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Shevek

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Everything posted by Shevek

  1. I use tend to use scale on my reach users and ranged fighters but I do agree that there few other instances where I would use it. To the OP: your solution is a bit too convoluted. It would be difficult to communicate to the player. I am not sure what other solution would work honestly. Just spitballin, but perhaps small things like in combat movement speed could be the answer? Similarly, you could do speed of stamina regen. So, a character in lighter armor could get a greater bonus from potions and heals due to not being weighed down as much. You could also do the whole you are clumsy in armor thing and give heavier armors a disengagement penalty. These fit thematically and could be communicated to the player easily.
  2. I think that with the stronghold utilizing custom adventurers, there are plenty of incentives to make custom party members for the first playthrough.
  3. Are you complaining because melee should use armor?
  4. Naw, you dont need to know alot of arcane beastiary numbers to make an effective party. Its just crpg experience and thinking about party creation as opposed to just character creation.
  5. I would just do a short vid on how to put together an effective custom party. I would maybe have one such party created as an example and explain the thinking behind why it was put together a certain way, etc.
  6. You can make lots of niche builds on hard and play comfortably.
  7. Well, I think I would rather do the opposite. I would do a vid on how to put together a custom party that does effectively in melee without the need for tanky fighters. Niche builds is where the fun is at.
  8. I think character creation vids would be the most requested but our advice would be rendered meaningless by the 0-day patch.
  9. Vacation time... hmm, if its released in the morning, that wouldnt be a bad idea...
  10. You could have a pistol in one quick weapon slot and a sabre or rapier in the other.
  11. Ranged superiority? I find 3 melee characters to be pretty much necessary for me to play and enjoy myself.
  12. This game feels like it will be rock solid on release. There is alot of information that hasn't been leaked to the general press that has trickled into these forums, rpgcodex, somethingawful, etc that gives even more cause for excitement. Quick impressions: 1. The combat is fantastic. When I first started looking at this game, the combat felt ok. By v364, it was good. It is GREAT now. Some folks will not agree (particularly if they wanted the epic level mage battle stuff from IE or if they hate engagement) but I love this system. There is alot of stuff you can do to control the battlefield, weaken enemies (and then exploit those weaknesses, etc) and they have made sure to strengthen enemy ai. Alot of the criticisms folks (myself included) had about the encounter design have been addressed in this latest version. The more you play it and get to understand how to weaken enemies (ie, reducing thier reflex or will or whatever with one ability) and then exploit that (with an ability that checks against that weakened save), the better the system feels. 2. The character system is one of the best I have ever seen in a crpg. There are still some issues. Con and Resolve could use some love and rangers feel a bit meh to me. However, on the whole, there is a surprising amount of build variety and viable stat arrays per class. Hopefully, the expansion brings even more abilities and talents. 3. The world design is top notch. PoE's world feels believable and engrossing. In game systems support this immersion. (The journal, the evolving character bio, etc). 4.The graphics are great. The portraits, character models, backgrounds, enemy models, etc etc etc are great. I am especially pleased with the armor/weapon design. I am so happy they didn't pull a D:OS and go with WoW graphics. This game feels and looks paradoxically gritty and fantastical. I can say more but, you get the idea. This thing was worth the wait.
  13. Im a cheap ass and always choose the 30 copper option.
  14. Ya, I tried to make a modded version of the one handed style talent as well. It did not work for me. I first tried to add in the modded talent, then level up. I then tried save/load after leveling. It did not work in either case.
  15. I know. I literally just opened unity an hour ago. It seemed pretty intuitive actually. Really reminded me of my old ie modding days. I was going to test my first few modded talents tonight.
  16. Maybe that advantage is grabbing a guy by the scruff of the neck with the free hand and using that a leverage to bury your weapon deep in his stomach under a gap in his armor. That is also dt bypass.
  17. ****, how is modding abilities, talents, etc broken? I was just about to start getting my feet wet with some basic mods.
  18. Dual wield and 2 handed are fine. They have their uses. 1 handed needs a buff. I think I figured out how to edit talents. I will add dr bypass to the one handed style talent easily (adding in a "Generic Ability" with "Melee DTBypass"). Adding dr bypass to the base 1 handed style seems tricky. I will try that tonight.
  19. The best things to mod in are the simple things. Im gonna see if I can add 1 or 2 DR bypass to the standard 1 handed style and 1 more with the one handed style talent (all in addition to what they already do). Hopefully thats possible. Its a nice small bonus that should make the style slightly more worth it. I will grab the unity trial later tonight. Hopefully you dont have to be a programmer to make simple mods for this game.
  20. They look great. Please give us more things that are unique to the Pillars universe. I can always get human, elf and dwarf portraits using Google image search. Only you guys can provide orlans, aumauas, and godlikes.
  21. Naw, I think I will go with DR bypass. When I listed Inigo Montoya and Errol Flynn, you should have noticed that I wasnt looking to real life as inspiration.
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