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youspoonybard

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Everything posted by youspoonybard

  1. Its just easier to damage now though. Like one handers actually hurt because of the new armor system. My example is the Paladin. You really do not have to alpha with big hitting range weapons now. Range weapon damage seems to be tuned down a bit more compared to melee. My sword and board Paladin crits really hard with his one hander and Flames of Devotion. In POE 1 unless you were Duel wielding, Firing of FoD with a one hander and shield was pointless for damage. Maybe to fire of a buff ability like healing for Wayfarers or Deflection for Shieldbearers but thats it. Normally youd want to get passed DR with high base damage. It seems you do not have to do that as much anymore. +pen on disengagement attacks isn't a DPS buff, it's dissuasion from breaking engagement. Now, if the AI is smart enough to recognize that is another story altogether, but it's an enhancement to the fighter's "stickiness" by making it more punishing to break engagement. Barbarian has the most "meh" subclasses to me right now - they don't substantially change how the class is played, and the cost of 2 of the 3 seem really steep for the limited benefits they get.
  2. I'm surprised at all the criticism of the chip combat, but maybe I'm just part of a different generation or something. Important to point out that there are people who like the ship combat, even love it, so I don't want them to remove it or badly nerf it. Sometimes I go around on Neketaka, and then need to jump in the ship and go ship-hunting. It's one of my favourite parts of the game, and the biggest downside is that ships don't respawn. Would also be good with more fully decked ships, as it's a bit odd to see Junks with 4 of 10 cannons and suchlike. But the flipside of that is that if such a fully decked and crewed ship come after you early, if you for instance have the sloop, you stand zero chance to survive. That could be pretty frustrating, and would probably lead to more criticism than currently. I'd really love for Obsidian to make more generic ships respawn though, such as merchants and slaver ships. I'd also like to see more diversity in ship upgrades. Yeah, you may be right about the generational thing. Agreed on the respawn too. I'd actually pay a decent amount of money for a ship focused DLC. Add a new class of ships, maybe a unique variant or two, some new upgrade options, some random battle events, and more enemies to fight. I like the ship combat but I think it needs to be harder (or at least scale with difficulty better) as I see it as a huge power spike. You get your boat and can easily start farming Exceptional / Superb gear at the moment through the ship combat.
  3. Persistent Distraction qualifies for Deathblows by itself because both Distraction and the Flanked penalty given by Distraction count.
  4. Depending on build i would add monk, as wound spenders are primary, not full Very early game I use Blunderbuss + 1h to proc Streetfighter with gun modal then Escape in to flank. Guns have no recovery, only reload, so putting them together in one weapon set lets me dive in immediately with no swap time and start slicing, and I get the benefits of dual wield + TWF with the melee weapon. It's pretty good. It's only later on when I get more Guile + Abilities that this becomes less potent. Really, with Crippling / Blinding you're only losing out on 2 pen or 10 accuracy on one attack, functionally, or a second chance to apply the debuff. Not worldbreaking, most of your damage is still coming from those white swings. Sap doesn't care. Finishing Blow / Gambit really wants to dual wield, though.
  5. I'm not. It's basically frame a piece of filth and let him die to help a noble worker save his people or save an innocent man. Definitely one of the better morally ambiguous quests. Though admittedly it took me five seconds to make up my mind which was the correct option after having played through the quest so many times in the beta. **** Tamua. I wanted a solution without anyone dying and possibly improving the food situation for the village. The tribe is a bunch of savage so someone gotta die to "Appease the god" And according to the guides4gamers, it seems the quest is somewhat timed and you can just leave the seed there for a long time and it will be hidden again out of our grasp. Wait...do you means I return those fruit the seed is gone as well? Not only I framed an innocent people to die but the plan of planting fruit is ruin? My solution (kill Mukumu) failed the quest : (
  6. I know the actual broken part is the Brilliant Inspiration, but a Streetfighter with permanent Barring Death's Door & 50 deflection from Enduring Shadows / Shadowing Beyond is a great conduit for it. Kill safely On the Edge. As said before, it's pretty trivial to get flanked via the blunderbuss modal if you can't get flanked.
  7. Looking at the spells alone, I used to agree with you. Then I discovered Brilliant Inspiration + Salvation of Time. You weave in short duration buffs and spam Salvation of Time over them. As an example, Barring Death's Door is right there. I don't know if Barbarian is BAD per se, but I think they've lost the most from their POE1 implementation and it makes me sad to see where they are now.
  8. You are right that anyone can do the things you basically need a rogue for in most other games, D&D and otherwise. I think that restricting skills to classes might be a step in the right direction when it comes to that issue. Mechanics for example should be reserved to rogues, ciphers and rangers Disagree with skills restrictions. Skills in general are in a really good spot at the moment. I don't necessarily disagree with the strikes complaints, but you cannot leave out Persistent Distraction when talking about utility. Or the ability to position yourself around the battlefield, or essentially take yourself off the battlefield with invisibility. Sap is a Primary attack; it's best used on 2H rogues. I prefer Fast/Fast myself.
