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Everything posted by Gromnir
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you is making assumptions. if there is no rogue companion, then to fulfill what we believe is essential role o' the stealthy trap disarming (essential for Gromnir,) we needs have either our main character, or some other character spread their limited pool o' skill points 'tween stealth and mechanics. however, for rp reasons, we very much wish for our main character to at least have high lore. am not seeing how to make such a character in poe. without a poe rogue companion, a seeming odd omission, we is facing a difficult choice between making our first character what we wish from a role-play pov, versus having him fill what we feel is a traditional gameplay role. is not that an ability is tied to skill points. is that w/o a rogue companion, we is trying to stretch skill pool in an impossible way. HA! Good Fun!
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I agree but in a party of six characters don't you think an interrupter could be quite useful? A barbarian or fighter, for example, or maybe even a wizard seem like they could function well in this role. in the previous builds, increased interrupt % didn't quite work as one suspected. is not as if adding +20% to interrupt via the attribute modification aspect resulted in a +20% rate/chance of interruption. the math for interrupts were a bit complex, and whatever were being modified by 20% were not the overall/final chance o' interruptions. HA! Good Fun!
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bad news. magic 8-ball offered this response: My reply is no oh well. perhaps tomorrow. HA! Good Fun!
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with $100mil in the bank, am doubting the tax implications is meaningful... though am doubting you is complete serious. alternative: give to offensive line collectively... let them decide who gets the vehicle. raffle? best bbq cook-off? thunderdome? am recalling how barry sanders would give exorbitant gifts to his ol even when they stunk. HA! Good Fun!
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They don't just seem identical when the next map has the remains of the skeleton I killed in the previous one. Didn't think of using wilderness lore though, even if I have it on one character. It's a skill I actually need to actively use? Lol, I'd give it a go but already cheated my way through. there is typical 3 paths leading out from most maps. some exits will send you backwards. is simple breadcrumbs solution. use fallen skeletons garbage gear to mark which entrances/exists is dead ends and which is not, and have one other bit o' dropped gear to identify if you is on map 1-4 (or whatever) o' the identical seeming maps. is plenty o' dead skeletons for just such a purpose. is annoying and a bit time consuming, but is not complex or difficult. am suspecting folks get frustrated and quit before trying to figure out the puzzle. we weren't a huge fan o' fell wood 'cause it were too easy but it were time consuming... felt like an unnecessary time sink. am suspecting the developers were caught off guard by how many folks hated fell wood, when there were ps:t fans telling how nifty the modron maze were. HA! Good Fun!
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well, doubling the impact o' the attribute point boost is seemingly a noteworthy "except." the thing is, the +3% were near complete negligible, so am not certain that doubling is enough. if the developers didn't change the way interrupts is generated beyond doubling the impact o' the attribute point, am dubious that the 6% will add requisite value. that being said, am thinking some difficulties in judging the usefulness o' attributes and derived stats has as much to do with play difficulty than anything else. is kinda counter-intuitive, but hard difficulty actual robbed us o' many strategic and tactical considerations. at hard difficulty level, our strategy were to build characters that could deliver as much kill as fast as possible. yes, very complex. many tactical considerations is similarly moot if one needs kill everything extreme fast. hard difficulty is frequently, and ironically, a bit o' a mindless hackfest. HA! Good Fun!
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am gonna disagree. it all depends on just how much a point o' perception affects tendency to successful interrupt and how necessary concentration becomes to effective mitigate interrupts... and o' course the degree to which a point o' resolves contributes to such mitigation. the problem with interrupt attributes in previous builds were not that interrupt were weak as'posed to strong, but rather that adding or reducing points in the interrupt attribute had negligible benefits and/or penalties. it made far more sense to hit opponents more frequent via boosted accuracy and to make appropriate weapon choice for your potential interrupter character than to spend attribute points specific to boost interrupt. also, playing on hard, we were needing to kill enemies so freaking fast that interrupt were becoming less noteworthy than were pure damage potential. concentration is a bit different. regardless o' how effective interrupt is, if enemy ai or behavior is such that opponents rare interrupt, then regardless o' the potential usefulness o' interrupt, one might not need concentration. it remains to be seen just how much we needs to boost concentration. also, at hard level o' difficulty, we frequent die if we is hit successful more than once, so our fear o' being interrupted, in addition to being a corpse, is a largely incidental concern. HA! Good Fun!
