review o' a game we already has purchased and is playing for ourself is meaningless. we find the whole notion o' railing about game journalism or game journalists to be ridiculously quixotic. HA! Good Fun!
  12. ... that has always been the criticism o' using fists. you cannot enchant fists with all the secondary and tertiary effects possible with other weapons. we all know that fists is great weapons compared to vanilla iterations o' other weapons, but you won't be using vanilla, or even chocolate. am appreciating the effort, but... https://www.youtube.com/watch?v=TSRiLX-Qggk *shrug* HA! Good Fun!
  13. if you wanna play a tank barbarian... actually, we got nothing. ain't seen a decent poe tank barbarian build. HA! Good Fun!
  14. 'course you are right, which is why d&d 3e were so much better before they changed the front-loaded ranger, fixed harm and addressed the various attack-of-opportunity exploits. ... wait, we got that bass ackwards. d&d 3e were a better game after the obvious exploits were removed. sure, as each new splat book were added to 3e, it were impossible to keep up with all the potential exploits, but that doesn't change the fact that fixing the exploits and adding balance improved d&d. poe won't have all the prestige class nonsense and there won't be a monetary motivation to keep churning out poorly balanced and ill-considered supplements as most crpgs take far longer to develop than does pnp supplements. the obsidian developers will, over the course o' the next few months, have the opportunity to fix a goodly number o' the obviously broken mechanics/features... they will have a chance to make poe better. will a few exploits always remain? is almost a rl example o' the zeno motion paradox. if each patch fixes half remaining exploits, you never reach a point where all exploits is addressed, eh? *shrug* is gonna be bugs that never get fixed neither, but it sure as heck don't make sense to stop fixing bugs anymore than it makes sense to ignore broken mechanics and features. is a new system, and like any good crpg or rpg system, there will be flaws. so, fix the gosh darn flaws and make the game better. HA! Good Fun!
  15. agreed. https://forums.obsidian.net/topic/67775-no-portrait-for-ocean-folk/?p=1491397 HA! Good Fun! ps am doing the easter bit for the rest o' the day, but our best holiday wishes to all on this occasion. also, there is a missing link to a scene from the duelists in our post. don't recall the exact image we used. https://www.youtube.com/watch?v=LOcxnQRUhMM
  16. reckless assault were s'posed fixed in 1.03. unfortunately, their fix weren't retroactive. if you already had the stacked reckless assault modifiers, you retained them post patch. no reason to do so as this is a Known issue. developers have responded in similar threads and folks have offered such saves. unfortunately, the problem persists. HA! Good Fun!
  17. we made this point many months ago. our observations regarding respec noted that poe would be broken and many talents would not work as advertised, talents such as interrupting blows, which at this point doesn't seem to do anything. we also stated that because o' the obscurity o' the rules and the mislabeling o' talents and abilities, many folks would be fooled into making bad choices through no fault o' their own. http://forums.obsidian.net/topic/74815-accuracy/?p=1632949 in addition, we has numerous times observed that folks such as you were gonna be thwarted by the developer's attempts to patch or rebalance poe. the console doesn't fix all problems, so why no limited respec option? *chuckle* is a few folks who actual claim that regardless o' the fact that they would never use respec (HA!) its mere presence in the game diminishes their use and enjoyment o' a title. ... how the heck do you counter such an non-argument? this is not the first crpg we has ever played. those predictions we made were hardly the result o' prophetic powhaz. poe is the norm and not the exception. developers have never spoken on the issue that we can recall, but we believe that the option, if included in the game, woulda' gone far in alleviating the frustration many poe purchasers is feeling as a result o' developer error and developer balancing. limited respec would not have been a perfect solution, but it sure woulda' lessened the resulting reasonable ill-will o' players who discover only after tens or dozens o' hours o' gameplay that their character is not matching their role-play expectations. so, why no limited respec option? HA! Good Fun!
  18. Sure, but you can already respec using IE Mod, appearantly it won''t even disable achievements the console we will use, but mods? am not very trusting of mods, particularly early. in the beta, the ie mod auto-"fixed" some stuff that we didn't want adjusted. at least the earliest incarnations did so. am doubting the ie mod fixes the reckless assault stacking bug. the console, on the other hand, doesn't fix many problems. a respec option that woulda' reset us to level 1 or 2 and wiped the character clean strikes us as a useful feature in a game such as this... a game that predictably were gonna have bugs and rebalance issues. built in limited respec is far more user friendly and for those concerned with potential for exploitation, a single respec is hardly a noteworthy concern. and for those wacky folks who is offended by the mere presence o' respec but not by the console or the availability o' the ie mod, there is no response as their feel concerns is not based on anything rational and is thus irrefutable. HA! Good Fun!