  9. You'll be fine. Ranks don't get more expensive like they did in PoE1, and mechanics ranks from other party members will help you unlock things better as well.
  10. I use Pike, Dagger, Flail, Club, Morningstar, Battle Axe, Hatchet and Sword modals regularly. Not always on, but regularly. To the point where I couldn't imagine playing a Devoted fighter; too limiting.
  11. In PoE1, Might and weapon quality bonuses were bundled into some tooltips which was deceptive on what base damage actually is. Not at home, but according to the Wiki sabre base damage is actually 13-16, so 13.9 is in that range. You strike with one weapon, then the other. It looks like your mainhand killed the target. Your offhand attack would have followed but I don't think it would have had the backstab bonus. The math displayed seems to suggest ADDITIVE might however; I thought it was a multiplier? Make a companion with 10 might and give them a mundane sabre. That is the actual "weapon base damage" used for ALL calculations.
  12. To be honest, I'm not sure what this change is supposed to address. A multiclassed Rogue doesn't have to choose between Rogue or their other class when leveling. There doesn't seem to be a substantial difference between single / dual. You're making lower level characters weaker and high level potentially stronger dependent on scaling factors. The greatest benefit to me seems to be that, effectively, Power Level affects Rogue "white" damage (non-ability damage, to borrow a WoW term). Afflictions, Inspirations, and gear that affect Power Level probably affect "white" damage, and probably double-dip when using abilities. For example, I know Withering Strike does +25% damage; does a high Power Level Withering Strike get bonuses from Sneak, Deathblows AND the added ability damage? There might be some interesting interactions here that I haven't thought through, but it doesn't seem like it addresses the main issue Sawyer posted previously (single class rogues not doing too hot; multi-classed among top performers). Is 2x the scaling factor% weapon damage going to address that issue? Then again, I think a lot of the feedback around the Rogue performance is overblown and due to glass cannon melee builds, which tend to get blown up regardless of class. See this thread, for example.
  13. I'm not even talking about a "tank" role - say, as a Monk, what's to stop enemies from running around you? You have to keep an enemy still / stay in range to hit them in melee. And in PoE1 my favorite tank was by far a Barbarian, and they still seem very potent in Deadfire as well for that role. I don't see why one has to be Fighter / multi-fighter. I agree that stacking a lot of Engagement is not worthwhile, but sometimes you just want to hold a priority target down and keep them occupied and a shield gives you that option.
  14. Shields give you Engagement. I haven't played the Backer Beta, but my thought is a melee that can't punish disengagements would have a harder time staying close to his foe. Granted some weapon modals can also give you Engagement (spears, for example) so I am going to experiment with some 1h + shield vs, say, Dagger + Spear, and perhaps even switch between the two before passives kick in that grant me Engagement without shields.
  15. You can't compare numbers directly from last to this one. Different game, different balance. In addition to the known Sneak Attack and Deathblow damage% increases, last I heard Deep Wounds stacks with itself. Now that it is a % of damage, it's like a lash that's always on as well. While the description mentions weapon damage, I'm interested to see if it still works with physical damage scrolls like in the first game. Rogues also have access to Deep Pockets for additional consumable slots. Might also now multiplies your weapon% multipliers, which benefits Rogues more than any other weapon class. While you mention the reduction in base Accuracy, Rogue's deficiencies in defenses has been brought up to par. I guess I play the class differently - I'm excited to try Streetfighter out, starting off encounters defensively, helping to control the battlefield, using movement abilities to get where I need to, meeting the condition, then start to burst. Maybe it will work, maybe it won't, but it looks like fun!
