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Everything posted by gkathellar
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It's really not surprising that the game launch had such abysmal difficulty when there's a decent chunk of the fanbase clamoring for removing any aspect of difficulty. If the game followed this, the only challenge would be limited to full party wipes. What of traps and other wound-causing moments under this system? Good job erasing that aspect of the game too. I swear, some people just want a game with choice, but no actual consequences. Easy, make traps part of the encounter. For example, have a group of enemies prepared for you. Have them entrenched in a definsive location. Give the player options on how to engage. Brute force your way through the front guards (paladins and fighters) use ranged attacks to snipe vulnerable but dangerous targets )spellcasters), or find a way around (requiring either navigating around traps placed by the enemy, or disarm them). So many things could be done to make each encounter interesting and challenging in tis own right. THe problems with difficulty isn't because of a lack of a tedious resting mechanic. No extra strategy is added by resting, its not difficult. You just have to take 5 mintutes to backtrck and rest to get your abilites back so that you can do more than auto attack. Again, this is still stripping something out of the game. Making traps only as part of combat encounters makes the game narrower. Going on ad nauseam about how traps tactically affect combat here is just obfuscating. You're calling for less diverse challenges in the game. If traps can no longer exist as separate problems for the player, the game is diminished. (It's already slightly diminished over the original in this department, as non-combat traps can only do one thing: wound.) That's pretty much exactly how it is already, though. In PoE 1 and 2 alike, traps only ever matter when there's a group of enemies sitting right on top of them (and there are a couple of notable cases of this in either game that add meaningfully to particular combat encounters). Otherwise, you just spot and disarm them and that's that. Same thing in the IE games: realistically, you will have a rogue in the party, and you will spot the traps, and you'll disarm them and get XP for it if you're not otherwise occupied. I suppose they impose a "you must have this much Disarm Traps to pass" requirement, which ... is not especially compelling or interesting. The whole "glowing red square on the floor" model of traps only works when there are opportunity costs to disarmament.
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So what is it exactly?A pretty clear and unambiguous message around which platform they've elected to favour in future? As someone who backed because this was sold as a means to retain independence and combat this *very* idiocy, I have to now assume that all future projects will carry this taint and therefore will not be considered as worthwhile backing. :/ Step 1: Do a thingStep 2: Find out that one of the available platforms makes it virtually impossible for patrons using that platform to use your thing Step 3: Try to figure out how to get those customers your thing while everyone blames you and not the platform (creating increasingly elaborate conspiracy theories re: your intentions and practices along the way) inorite
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I'm about to start working on a mod that will change the available classes for some of the companions and sidekicks - starting with Serafen, Xoti and Konstanten, but possibly for other characters as well. So I thought I'd ask what other people might be interested in seeing: hypothetically, what classes or class combinations do you think would be fitting, mechanically interesting, or otherwise compelling on companion or sidekick characters? Currently planned: Serafen: Wild Mind / Ghost Heart Konstanten: Replace Skald w/Troubadour Xoti: Replace Sister of the Reaping w/literally anything
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If you have the spare cash, you can always retrain your companions from level 1 in the pub. This may not help your present playthrough, but: I strongly encourage you and everyone else in the world to turn off Automatic Companion Level-up in settings. Generally it'll make your life easier if your Watcher is your Mechanics user. With items and buddy bonuses, you actually only need like a 12 or 13 to get all locks and traps.
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I voted for PoE1, not because of the per-rest system (which was garbage), but because martial classes really do not profit from having a single shared resource pool for all of their abilities. Spamming your main full attack over and over again is not fun, necessitates the use of an AI routine, and generally means that higher level, higher-cost abilities are not worth using (with some exceptions). If martial characters used the same system as the main spellcasters - that is to say, having their resource pools broken up by power level - I would absolutely switch my vote. Book of Nine Swords all the way, baby
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Hang on, you said first that there were tons of pirate games. Now you are claiming they don't sell. Make up your mind dude, which is it? Load of pirate games (which implies they do sell) or they don't sell and therefore not many of them? Stick to one claim. Sid Meier's Pirates sold fantastically so pirate games do sell, and we don't have the information as to how the pirate theme affected sales, we just have your personal taste that you don't like pirates, that's it. Just say, "I'd prefer not to have pirates because I don't like them", just as I am saying that I like pirates and hope they keep them in, that's all the 'facts' we have at this point. They're not necessarily contradictory claims, unless you genuinely believe that markets never get oversaturated (they do.) That's not to say Heldred is right - before believing such a claim, I'd want to see a breakdown of all Age of Sail-style games over the last decade with attached budget estimates, sales figures, price per unit, etc. But they're not necessarily contradictory claims. What I'd be willing to believe is that the majority of games with a strong Age of Sail flavor are not big hits ... but then, most games aren't big hits. I'd also be willing to believe that more success stories in gaming are fantasy RPGs of one stripe or another ... but then, gaming has been dominated by fantasy RPGs from the word "go," so that wouldn't be shocking. These question also get complicated when you consider other factors. Sid Meier's Pirates sold well, but how much of that is just that it comes from a well-established, experienced studio that has managed to become popular in both hardcore and semi-casual circles and has a marketing budget the exceeding the GDP of Grenada.[citation needed] What about games like Sunless Sea, which is in a lot of ways an Age of Sail game but also a weird gloompunk fantasy pastiche sharing a universe with a popular browser game? In general it's just really hard to make broad statements about genres because genres are so fluid in nature. It's complicated, is what it is.