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Another incident with black men getting shot by police
Gromnir replied to Drowsy Emperor's topic in Way Off-Topic
quick aside: when Gromnir uses legal word o' art such as reasonable or malice or any o' a hundred other such descriptors, it would be a mistake to thinks we is using those words as they appear in a dictionary. what is reasonable in the context o' passing Constitutional muster is Not dictionary reasonableness. is a whole line o' cases that illustrate what ain't reasonable as a matter of law. Constitutional "reasonable" is far less subjective than is dictionary reasonable, or even tort reasonable. assume that a cop gets a call on his radio that a latino male between 5'10" and 6'3" wearing a hoodie, and weighing between 200 and 250lbs were involved in a rape at gunpoint in the local area. that don't mean that a cop would be legal reasonable if he shot any freaking latino who conformed to the above physical description and chose to run when the cop stopped to question him. we has brought this up in another thread, but legal reasonable in the United States is actual very different than similar terminology used in western europe. the kinda reasonableness we require for warrants n' such is much higher than in france or england. what western europeans typical consider to be legal reasonable is amounting to no more than mere suspicion here in the United States. *shrug* law is weird. HA! Good Fun! -
the reason we is serious contemplating "rolling" a rogue for our first poe character is not 'cause o' mechanics skill, but 'cause o' mechanics AND stealth. be able to scout and disarm traps while stealthy is a capacity we would want at least one party member to possess. rogues is the most obvious choice. converse, given the history o' obsidian games, am suspecting that beyond crude combat and mechanical checks, there will be an emphasis on so-called role-play choices. am predicting that checks for intelligence will be frequent. lore skill checks will also be common. is doubtful that perception is a You Win attribute as wisdom were in ps:t, but am guessing that perception, even while no longer being the accuracy attribute, will be cursed by many poe players who chose to make it a dump stat. our problem is obvious in that we is having difficulty envisioning a capable rogue character that emphasizes intelligence and perception for attributes and is having skills enough to satisfy stealth, mechanics & lore. HA! Good Fun!
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I completely agree with you. I see interrupt as being possibly very useful. I could see a fast attacking high interrupt character really messing up a warrior wielding a slow two handed weapon. I just think explaining how the mechanic works is very difficult. If my characters is doing circa 50 damage, then I understand that +10% damage yields 5 more points on average, or how +5% critical hit chance works. Explaining how interrupt works seams a lot more challenging. I'm assuming it checks against concentration. So slower attacking characters could get extra concentration to mitigate. what is "it" and how exactly is it generated? *shrug*' with early builds, interrupt checks were mathematical enigmatic. HA! Good Fun!
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Another incident with black men getting shot by police
Gromnir replied to Drowsy Emperor's topic in Way Off-Topic
Look, I know that as an Euro, I can go "sit and spin*". But... We used to have something similar over here. It was routinely abused to execute "fleeing" prisoners, political undesirables, union members, etc. How the hell is that even supervised? Doesn't that kinda go against due process and presumption of innocence? I don't even... well, the obvious response is that it ain't used over here to "routinely" execute folks, in spite o' what you see on rt. we got any number o' reasonableness and good faith standards that works very well. cops still gotta show that they were indeed acting reasonable, which is frequent tough to show when you shoot an unarmed and innocent person in the back. is usa circa 2015... is not wild west. is not eastern europe. is not china. is not a japanese prison where you can be beaten for raising your eyes w/o permission. HA! Good Fun! -
you do realize that identical seeming fellwood maps is intended to be a puzzle, yes? ain't never heard of the hansel & gretel we s'pose as you can use same trick they did. http://www.pitt.edu/~dash/grimm015.html also, use of wilderness lore skill will get you through fellwood without any frustration. is not a particular complex puzzle. HA! Good Fun!
