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Shevek

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Everything posted by Shevek

  1. Races need to be balanced a bit currently, I think. Hearth Orlans (extra crit), Wood Elves (distant advantage) and the Aumauas with the stun/ko resist have some decent racial special passive bonuses. The other races dont have as attractive bonuses. Still, at least there isnt racially restricted classes, massive shorty saving saving throws, or any of that nonsense from 2E DnD.
  2. I would make might multiplative and everything else additive or just make everything additive.
  3. Nice changes overall. Cant wait to try them out.
  4. The last 2 parts are there now in the playlist. Did those a while ago. Might do another playthrough after the next patch.
  5. The game was feeling pretty good bug wise before the last patch. That was our fault though. I think they rushed it a bit so we could play over the break. Im sure the next patch will be far less buggy.
  6. I did think it was pretty odd that their QA thought dex was doing something when it wasnt. These are the folks they listened to when they up and decided to change the entire armor system because they were confused by dt vs dr. I dunno about basing design decisions on feedback from those folks...
  7. I hope they fix the priest specific talents as well. Currently, the only one Ive found that feels any good is the Skaen one. Making a dual wielding stiletto priest with sneak attack is fun. None of the others feel as good.
  8. Well, I'll be keeping engagement on but I still find the other aspects of this mod useful. I havent tried to mod much yet but I hope it isnt too hard. The easier it is, the more likely that more folks will add to the game as folks here have done. I made lots of little balance mods for myself when replaying the IE games (custom kits, balancing, item mods, etc) but that was because of the ease of using mod tools like NearInfinity (or a simple text editor on 2das, etc). Unity doesnt look nearly as straight forward. Personally, I'd like to be able to make custom classes (for an alternative ranger class or maybe a multiclassing mod, etc).
  9. You still haven't explained what is supposed to be so groundbreaking about Wasteland 2. If 'FNV is nowhere near WL2', it shouldn't be difficult to. And the engine Wasteland 2 runs on is much worse than the Gamebryo engine. Wasteland 2's gameplay also has lots of issues - no formations, no options in combat besides attacking, skill use is clunky and slow. FNV is epic and easily better than WL2 in my book. Now, I like WL2 but FNV is just better. I do admit that I mod it pretty heavily nowadays. FNV with Project Nevada, WMX and some other mods is great. I like using RACE to mod in a station using the "Rockin Bones" cd set (obscure Rockabilly, perfect for era/locale). Still, even without mods, the game is amazing. The price you can get the game at with all DLCs is an absolute steal. Every crpg gamer should try it. It may not be a tactical masterpiece but neither is WL2. If PoE has the writing exhibited in FNV throughout the entire game, it will be GOTY for me.
  10. Crits arent all that crazy in PoE and they werent a real big issue just one patch ago.
  11. I hope they do externalize more. The things you mentioned (tables, variables and scene files) are absolutely essential for mods to be as good as IE mods were.
  12. PoE will be a much more polished experience than WL2.
  13. If the problem is the name, then simply change the names of crap. They could have changed the name of DT to DR for 3E DnD Barbarian players (who else?) and called percentile reduction something else (maybe damage absorption or something). Honestly, they said they were making this game for experienced crpg players. Anyone who gets confused by the names of this crap (and apparently cant be bother to read a tooltip or something) shouldn't be given the time of day.
  14. I can respect the want to have some DT in there to make one and two handers feel different and be balanced a bit different (some better against highly armored targets and, if done right, some better against lightly armored targets). But all DT and no DR is just worse.
  15. Crit was fine, absolutely fine, until they removed percentile damage reduction from armor. The old armor system did a fine job limiting the top end of crit damage. The removal of percentile dr from armor has made crits far too punishing (and has further made one handers even worse than two handers, but thats a separate issue). There was zero need for the change, very few people had any real issue with it and it has led folks down a rabbit hole of trying to come up with oddball solutions for things that were non-issues just one patch ago.
  16. the problems with the way critical hit work was talked about for months. Talked about by some perhaps but they werent an issue for most until the removal of percentile damage reduction from armor.
  17. The old armor system was much much better than what we have now. I hope they go back as that will resolve most of these issues.
  18. Great work. I hope Bester finds a way to do verticle portraits. Maybe that will be possible with the move to 4.6?
  19. I agree. It would be nice if they added a slew of melee friendly ranger abilities and made that more of a thing.
  20. I had no problem wading in in previous patches. Its this change to armor (and the related downgrading of weapon damage) that is screwing with the experience.
  21. Therez nothing wrong with snaring and killing from range. That should be a viable tactic - especially with overworld trash. Honestly, Hard difficulty felt generally ok in the last patch (364). Humanoids needed to be tougher, some enemies needed to be nerfed (crystal eaters) and encounter design needed to be improved but the difficulty was generally ok. Its this move away from percentile based armor thats fowling everything up. I just dont get why they would move to this inferior purely DT based system. Nearly nobody complained about it on these boards and DR/DT worked really well to mitigate crits and so on.
  22. As far as crit damage, maybe just leave the system the same and reduce crit to a 25% bonus or, you know, bring back the old armor system that had dr.
  23. I would make it [1-2-3] and [4-5-6]. I would also make [1-2-3] a prereq for [4-5-6].
  24. It might be nice to have a slew of companions that you can whip out on the fly (for each situation) like the movie Beastmaster.
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