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Everything posted by JerekKruger
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Apart from making character creation more complicated there really isn't any reason to go single- rather than multi-class. It really isn't a double edged sword right now: multi-class is significantly better than single class. Not sure who these beta streamers are, but I think they're paying too much attention to Obsidian's "new players are recommended to go single class" warning and not enough attention to the actual game balance.
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What Raven said. I basically never use consumables and had no problem beating PotD with the story companions. In the early game (Act I and the start of Act II) you might need to wait on doing fights that, on normal or hard, you would do straight away but otherwise PotD really isn't that hard once you get used to it.
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Should multi-classing be more limited?
JerekKruger replied to KDubya's topic in Backer Beta Discussion
And making sure that all abilities scale in a meaningful way with them *cough* summoned weapons *cough*. -
Shields are useful for classes who intend to do no weapon damage (casters, Chanter tanks, some Paladins) as you're not really losing anything by using them. They're also good when they provide something beyond the standard Deflection bonus e.g. the Outworn Buckler's +5 to all defences aura. However for, say, Fighters there's basically no point using a shield. Even if you intend to primarily tank you're probably better off with a two-hander or dual wielding.
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Actually outside of a small number of builds using either Badgradr's Barricade or Dragon's Maw the enchantment didn't just lag behind, it caused the character in question to do worse damage than they would have done using a non-bashing shield. As for shields in general I'd agree that they're not where they should be. There's a reason that until the advent of full plate armour almost everyone who was expecting to fight in melee (and many who weren't) would armed themselves either with a shield or with a polearm, and dual wielding was incredibly rare. Yet going by PoE's mechanics you'd expect everyone to do the opposite.
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Should multi-classing be more limited?
JerekKruger replied to KDubya's topic in Backer Beta Discussion
I voted for the third option, although it doesn't accurately represent my view. My real answer would be "I don't know". I want multiclassing to remain as flexible as it is now as I like the options it provides, but as it is right now I think it's going to be hell to balance. I don't mean perfect PvP style balance, I simply mean making it so that players don't feel like their choices are bad in comparison to others. It might be that the only way to achieve this balance is to limit multiclassing. -
That was exactly the situation that led me to find this out. I was creating a Devoted/Wizard using summoned weapons, and I wanted to find out exactly how they scaled with Power Level to see whether Conjurer was the best class for the build (also how useful Nature Godlike would be). A bit of testing later and I reported what I thought was a bug and was told it was intended behaviour. Seems very odd to me.
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The stated reason was to ensure that a melee/wizard multiclass wouldn't have a weaker version of those spells which seems to defeat the purpose of power level. Surely a specialised Wizard would summon more powerful versions of those weapons than one who had to split his time between Wizardry and martial training, and surely a Conjurer would summon even more powerful version of them than non-Conjurers.
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I'd prefer Might to revert to its Pillars form and Resolve to be buffed in some other way, but having Healing moved to Resolve whilst Might retains Damage wouldn't bother me that much. It makes Resolve the more defensive stat, and fits well with tanky Fighters and Paladins benefiting for their healing abilities whilst not messing up the hybrid damage dealers. It's also unlikely to require people to significantly change the attributes of imported characters, which is my biggest problem with the change.
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Of the available backgrounds, Meadow Folks are most likely to be from the Aedyr. That said I don't think any background would exclude Meadow Folk from a role-play perspective (the closest would be the White that Wends, which is almost exclusively populated with Pale Elves), though some choices would need a more elaborate backstory I think (for Rauatai for example, things like Merchant would make more sense than Aristocrat for a human I'd think). I believe that Savannah Folk are more common in Ixamitl than Meadow Folk, but I would expect there to be significant minorities of both Meadow and Ocean Folk there as well so I don't think it would be a major issue from an RP perspective. As for backgrounds, I rather like Scientist for Wizards as most the Wizards you meet in Pillars seem to be more researcher than mystic (though that might be a reflection on the Dyrwood). To be a Scientist you have to be from the Living Lands, but the Living Lands is one of the areas where I feel Meadow Folk fit perfectly well. As a side note, your background doesn't necessarily have to relate to your Wizardry. For example you might have been both a Wizard and a Colonist.
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Whilst I don't disagree, if characters with a given sexuality are more often depicted as conforming to a given stereotype then I think don't think it's a bad thing to create some who don't. That said I honestly don't really know what the typical depiction of gay/lesbian/other characters in RPGs is these days as I haven't played an RPG with romances in a long time