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Oh yeah in case no one answered this... No, range is no longer on the stat either. It now buffs interrupt chance (just like it did in the beginning) and it increases reflex saves. It seems a strange decision to me, since many people who playtested the earliest version were dumping perception. I'm not saying interrupt is bad, it just seems like a difficult mechanic to convey. I always thought modifying critical hit chance, piercing damage resistance, or increasing range were easier mechanics to understand since they also exist in other games. Honestly, my first thought when I got into the BB was "Interrupt? Is that really that useful, how often do you face casters, anyway...?". I'm still a bit confused, truth be told. My first idea for a character was a duelist (rapier) Paladin with high Perception and Resolve. But now I'll be really damn hard pressed to ever take Perception, and Resolve is a pretty bum stat for Paladins, so.. yeah. interrupt has the potential to be very useful as it interrupts more than just casters. as far as we can tell, just about any current queued action can be interrupted. it is unfortunate, but from a practical pov, am complete baffled by how interrupt is modified by abilities. am recalling back in summer 2014, folks took a shot at explaining the math behind interrupt and it seemed to be a mess. regardless, it appeared as if the attribute modification o' interrupt chance were very small. in the early bb releases, we had an extreme useful ranger that were based on an interrupt concept, but as our current ranger's summoned bear is no longer a meat-shield but rather a twisted s&m pain transfer device, our dedicated interrupter no longer has appeal. HA! Good Fun!
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http://www.ask8ball.net/ HA! Good Fun!
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sadly, the dishes and kitchen is now clean... finally. maybe we call you up after easter, but we woulds need negotiate the "smoke a set of rears" request. perhaps bring a pair o' these with you? HA! Good Fun!
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most valuable is priest, at least on hard. we can contemplate any number o' party configurations, but on hard difficulty, we would not survive for very long w/o a priest. two more? am suspecting that with new build we we will need consider moving paladins up our list o' party mvp candidates... or perhaps not. in the most recent build, paladins were very easy to min/max into uberness and their buffs were some o' the best available in the game. however, while paladin buffs will become relatively even more useful, the removal o' accuracy padding from max perception will likely significant diminish their combat efficacy. currently, chanters is likely our #2 mvp behind priests. the buffing for chanters is excellent, but more significant is their summons. in a game with few party summons available, and a tendency for enemies to bum rush our little band o' heroes, summons is invaluable. in hard-mode, many enemies is capable o' one-shot or two-shot killing any party member, even our tanks. a summons that provides cannon fodder is welcome. regardless, priests is clear #1 mvp. HA! Good Fun!
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am looking at the mountain o' dishes in our kitchen. *sniffle* were that a tear that leaked out o' the corner o' our eye as we contemplated the cleaning task that now lay ahead o' us? ... our housekeeper comes on thursday. we could leave this mess til then, no? no. @#$% HA! Good Fun!
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we must have missed the smirking emoticon, yes? HA! Good Fun!
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Another incident with black men getting shot by police
Gromnir replied to Drowsy Emperor's topic in Way Off-Topic
What? shouldn't be a surprise. a suspect who has committed a violent crime runs away from cops without pulling a weapon and aiming at cops or bystanders. the suspect later shoots some old man or rapes an old lady... or the reverse. how many times does that happen before folks change laws applied to cops use o' deadly force on suspects who is reasonable suspects o' violent crimes but who is not immediate threats? *shrug* aside, the Court upheld the fleeing felon rule back in 1985. the rules for cops to use deadly force is not the same as for ordinary citizens. have seen that bit o' myth used multiple times in this thread and others like it. HA! Good Fun! -
pulled pork cole slaw buffalo wings nachos salsa(s) baked beans sloppy joes chili vegan chili potato skins lasagna (half with meat and half w/o) we let other folks bring stuff, but the aforementioned is our traditional super bowl spread. ... last year we had a woman make a weird comment regarding our super bowl menu: "its so normal." she seemed rather disappointed that the food we offered were the same kinda stuff you could get at a local bar. our reputation took a hit in her eyes. HA! Good Fun!
