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Maxzero

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Everything posted by Maxzero

  1. Exactly this! I'm playing a godlike Cipher myself, so little use for perception, and both Eder and Ydwin, the only available rogues, have 11 and 15 perception. So for my next playthrough I'll have to ditch Eder for Ydwin to be able to find most traps if I'm not playing a rogue myself. (Because to me it makes sense to have the rogue sneaking around, picking locks/pockets and finding/disarming traps) Why wouldn't Ciphers need Perception? They need it to generate Focus and to hit with powers. Pretty much all my characters have 20 Perception (don't play pure support). Unless you are 100 accuracy above enemy defence (does not happen) then it's useful.
  2. That seems more like a meta knowledge issue with the sword more then anything.
  3. That's an easy choice Death and Set to their purpose. You actually start with the Purpose invocation first that why it generates resources super fast so you can summon the weapons. The healing phrase is mainly for immunity to dying when muilti with a Fighter (swap the weapons invo out this case).
  4. As I said earlier Empower has me stumped as to why it was introduced. My solution: Empower +5 PL Do not need to rest to recover (resting is free and unlimited so wtf is point of the rest limit?) Normal: 3x encounter Veteran: 2x encounter PotD: 1x encounter Honestly I would prefer if it wasn't even in the game but we are stuck with it.
  5. I like this idea, for example give character -1 PL til rest after he use empower. What has me stumped is that they moved away from balancing around resting with the new spell casting system. Then they bring it straight back with Empower system. So how do you balance it? Are Wizards balanced around resting after every fight and using Empowered spells or not?
  6. Arguably one of the best armors ingame. Best thing is you can steal it. Too expensive to buy.
  7. The Shield cracks invocation plus Chill Fog and DOTs seems to work well. Perma AoE -2 armour.
  8. My issue is that every single change is a buff. Helwalker, Darcozzi, Unbroken, Beguiler and Fury are fine. There are not weak they are just not broken good.
  9. It is more to avoid comparison effect. There is a -proof- that Lightning strike is better in all situation. So, I Up slightly swift for that. If it is a non-choice, Obsidian must supress swift strike. It is a better idea... Multiclass is a part of this game. +75 % of healing for a single class stay extremely interresting. And for brilliance, even with a single, it is too much broken. Every 6s seems more reasonnable, even for single class. Nothing is random with me. Gaze of adragan suffer of the comparison with Chanter. Essential/Substential phantom is a damage overtime. 6s is too much. I prefer so much do a minoletta line IV... Far more effective, instant and a good DPS. Deleterious suffer of the comparison with his little brother, line I, Perhaps it is a problem of dexterity inspiration III (not enough powerful ?) In waiting of a boost, alacrity gain -10 % of recovery. In POE1, it was at 50 %. Here 15 % of inspiration + 10 of recovery = 25 %. Credible and not particularly broken when we know there is a malus. If not I take the spell level 1, far more interresting and I don't lose my health !... + 1 I say it feels random because is reducing the casting time of Phantom and giving Alacrity a recharge debuff suddenly going to make Wizards feel balanced? How many players would even notice? To me that sort of fine tuning you do last. I like doing the big structual changes first (ie subclasses).
  10. My idea of cleaning up the subclasses: Priest: They basically need a more spell variety. Let them have one free cast of the subclass spells. As they level they get more free casts of the subclass spells (at PL 3, 6 and 9). Might make which subclass you pick actually matter. If that is too much here is a simpler one: any bonus spells a Priest casts is automatically empowered. Ranger: Ghost Heart - take away bond cost of summoning pet. It's already using up actions and has a limited duration. Use him as a free DoT that you have to control. Sharpshooter - recovery penalty gone. Stalker - defence buff happens when you are within 7m. So there is only 1 distance to worry about. Chanter: Beckoner - lose the duration penalty on summons gain a damage penalty. You can still summon the horde of goons you could before (even easier to keep them out) but they are actually weaker in a way that matters. Quantity over quality. Monk: Swift Flurry - 40-50% proc chance on crit. Swift Flurry procs can't proc more Swift Flurrys (max of 1 proc per attack). Wizards: Only lose 1 school when subclassing.
  11. Most fairly minor but a buff to Swift Flurry is so not happening. The Chanter nerfs seem more about multi classing then anything else. The Wizard changes seem random. Before messing with the spells I would rather Priest, Paladin, Ranger and Wizard subclasses get looked at. Clean up the framework first then see how spells fit in there.
  12. To be fair that book has a negative on it, if i recall correctly. Every damage you eat interrupts spellcasting, so you better buff that wizard well or keep him out of harms way. Its definately for a backline mage but a melee Wizard don't need it anyway.
  13. Where do you find this inn (with +1 bonus)? The area you first arrive bar bottom right talk to the barkeep about upstairs entertainment. Basically a 'private dance' option.