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I would really like a list of all UUIDs presently in the game and their current associations.
- 18 replies
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- mod tool
- mod discussion
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Given your experience, how do you think a Ghost Heart/Cipher would fare? Asking for a friend.
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It is a passive, thought it matched Abydon's revival theme. I playtested it a little and it works well with the defensive like playstyle of the Abydon priest. Of course any advice towards making other abilties that could fit that spot are welcome Yeah, I agree that it's fitting, it's just a departure from the norm. But I dunno what would replace it, barring an actual new spell.
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Oh weird! So the chance to hit is subtracted by the armor class? That seems so backward to my brain. Thank you for explanation! Not quite. It's basically d20 + target's AC vs. attacker's THAC0. You have a number you need to roll in order to hit, and your d20 is adjusted by the difference between your target's AC and 0. What makes it really bad is that AC starts at 10 and goes down - the whole system would be a lot more straightforward if AC started at 0. It's one of the most hated features of the older editions, in part because it would be so easy to convert into the more intuitive "d20 + attacker's offense vs. target's defense" system that would be used later on. To understand why it exists at all, you have to bear in mind that D&D started with miniatures wargaming. In that milieu, THAC0 was something you were looking up on a table, which ... is still super cumbersome, but until very recently being super cumbersome was miniatures wargaming's whole thing.
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It rather depends on your existing accuracy which is better, as well as a bunch of other factors. On the whole I would say +10 ACC is better, but especially as an active effect it has some downsides as well. Hit conversions all stack with each other (though not additively, so there are dimishing returns to consider there as well), whereas active +ACC sources and Perception inspirations don't. Depending on what other active buffs your character is likely to receive / can receive, that is a consideration as well. And of course Perception inspirations are easier to lose as well, in practice. In comparison to the Fighter's Disciplined Barrage, that also only gives an indirect +5 ACC; even with the Graze conversion, I'd say there the edge would definitely go to the Berserker's +30% Hit conversion. On-crit effects and critical damage increases are also a factor. Depending on your build, the benefit of landing more crits can absolutely make up for the cost of landing more grazes.
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- Ryngrims Repulsive Visage
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One could argue that the only thing worse than the balance of power in the Deadfire would be upsetting the balance of power in the Deadfire. I'm generally inclined to think that "super murderer uses murder superpowers to unilaterally decide the fate of the region" is an unhealthy solution to complex political issues. QFT. The Watcher is Good At Killing Dudes, but the VTC and the RDC and the Kahanga are imperial powers. You can screw with them, but any one of them could throw a functionally unlimited supply of bad dudes at you in order to rescue the president.
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Berserker brings plenty to the table that fighter doesn't, including extra penetration and armor, more consistent crowd control, better attack speed, and some really slick general talents. Barbarians in general are particularly slick with Lord Darryn's Voulge now that it's been nerfed, as they can still proc static charges on multiple simultaneous opponents. (That's not to say fighters aren't great, but Mob Stance and a bit of extra accuracy so not make them better at being barbarians. They have different roles.) Trickster in particular might be better with fighter or paladin, given their great defensive buffs, while Streetfighters have more immediate synergy with berserker due to the barbarian's knack for fighting while bloodied, but the difference isn't life-changing.
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Devil of Caroc's breastplate is a one-size fits all solution that has been mentioned. It's also great for any non-spellcaster multiclass, as it gives you a total of +4 resources per fight. Another good solution is Modwyr, which will provide Immunity to Intellect afflictions, although that requires you to be holding it. I suppose you might try keeping Modwyr in an alternate slot for when you start Frenzy, and then switching to your main weapon set. Could be reasonable.
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- Ryngrims Repulsive Visage
- Berserker
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