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we will need to see actual new build, but from what we can tell, particular with how graze and crits is still being calculated, accuracy is having more immediate and significant impact on damage totals than is might. is no longer at OMG level o' wackiness for crit damage totals, but accuracy is still a major concern, yes? if any one attribute were the accuracy attribute, it would still be the no-brainer for the vast majority o' characters and builds. HA! Good Fun!
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Another incident with black men getting shot by police
Gromnir replied to Drowsy Emperor's topic in Way Off-Topic
is semantics. you train cops to aim for center-mass. you train cops to instinctive reach for firearm when an individual presents a situation whereby they could cause serious injury to bystanders or the cop. in point o' fact, in many jurisdictions, cops can, and is s'posed to, shoot fleeing suspects who is NOT immediate threat to bystanders or cops. you give cops firearms and you has steadily increased lethality o' the firearms available to cops since the early 80s. stopping or disabling a suspect with undeniably deadly force v. train to kill? *snort* is silly semantics. HA! Good Fun! -
That's not true any more, though. They fixed the multiplier/integer bug(s), which has significantly devalued accuracy and individual character's reliance on it. I would not mind trying out whether Accuracy from Perception works again or not. Right now I think the stats are a bit wonky (especially how both +AoE and +Duration is tied to Intelligence and Resolve now will be something of an oddity for Paladins to pick, rather than the chief stat you'd expect them to take, but both those issues are really separate points). accuracy is less important now than it were in some earlier builds, but it is still extreme important. am thinking it would be a bit disingenuous to suggest otherwise. *shrug* HA! Good Fun!
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accuracy is overwhelming important to most poe characters. ... above observation creates a dilemma for the developers. have accuracy tied to a single attribute necessarily makes that attribute "overwhelming important" too. given developer goals regarding balance and their intent to makes multiple character builds viable, linking accuracy bonuses to a single attribute is counter-productive. unfortunately, am thinking that the developers has gone to another extreme by removing accuracy from attributes. accuracy is still overwhelming important, but the developers has now reduced the player's ability to meaningful customize their character. if the character generation choices is having less impact on the efficacy of a build, then such choices is necessarily less meaningful, no? furthermore, character development & customization choices that affect accuracy is now limited to class and talent choice. as such, those two options become even more vital. no doubt the developers need concern themselves that they is replacing one form o' character generation tyranny with another. as important as the accuracy boosting talents were before accuracy was insulated from attributes, now those limited talents will increase in significance. have functional essential talents runs counter to the philosophy espoused by the developers regarding balance and meaningful customization. we advocates constructive criticisms, so we would prefer another approach, a more balanced approach. as with deflection, reflex, will and fortitude, the developers could choose to have accuracy affected by multiple attributes. it is not unreasonable to suggest that every attribute could affect accuracy. resolve? well, being composed in pressure situations sounds like an aspect o' resolve, no? a greater tendency to be composed in combat would likely affect accuracy, yes? can do same rationalization for almost all attributes. am not suggesting that all attributes should modify accuracy equal, 'cause that results in the same situation as no attribute being linked to accuracy. even so, we could envision three or four such contributing accuracy modifying attributes. one might even provide some kinda synergy bonus for maintaining balance between those four abilities. got four accuracy abilities and difference 'tween highest and lowest o' the 4 attributes is =0 results in a bonus. get slightly smaller bonus if difference =1. etc. sure, min-maxers would still be rewarded as they always is in games such as poe, but if you build in a meaningful bonus that requires a more balanced attribute spread, am suspecting we will see more variation in character builds. we got no doubt the developers can come up with a better solution than has Gromnir in the span o' a few moments o' reflection. regardless, the current plan to remove attribute-based accuracy modifiers strikes us as flawed. the ultimate solution is likely to go back to square 1 and make accuracy less significant to poe combat mechanics, but such a change at this late date does not strike us as practical. even so, to have a quality as important/vital as accuracy in a crpg and to chose to reduce/eliminate options for customization and modification o' that quality strikes us bordering on crpg heresy... not that we believe in crpg heresies btw. HA! Good Fun! edit: weird jumble of two paragraphs