  16. If Deep Wounds stacks, now that it's a percentage it's kind of a lash ...
  17. To those people who say it was obvious Kreia was the badguy and stuff, way into the game: I've always viewed Kreia as a tragic hero, rather than a badguy. Her combat with you at the end of the game was a tragedy, an inevitable right of passage, not a showdown with evil. She acknowledges so, as well ("And that is why I love you.") Kreia does respect and honor the Exile, as he/she is the one who understands the Force the best out of any individual, according to Kreia. While her "betrayal" at the end of the game did threaten Telos and the galaxy, I do believe Kreia knew you would overcome them, her former pupils with a flawed understanding of reality. After all, Kreia also betrayed the three other bosses by making them seem that they could defeat you, and then they realized that they couldn't. By doing so, and by killing the remaining Jedi leaders, not only did Kreia prevent one side fo the Force from conquering another (and, therefore, putting the galaxy in a much greater threat), she opened the path for a new set of teachings of the Force. Her death at the end of the game rid the galaxy of the old mentors of the Force; all that was left, now, was the Exile and his enlightened view. In summary, Kreia wasn't Malak, an obviously evil being who went around committing evil acts. She is a much more developed character, and I suspect that how much you enjoyed KOTOR2 is highly influenced on how much you appreciated there not being a "Ah Ha Ha Ha Look At Me I'm Evil!" foe, and that they are your main quest in stopping. I loved Kreia. I can't think of another character in a console/PC game that has half the development of Kreia. When she stopped to lecture the Exile, I mulled over what she said, and respected her opinion; at first, for the Influence points, but later, because I actually agree with her. I loved KOTOR2 (Surprised, after reading my post?). Oh, and while I never found combat in KOTOR2 particularly difficult, I never found it hard in KOTOR either; and this was with me saving levels on my first try (my friend told me of the trick before I played), and doing all the sidequests. Perhaps it's because I D&D a lot, and have a very good understanding of the d20 system, but in neither game was combat the reason I played. In KOTOR, with the exception of HK I did not particularly enjoy any of my party members; I usually carried around Jolee because he was the least annoying. In KOTOR2 Influence Points led me, as a player, to try and understand the characters better, to gain the points and the mechanical advantages thereof, but the deeper stories led me to appreciate the characters much more as well. Win/win. I mean, I didn't see Atton's story coming at all, and what a story it was! (Don't think I wasn't talking to my team members in KOTOR; I was. But even as a light sider, Bastilla's "Oh, I might have feelings for you" was really lame, Carth was always moping around [and I didn't appreciate him hitting on me, either, and told him so, which made him mopier], etc. Canderous' war tales were interesting, though, but that's not really character development, more of a war story : ) ). I think KOTOR was a good game. I played it once, then played KOTOR2. I have subsequently played KOTOR2 probably around 10 times now, and cannot think of going back and playing KOTOR again, or in fact, a bunch of similar games. Cheers to you, Obsidian! Now, make NWN2 with similar deeply developed characters, an engrossing storyline (completed as you thought of it), and a faithful adaptation of the core 3.5 ruleset! That would rule.
  18. Actually, while I have never played a Star Wars d20 game, I have dm'ed/played a lot of D&D, and looking at the feedback supports my math. A character holding a single-bladed lightsaber gets 1.5x strength bonus per hit. Check the feedback. This is equivalent to a character wielding a one-handed weapon in two hands. Using both hands, you can bring the weapon down harder. A character holding two single-bladed lightsabers (or short) get a 1x strength bonus in the normal hand, and the off-hand saber does half strength bonus. Once again, check the feedback if you don't believe me. This is the same as the core d20 ruleset. Your offhand is less adept than your normal hand, and cannot assist your main hand as in the first example. The odd case out is the character wielding a double-bladed lightsaber. While technically a two-handed weapon, according to the d20 ruleset, you are supposed to fight with it as if it were a one-handed weapon and a light weapon (so it should do the 1x strength, and the 1/2x strength on the off-hand). Yet in KOTOR2 it deals 1.5x strength damage on each normal-hand hit, and 1/2 strength damage on the off-hand attack. Check the feedback if you don't believe me; it's easy enough to do. For a strength 12 character, I would recommend dual-wielding single/short; benefits from crystals far outweigh any meager bonus damage from multiplied strength. But say, you have a 30 strength (a +10 modifier). For simplicity's sake in this discussion, I will assume every attack hits. This is just for the calculation of how much strength damage your character deals per round of attacking, not a calculation of average damage per round or whatnot. I will also ignore criticals; a real calculation would include crits, as they can make a huge difference. The character will be flurrying, using Juyo, and under the effect of Burst of Speed. A single lightsaber user will do +15 damage from strength on every strike. He gets 5 attacks (base attack, flurry, Juyo, two Speed), and so his strength contributes 15 * 5 = 75 points of damage this round. A two-saber user will do +10 damage from strength on his normal hits, and +5 damage on his offhand. He gets 6 attacks (base attack, flurry, Juyo, two Speed, offhand), and so his strength contributes 10 * 5 + 5 = 55 points of damage this round. A double-bladed saber user will do +15 damage from strength on his normal hits, and +5 damage on his offhand hit. He gets 6 attacks (base attack, flurry, Juyo, two Speed, offhand), and so his strength contributes 15 * 5 + 5 = 80 points of damage this round. While this simple calculation makes it appear that double-bladed is just better overall, tweaking with critical modifiers and the like make a single saber VERY competitive. Two-sabers are by far the weakest for attacking, unless you have a non-strength bonus to damage (sneak attack) and a low strength, in which they're about equal to a double-bladed user. Nevertheless, two-sabers can be very useful for Force casters, who can benefit from 4 crystals instead of two to beef up their wisdom and charisma. Any questions?
  19. If you have a high enough Int, you can ask T3 "How did you get here". Try using your Valor force power to raise your int temporarily enough to trigger the dialog (it works, at least on the X-Box : ) )
  20. If Mira says that, you have to return to Nar Shadda in order to initiate her. And it's not your alignment that I think is important, but your companions; not sure if it is a mix of alignment and influence, but I definetly think alignment plays a role.
  21. Dark Side Guardian/Maurauder Single Saber, Violet PC Crystal Barab Ore Ingot Improved Beam Gun Lens Ultimate Energy Cell Expert Fencing Emitter. Use Master Power Attack with Juyo form and marvel.
  22. I think the ability to turn people into jedi requires their alignment to hit a certain threshold. How is Mira's alignment doing this game (compared to your other games?
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