  19. a retroactive companion fix would be nice, but it ain't all that significant, and it becomes even less significant as you level. starting attributes are not as important as most folks believe. poe is different than d&d, so there ain't no obvious thresholds for saves and bab. there also ain't schemes for making enduring attribute inflation possible. poe starting attributes is a bit less meaningful than d&d 3e starting attributes were. on the other hand, the reckless assault bug were our primary concern as we don't feel able to advance with our current borked deflection penalty. obsidian made it possible to deactivate reckless assault with the recent patch, but they didn't fix the damage the bug had caused to our character. the thing that annoys us is that there were developer response post patch that seemed to suggest that they were unaware o' the persistent nature o' the stacked deflection penalties related to reckless assault. after a few dozen hours invested, we don't feel like starting over. ... maybe play that priest o' wael we were considering and wait for the next patch? this is frustrating, 'cause the game is not all that buggy from our pov, but we happened to luck (unluck?) our way into a particularly annoying developer blunder... a blunder which is being addressed rather poorly. HA! Good Fun!
  20. people seem mighty confused by the obscure poe mechanics. http://forums.obsidian.net/topic/74815-accuracy/?p=1632949 heck, Gromnir played the beta and followed the development reasonably (unreasonably?) close, and we can't give an explanation as to what the improved interrupt talent does. take a looksee at the tech support portion o' the board. given all the stuff that is still not working right and recognizing how 1.03 rebalanced a multitude o' talents, abilities, spells and weapons, a respec option would be welcome right about now, eh? HA! Good Fun!
  21. suggested attribute spread for talky character m 10 c 10 d 10 p 16 i 16 r 16 we got builds for melee rogues and combat priests and paladins that all work with such a spread... 'cause as we has noted 'bout 100 times, the starting attributes have less impact on the relative combat efficacy o' a character than many posters believe. isn't too hard to functional boost each o' the mental attributes by 2-3 by mid-point o' the game, so you got all the 18-19 stuff covered. warning: keep in mind that more than a few o' the high perception and high resolve options, particularly in companion dialogues, appear to be "traps" for wont o' a better descriptor. HA! Good Fun!
  22. in the beta, we didn't realize we needed a grapple hook to complete a particular quest successfully until we had completed 90% o' the mission. the absence o' a grapple hook in our inventory resulted in us needing return to the nearest town to purchase such an implement. took 5 or 10 extra minutes o' game time, and a couple o' mournfully protracted load screens, to trudge back and forth 'tween town and the object o' our quest resolution. ever leave a file at home? get to office and sudden 'member that the thing you need most to do your job is sitting on your kitchen counter-- a fact you recall only too well and too late as you had to put the file down to answer your phone this AM. the phone call were a wrong number. sitting in your office, you realize how "interesting" it is to send somebody back to your house, which is +45 minutes away, to get your freaking grappling hook... file. HA! Good Fun!
  23. It was very powerful owing to the fact that it had no positional requirement and could be cast multiple times without attacking by Ciphers. My Hard runthrough of the game consisted predominantly of two Ciphers using either Mental Binding or Mind Blades while the rest of the group sat around and watched. mind blades mighta been less o' a problem than it at first appeared. mind blades is countered by deflection. cast mind blades on a group that is blind and prone or paralyzed and you are gonna see considerable crit hits. cast slicken and make entire mob prone, then add one or two additional effects with a mind blades kicker? the nerfs o' wizard spells were likely to have more impact on our use o' mind blades than did the patch nerf o' mind blades itself. am gonna need see how it actual plays. HA! Good Fun!
  24. ... so, how exactly were reckless assault fixed? perhaps one needs start a new game 'cause previous accrued deflection penalties have Not been removed. am admitting to being a smidge annoyed. and not that it matters much, but the hearth harvest inventory icon is about 1/3 larger than it should be. HA! Good Fun!
  25. have asked the same question. am having no idea how the talent modifies interrupt, if indeed it does. HA! Good Fun!
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