  14. what do you mean by level scaling has it alone? Doesn't level scaling means that mobs scale to your current level You add accuracy to your roll and reduce the score by enemy deflection, so that means you just need to roll higher, but i think if just boosting stats to make game harder, is a lapproachoach Currently level scaling is broken. It does not work whether you click it on or not. On the beta it does work. Think most min maxers will probably run level scaling (otherwise the guy gets boring easy like it does now). So just by that alone the game will be harder once this patch comes out this week. The patch after that is when they will scale up the difficulty of PotD. Just from playing on the beta patch I can feel the extra stats on scaled up mobs. It feels like there will be a significant boost in enemies defences. I dont think level scaling makes game harder, actually if put to scale all, it arguably makes game easier, its basically like in vanilla skyrim, everyone is at your level, you could go into area that is hard in vanilla, and monsters there would be scaled down. If for instance you would do quests and battles without level scaling in such way that you do them at right time and sequence that match your current level, it would be the same as if you had level scaling on Level scaling is for people who wont to have constant difficulty that matches their level while going in places they whish to go, more sandboxy, and only scale up is for people who missed some fights at low level, and to not make them trivial later on But it will be harder then now because if you do a lot of side content you will 100% outlevel content and there is no way to scale it up. How many people know the 'correct' event order now? Hardly anyone I would say. well, isnt it the point to make game harder? If you leave out level scaling from your game, then you get skulls on sword, and thats how you know if something is at yours or level(s) lower, so lets say you watch when the skull pops after level up, then you know that now thats scaled on your level, without level scaling Well yes so won't builds have to change to deal with the higher difficulty? Or do you plan on playing the same builds forever?
  15. what do you mean by level scaling has it alone? Doesn't level scaling means that mobs scale to your current level You add accuracy to your roll and reduce the score by enemy deflection, so that means you just need to roll higher, but i think if just boosting stats to make game harder, is a lapproachoach Currently level scaling is broken. It does not work whether you click it on or not. On the beta it does work. Think most min maxers will probably run level scaling (otherwise the guy gets boring easy like it does now). So just by that alone the game will be harder once this patch comes out this week. The patch after that is when they will scale up the difficulty of PotD. Just from playing on the beta patch I can feel the extra stats on scaled up mobs. It feels like there will be a significant boost in enemies defences. I dont think level scaling makes game harder, actually if put to scale all, it arguably makes game easier, its basically like in vanilla skyrim, everyone is at your level, you could go into area that is hard in vanilla, and monsters there would be scaled down. If for instance you would do quests and battles without level scaling in such way that you do them at right time and sequence that match your current level, it would be the same as if you had level scaling on Level scaling is for people who wont to have constant difficulty that matches their level while going in places they whish to go, more sandboxy, and only scale up is for people who missed some fights at low level, and to not make them trivial later on But it will be harder then now because if you do a lot of side content you will 100% outlevel content and there is no way to scale it up. How many people know the 'correct' event order now? Hardly anyone I would say.
  16. Would a chanter/stalker tank work in POTD? Chanter works with everything. I'm not joking.
  17. what do you mean by level scaling has it alone? Doesn't level scaling means that mobs scale to your current level You add accuracy to your roll and reduce the score by enemy deflection, so that means you just need to roll higher, but i think if just boosting stats to make game harder, is a lapproachoach Currently level scaling is broken. It does not work whether you click it on or not. On the beta it does work. Think most min maxers will probably run level scaling (otherwise the guy gets boring easy like it does now). So just by that alone the game will be harder once this patch comes out this week. The patch after that is when they will scale up the difficulty of PotD. Just from playing on the beta patch I can feel the extra stats on scaled up mobs. It feels like there will be a significant boost in enemies defences.
  18. But thats my point. Is Xoti going to be compulsory for PotD? Or is every weapon damage class going to have to take Fighter in a multi? all attacks, weapon or spell require accuracy, your accuracy goes against deflection, will, fortitude or reflex. I don't think there are auto-hit abilities, except buffs (except maybe wizard missiles, not sure tho). I play o POTD and didn't have many issues with acc, as your 20 perception barb did, maybe you have something bugged, still its a random roll, so maybe you had bad luck No what I saying is that I didn't have problems but I am thinking towards the future. Level scaling alone has a level 2 tutorial mob at 48 deflection in the beta patch. When everything is level scaled on release (as opposed to now where nothing is) THEN they tune PotD on top of that it may well dramatically change the game.
  19. But thats my point. Is Xoti going to be compulsory for PotD? Or is every weapon damage class going to have to take Fighter in a multi?
