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takamorisan

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Everything posted by takamorisan

  1. In 5 hours and 20 minutes from now. Someone will be playing marathon after class >:v
  2. Not exactly being an excel, more like having a support character so you can adapt the group strategy. Used my paladin offensively on PoE1 and late game the character could heal one of the several waves of upcoming damage, helping to buy time for the priest to apply buffs. Just an example.
  3. The spreading of Healing from might will hurt Hybrid classes.
  4. I think the solution would be changing skill behavior based on the weapon itself instead of having a single behavior, the issue is having to do a new formula for each style of two handed, dual wield, one handed and ranged weapons.
  5. Fighters should be able to improve their combat styles. E.G.: Two handed Greatsword you will be able to use cleave skills, overhead strike and behead. Estoc: Thrust, Crippling Blows and Pommel Strike Pike: Brace, Thrust, Long Reach Poleaxe: Armor Debuff, Bleed and Long range Attacks of Opportunity Morning Star: Fortitude Debuff, Armor Penetration and Stun Staff: Double strike, Deflection Stance and trip attack Parrying Blade: Counter Strike, Deflection Stance and Disarm Axe: Armor debuff, Bleed and Hamstring Flail: Reflex Debuff, Armor Penetration and trip Hatchet: Double Strike, Bleed, Interfering Strikes Mace: Rending Smash, Fortitude Debuff and Stun Rapier: Thrust, Taunt and Bleed Sabre:Faster Attacks, Slit Wrist, Deflection Stance Spear: Brace, Long Reach and Thrust ability Stilleto: Thrust,Bleed and armor penetration Sword:Overhead strike, Thrust and Pommel Strike War Hammer: Stun, Fort Debuff and Interfering Strike Dual wielding lets you do a power attack based on the two weapon you are using. If someone wanna try making suggestions to ranged weapons be my guest z.z
  6. I understood what Obsidian wanted to do with this new progression system, to make character creation easier, more intuitive and avoiding having players to struggle with choices and see theirselves forced to do a certain optimal path in order to get the "best experience" In my opinion I felt they overdone it and you were left in a scenario of a constrained choices, the feature felt like more of a pegleg for play styles instead of a different approach due to how diluted is the class skills with general skills, so you feel like you are being forced to multiclass in order to get a functional character. So I thought about it and reflected on the question "what gives an character his personality especially in a game like PoE?" The way he will face the proposed challengeds by the game designer. People will want several solutions not just through character interaction but by combat too. The weapon having their personal modals is a good headstart, but they should have personal skills if that character decided to be good at it and same for spells, the choice of focusing some kind of school of spell or type of divine magic would give players options to build their own playstyle and would explore more the multiclass feature. p.s: My appologies for my english its not my first language.
  7. Deflection should be moved to dex since you are more likely to use your dexterity to parry and dodge an attack instead of your resolve? And whoever is arguing that a spellcaster is all right to be a "slighter" better tank is either being intellectually dishonest in order to buff your favorite playstyle or not getting the concept of types of mitigation.
  8. Not my wildest dream though, wanted to see Resolve becoming something else Well anyway not a deal breaker for me though, lets see how it play next patch.
  9. It should be something like: Class talents Weapon style talents, Arcane and Divine Talents Pool. (Or General like it was back in PoE1)
  10. I'm convinced that weapon style should be a totally seperated tree with it own personal traits and points. My english is terribad might do a really lousy draw just to explain better what I mean.
  11. The current system feels like I'm poking the enemy and then out of nowhere my character decided to simply pick his greatsword and stab the enemy in the face, several attacks doing 1 and 2 damage, then some attack decide to actually connect and goes on his way to hit 59-64. With a heavy hitting build it goes 105 spike damage almost one shotting enemies. PoE 1 combat was more interesting because the damage felt it was more distributed during combat.
  12. I feel like resolve should be merged with another stat or completely revamped.
  13. I was against before my experience with Divinity, after playing with both strangers and friends I had an excellent time .The feature has a lot of potential to extend the game lifetime and discussion overall. I wouldn't mind an expansion starring this feature to be quite honest.
  14. The penetration mechanic needs a really detailed explaination so no one can miss the point. I built the character using the old philosophy on POTD and I found myself poking the enemies with this fanatic build that I made using a Mage slayer/Eothasian Paladin using a stock. I will keep tinkering with class combos and mechanics but sadly first experiment was a failure hahaha Decided to do a Frenzied Berserker/Bleak Walker Paladin. And holy **** that's a heavy hitter. Hitting the monsters around 80-95 on the first encounter with the stock greatsword Status used: (Credits to Boeroer and his Barbarian build in POE) Might: 17 Con: 10 Dex: 16 Perception: 15 Int: 16 Resolve: 4 https://imgur.com/a/KczuL Talents and combat log with the big meaty frenzy crit
  15. Thanks for pointing out my stupidity $55 is good, $115 was not. Hey I just made the same mistake, I'm itching to get it now :v
  16. I wouldn't call chanters garbage, they sure lack build options.
  17. Custom backer portrait is always a good thing in my book, different faces. Also great job to the art team
  18. Please don't throw min/maxing and viability in the same sack. Yes a barb with more int will have a bigger aoe and technically shine more in battle but it doesn't mean that you can't complete the game with a full might barb.
  19. Daily reminder that you are not obliged to get all the companions and sidekicks, your game won't fall apart if that option is available for you :^)
  20. Talk about blowing a load prematurely, so far we can only "judge" OS2. OS2 I accumulated 202 hours , finished the game on tacticia, compared to OS1 it felt like a huge upgrade in every department, story mainly. Its a 9/10 really deserved from the public. As for deadfire I will judge based on PoE 1, what they managed to step further in their game and in their style, have to be really careful and not ending up with a OS3 expectation. Even being both isometric rpgs, the way its presented is really different. Of course Obsidian will probably use the opportunity to observe and extract some ideas from OS2 and improve further PoE: Deadfire.
  21. Variants of these would be fully appreciated but given how much time there is left until PoE2 release its probably crunch time so no time for new add ons sadly >:
  22. The lower prices serves the purpose of giving an incentive and a reward to those that decided to invest earlier. You could say that you are still investing early since the game is not released, but I believe their financial team used until the lazy backer month to make all the development cost plan. Now both you and I money is considered "unreliable" , its not a huge influx and if they want to keep the schedule they have to go until the end, unless they manage to finish it early and remanage this money pool from us late for the party. Its just a guess, so please don't murder me x.x
  23. Hope we get more variants like giants, abominations, elementals and so on. Not having a "oh its another dragon boss fight" feeling.
  24. RPG is based on up and downs and having to adapt to a situation with that certain build. Sorry if I sound rude right now but having a way to adapt at everything its anti creativity, won't force the player to develop a personal strategy to attend their build identity.
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