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JerekKruger

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Everything posted by JerekKruger

  1. Well if a pet can offer me something then I may save them from the oblivion of an eternity living in the inventory of the Black Hound inn (or equivalent), but otherwise they're getting the chop.
  2. If you mean make it harder to excel at both healing and damage dealing then yes, but I'm not sure that's necessarily a bad thing.
  3. At the moment yes. I think it might be bugged though?
  4. At first I sold every pet I got. Then I noticed that they sell for 0gc. After that, I carried on selling them because I don't care about pets in this sort of game. That said, if people like them then that's fine by me.
  5. This is true. That said, anything that makes Resolve useful to a class will be a nerf to that class as they'll have to choose whether to invest points into it. I'm not a fan of the new Concentration mechanic but perhaps it'll grow on me.
  6. I'm naturally conservative when it comes to changing too many things, so I'd leave Deflection with Resolve and not add the Affliction Reduction time off Resolve for now. See how moving +Healing feels then perhaps change more. Also I wouldn't add +Accuracy to Dexterity at all: Dexterity's already a pretty good attribute and having two sources of +Accuracy doesn't seem necessary. That said yeah, more like that. By the way, I should correct my statement to "I'm fairly convinced that the best solution I've seen is to make Resolve govern +Healing and Might +Damage." There may be better solutions I haven't seen. I think the Affliction reduction is a very nice idea too, but I prefer a simpler solution if possible.
  7. I like it in theory, as it sets Attributes apart from other bonuses, but of course it has to be balanced against other bonuses as it could rapidly become too powerful.
  8. Which is, surely, why the change to Might and Resolve is bad. In general Strength is useless to pure spellcasters. Other than hurting their Fortitude Defence there's no downside to dumping it to 3 (or going Orlan and dumping it to 2) and if they do want Fortitude they're better off taking Constitution, which actually gets them some marginal benefit. I'm now fairly convinced that the best solution is to make Resolve govern +Healing and Might +Damage. People complain that Priests don't take Resolve, now they might; tanky Paladins and Fighters get the Deflection from Resolve but also bonus healing for Lay on Hands and Constant Recovery respectively; there's no problem to solve for Ciphers and other hybrid damage dealers. Resolve even becomes marginally more appealing for non-healer classes since as well raising Deflection as before it improves the healing from Athletics if they take it (at the very least you'll probably not want to dump Resolve all the way). I'm sure there's some negatives to this change, but I haven't been able to spot them yet.
  9. Oh I don't think he's referring to the discussion here, I just thought it was worth mentioning it nonetheless.
  10. Might is multiplicative in Deadfire.
  11. Oh right. Well I might be wrong but I think these are just the basic bonuses for those styles. In Pillars you attacked faster or got more accuracy if you used two weapons or one weapon respectively even without the associated talent.
  12. Yeah that's the problem. Who, other than perhaps a Blackjacket Fighter, is going to use more than three different weapon types on a regular basis. I'd be surprised if most characters use more than two. In the beta, with a level cap of 9, we get (iirc) four proficiencies: that suggests that by level 20 we'll have around eight. With the current proposed change, most characters will be able to take all the weapon styles they want, and some they don't as well. There's essentially zero cost to doing so.
  13. It's something of a go to argument by some people. The reduction in party size to five was a ploy to make Deadfire into a console game as well apparently. Josh's response is appreciated and if it so happens that he's reading this he should know no ill will was intended towards him.
  14. You know, this thread really ought to have been titled "How does the new Resolve resolve anything".
  15. Maybe in the beta? By release it was on both Perception and Resolve, then later was removed from Perception and left solely on Resolve.
  16. Might has become multiplicative in Deadfire so, assuming you have a few other sources of bonus damage, it is a huge boost to your damage.
  17. That's essentially Pillars' system, except Resolve rather than Dexterity increases Deflection.
  18. Or leave Might as it was and buff Resolve somehow else. Adding it these sorts of little fixes just demonstrates that the original change is bad.
  19. I don't buy his answer. I can't see how, for example, leaving Might as the sole +damage attribute but moving +healing to Resolve isn't workable. I think he just doesn't want to have the discussion right now: he wants to implement the change in the next beta patch and see how it goes. That's fine of course, but I don't actually believe his answer. Having Resolve reduce the duration of Afflictions is another great suggestion (it even fits with the name of the attribute) but I'm willing to believe that might be harder to implement.
  20. Agreed, and the solution isn't to put a plaster on each of the new problems as they raise their head, the solution is to keep Might as it is and find a different way of buffing Resolve.
  21. That's very much my feeling too. Not just with this change, but with a number of other changes made to the old Pillars mechanics in Deadfire.
  22. Agreed. My point is just that looking at the real world is only useful to an extent when designing game mechanics. The whole idea of damage is a dubious one, since in the real world people don't have hit points: an accumulation of minor cuts and grazes don't eventually kill people, whereas a single well placed blow can kill someone no matter how experienced a combatant they are (being a "high level" fighter does not allow you to survive having your carotid artery cut by a well placed cut).
  23. That might change once other damage dealing spells are buffed, which they really need to be.
  24. Whereas strength isn't important for melee combat when you're wielding a weapon like a sword. It's not unimportant, but there's basically a threshold above which extra strength gives rapidly diminishing returns.
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