  20. well I think its overkill, also you are trading that much resources into redundant defences rather than damage and utility, and you need to buff all the time at start of the combat, but thats not a problem with ai scripts tho The thing is I am literally devoting one level 1 spell and one level 2 spell to get the 14 and 18 armour. Both have almost no cast time and no recovery. The pair of them have the same total cast time as Rage. Everything else is offence with extra armour pen, accuracy and crits. Barbarian's weakness is being targetted and killed. With this setup you are basically unkillable from level 4 (minor regen to cover the chip damage). Once you fix the Friendly fire problem you can perma AoE fear the enemy and kill them while they can't fight back. The best thing is it does not look like it's under nerf attention like Beckoners and Swift Flurry. Rage isnt instant, right, i cant remember, because i don't run barbs, but, i think start of the fight is crucial for seting up your meele guys, and if your barb is siting for a 5 seconds at start of each combat, that would be an issue for me. I have my monk/chanter starting with swift strikes and thunderous blows, but both are instant and with no recovery, so its a non issue The pre fight buffing takes about 1.5 seconds. Wizard's have some of the best protection spells (if not the best) in the game but no one uses a melee Wizard. They are just overshadowed because Swift Flurry and Chanters just dominate everything at the moment. well i made eder a fighter rogue, he is pretty beast as well if you build him as dualwielder and give him awsome items, Modwyr is great for him(when i got it he complained that he would wont one too, so I gave it to him later on :D) i think once you get into higher levels, if your build is good, all is powerful in some regard. Xoti as priest/monk is pretty unkillable and has 20 accuracy buff for everyone, and a beefy summon , Maia as a pure ranger is a devastating crit machine that can dispell anbody, and can't be caught in melee.. Oh I agree. Comparing late power is kinda redundant because just like PoE 1 its the early game thats the challenge. Speaking of which with the level scaling working in the beta that construct has 48 deflection in PotD. My perception 20 Berzerker was missing quite well. I wonder if buffed PotD is going to go back to it's roots with accuracy being king?
  21. well I think its overkill, also you are trading that much resources into redundant defences rather than damage and utility, and you need to buff all the time at start of the combat, but thats not a problem with ai scripts tho The thing is I am literally devoting one level 1 spell and one level 2 spell to get the 14 and 18 armour. Both have almost no cast time and no recovery. The pair of them have the same total cast time as Rage. Everything else is offence with extra armour pen, accuracy and crits. Barbarian's weakness is being targetted and killed. With this setup you are basically unkillable from level 4 (minor regen to cover the chip damage). Once you fix the Friendly fire problem you can perma AoE fear the enemy and kill them while they can't fight back. The best thing is it does not look like it's under nerf attention like Beckoners and Swift Flurry. Rage isnt instant, right, i cant remember, because i don't run barbs, but, i think start of the fight is crucial for seting up your meele guys, and if your barb is siting for a 5 seconds at start of each combat, that would be an issue for me. I have my monk/chanter starting with swift strikes and thunderous blows, but both are instant and with no recovery, so its a non issue The pre fight buffing takes about 1.5 seconds. Wizard's have some of the best protection spells (if not the best) in the game but no one uses a melee Wizard. They are just overshadowed because Swift Flurry and Chanters just dominate everything at the moment.
  22. Well damn. Still get +1 armour though for 11 with fine Medium. With Thick Skinned thats 12 physical armour. Bulwark gives 13 elemental. Still enough to give -75% damage reduction.
  23. well I think its overkill, also you are trading that much resources into redundant defences rather than damage and utility, and you need to buff all the time at start of the combat, but thats not a problem with ai scripts tho The thing is I am literally devoting one level 1 spell and one level 2 spell to get the 14 and 18 armour. Both have almost no cast time and no recovery. The pair of them have the same total cast time as Rage. Everything else is offence with extra armour pen, accuracy and crits. Barbarian's weakness is being targetted and killed. With this setup you are basically unkillable from level 4 (minor regen to cover the chip damage). Once you fix the Friendly fire problem you can perma AoE fear the enemy and kill them while they can't fight back. The best thing is it does not look like it's under nerf attention like Beckoners and Swift Flurry.
  24. One idea I have been messing around with is a Berzerker/Wizard. Basically your Fury plus Spirit shield is +5 armour. Once you get to level 4 you get Thick Skinned and Bulwark for +6 total armour versus physical and +10 total for elemental damage. With a Fine medium armour you are looking at 14 physical armour and 18 elemental. Throw in all the long lasting Deflection buffs to not get hit and Expose and Merciless Gaze for -2 pen and +15 hit to crit (45% total) to boost your offence. Later on it gets stupid with Llengrad's safeguard (+20 def and +5 armour for 60 seconds). Get the sword to stop confusing and then you can use the AoE fear spells to perma terrify everyone around you.
  25. Flames of Devotion as well? flames of devotion doesn't have duration The shared one does. 8 seconds of +20% burn lash to party. Tested the answer is no. Pity might of made Paladins are bit better support wise.
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