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Mazuo

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Posts posted by Mazuo

  1. I wasn't going off anything on the wiki, rather the lengthy developer update expressly describing how monks were going to work in detail.  The class description there was one of the larger reasons I even backed the project as it sounded unique and fun.  So far none of it has come to fruition other than there's a class called monk listed in the game and he does easily get beat-up.

     

    The problem is the wound system as it is now is bland and generic while still obtuse to new players not knowing how much damage it takes to create one or what lesser wounds even does without researching the subject.  It's pretty disappointing to see what was a pivotal component of a class removed.  I would hope the devs could at least readdress the system for the expansion if not put it in place for this campaign as I have no interest in a flatly worse version of Cipher focus.

     

    At the very least an explanation of why the class was taken behind the woodshed and left like this would be great to have from someone official.

  2. Well it is a good idea, but it's not mine either, it's how they originally described the class.  From http://forums.obsidian.net/topic/63765-update-52-monk/page-6?do=findComment&comment=1329940

     

    But at the core of this class is a little rule about how monks take damage. You see, when a monk gets hit, only part of the damage is inflicted on him or her immediately. The rest is redirected to a Wound, which is an effect that causes damage over time (called a DoT effect) to the monk. That slowly-ticking Wound would only seem to be delaying the inevitable result except for one thing: the monk can get rid of that Wound by using special attacks.

     

    * A percentage of damage done to the monk, after DT, is converted to Wound damage.  If the monk gets hit for 100 points of damage, a big chunk of that is still sailing through.

     

    * Wounds are "buckets" of damage, so the monk needs to have that amount filled before they gain the Wound resource.

     

    * Monks start with a limited number of Wounds they can carry at one time.  Once that limit is hit, additional damage goes straight through.  This is one reason why wearing some amount of armor can be a wise strategic decision, even for a monk.

     

    * Monks' unarmed damage does increase as part of their Transcendent Suffering class ability.  This makes their attacks competitive with other fast melee weapons, but their raw damage is nowhere near as high as something like a longsword or a maul.  When fighting heavily armored opponents, monks can benefit from using other melee weapons (their special attacks still work with them).

     

    * While monks do have several active-use abilities, Turning Wheel exists to give the monk a passive bonus from fighting with Wounds.  If you let a monk with Turning Wheel "ride" for a while, he or she will do additional fire damage on melee hits automatically.

     

    Unfortunately, this concept has just evaporated leaving a bland, powerless class that has no unique role left in its place.

    • Like 3
  3.  

    Right-click and turning the formation was in BG.  It also has nothing to do with party AI.

     

    It's really insulting to keep creating strawmen about 'doing everything for you', but about the level of discourse I've come to expect around here.

    really? well ok than i am wrong in that point. i didn't know that.

     

    but what else would a tactics option be, other than a "play the game for me" option?

     

     

    Exactly what they were in BG.  Basic AI scripts that governed simple behaviors.  Argue whether they're needed or not, I don't much care any longer, but damn is it not annoying to keep being told any sort of AI is going to be for the purpose of removing all control from the player.

  4. Can we get some dev response on whether this mechanic is going to be tweaked or overhauled in the near future?

     

    During development it was described as providing a damage threshold sending overflow damage into the creation of wounds which would then cause damage over time based on what was avoided initially.  You would then spend the wounds to permanently avoid the damage taken or wait until you had built up enough wounds to spend them on something powerful or to use with a passive talent to increase damage output.

     

    As it stands right now, there is no protection to be observed from wounds and they most certainly do not cause any damage over time when in existence.  It functions nearly as cipher focus in reverse and is very disappointing because of that.

  5. The only trolls in this thread are those comparing wanting party AI with desiring an 'I Win' godmode button and those lambasting someone for having a different opinion than them.  BG1 had basic party member tactics that could be set.  It's embarrassing seeing people act as if this is some newbie casual request from people that have never played a similar game.

     

    If you don't agree, say so and move along.  Stop harassing the guy.

  6. Currently?  No.

     

    If they restore him to how he should be where large hits have the overflow over a cap sent to make wounds, and he can purge the residual damage from wounds that really should be there, then he'd be fun and powerful again.  There's no point to wounds right now as you're either setup to not get any through some sort of tank spec and then can't use your abilities or you're at max 10 wounds in a single large blow that was not mitigated at all.

     

    Really need the devs to reassess monk and get it back in line with how it was pitched to begin with.

  7. Well, fair enough, but if we ignore the bug where Bonded Grief is sometimes lasting too long and not fading at the end of the encounter there still just seems to be something off.  Small bits of endurance damage on NPC tanks have health loss associated with it.

     

    PotD start, let a bear take some hits from the wolves and his endurance drops at least a couple dozen points but zero health loss.  I'm just not sure why he should behave differently than your other party members.  As I recall I even directly fired on a pet and burned up his endurance fully and he just gets back up afterwards and is ready as ever to fight again.  Perhaps I'm recalling something incorrectly or something changes later in the game.

     

    Edit:  Never mind, I see why they're probably doing it this way as with permadeath in the universe there'd be no way to acquire another permanent companion if he took actual health damage.  Still seems counterintuitive, but I'll assume that's it until informed otherwise.

  8. My only problem so far with my monk is how wounds don't seem to be as described during development.  Something where they'd cap or limit the damge you take from an attack and send the overflow to create a wound which would then damage you over time if you didn't spend it on your abilities.  Rather it seems only like anti-focus where you build points by how much endurance you lose instead of damage you deal.

     

    As it was in my PotD game, I sense no actual protection from accruing wounds and the wounds themselves seem to not cause any continual damage at all.

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