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gkathellar

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Everything posted by gkathellar

  1. By calling them with her marble cell phone. It would really, really help with believability if she had a stone golem task force, yeah.
  2. I may try switching between the two, ive just found that the damage from 2 fists is insane, at least until i have access to more powerful equipment. That's more a draw of your high might, tbh. Dual wield really doesn't work well with the stupid-high recovery penalty from heavy armor, and fists don't really scale well.
  3. I'd rather I be treated like an adult who can make my own ****ing choices about what language I find acceptable rather than have everything sanitized like a child's bedtime story, thank you very much. **** yes, ************.
  4. Since they've unfortunately restricted dual wands, we are reduced to gun wizards for maximum awesome/toon.
  5. I know that if you already have an order (or god, for a priest), you keep it. No idea if/how selection works for paladins or priests.
  6. ... yes, wizards have their own niche now, instead of being able to do absolutely everything better than anyone. This was a design goal. That said, if wizard is your go-to class from other games, you should strongly consider druid, because wizards are not the AoE kings anymore.
  7. Monk tanks are pretty sick, yes. I have no idea why you wouldn't go sword-and-board with one, though.
  8. I get the impression you're trying to play your dual wield rogue in a way that doesn't really work. Rogues need debuffing and tanking support, but they can throw out tremendous single-target damage when they have it. 1) Backstab is bad, especially for dual-wield. Don't use it. Stick to sneak attacks, which dual wield takes fantastic advantage of by getting the most out of condition durations. 2) Stiletto/Mace + Vulnerable Attack + sneak attack. Go to town. 3) Yeah I ain't gonna lie engagement is terrible iemod all the way gogogo
  9. Rogues are pretty great, yeah! They have a distinct niche and they fill it almost as well as ciphers excellently. For all of the troubles with the attribute and armor systems, the actual classes in PoE really did come out pretty well. Cheers, gents.
  10. ... and then my generation's grognards arrived! It's like a convention! Oh my god do a Jets/Sharks thing. "When you're a HARDCORE PC GAMER you're a HARDCORE PC GAMER all the way / From the day you first spawn to your last dying day~"
  11. If you're doing a ranged Cypher (which you should), then you want a bow for the fast attacks so that you can build Focus. Using a gun on a Cypher is generally a bad idea, because you want to be attacking quickly and often. Uh. Focus gained is related to damage done, so the high burst damage from a gun grants you focus significantly faster than a bow would. Draining Whip also procs multiple times from a single blunderbuss shot, so there's that. And then you have the gigantic Biting Whip damage multiplier on top of a gigantic blunderbuss damage roll.
  12. Unless you don't have any AoE or duration skills whatsoever, leaving it at around 10 is probably a good call.
  13. Guys, guys, the next generation of players has its own grognards now! All of the squees, guys. All of the squees.
  14. Two ciphers is totally viable, just so you know. In fact, a cipher PC gets some additional lines with Grieving Mother. She's got a lot of interjections, so I'd honestly feel odd leaving her behind.
  15. Having given this some thought, here are some ways I think the stronghold could be improved in mods, or in the sequel/expansion: Turns should be used to repair and upgrade facilities, rather than the passage of time. The conversion should be fairly easy: 1-2 days of upgrade time can be equal a single turn or so.The turn system rewards progress in the main game with minigame progress. Silly as that may seem to some players, it's an engagement tool that encourages exploration, which is almost implicitly positive as design goes. Unfortunately, I feel that by decoupling the turn system from the main project of the minigame (upgrading the keep), PoE encourages players to just rest repeatedly for upgrade completion as long as they have the funds to do so. Furthermore, linking repairs to turns should help to pace the spending of money relative to its acquisition. Taxes/banditry/items from facilities should be based on passage of time, just like guard payments. Maybe once a week, or once every five days.The decision to base these things on turns is no doubt based on the desire to avoid an "infinite money" scenario, but right now we have the potential for an infinite money sink, instead (via hireling costs). I feel the better solution would be to balance the costs better, and reduce the random element so that you initially maintain the keep at cost, and gradually gain the ability to make a profit from it by advancing Security and Prestige. As everyone else has said - more people and events in the keep. There should be increasingly visible guests at Brightholllow. More assignments for unused companions, including possibly long-term ones. You know, the usual complaints: MOAR MOAR MOAR GIVE ME MOARIt might also be good to clarify where taxes are coming from - how much is land ownership? Road tolls? Rent from merchants using your facilities? People staying at your inn? (There's a missed opportunity regarding Gilded Vale and its whole lordship situation here, but that's another matter.)
  16. You inherit it. You can always ignore it, but you do inherit it.
  17. I ran something similar to your last group, with a melee TWF rogue and a tanky monk in place of the duplicate characters. Worked pretty well.
  18. Are they all random drops, or do they actually have known locations?
  19. @Ceranai - It gets Carnage on its Battleforged retaliation. That's the build's entire point.
  20. Even Sawyer was talking about how it should probably be a level 2 spell at one point.
  21. @Jimmious - There's a group of adventurers/highwaymen who you can meet at Magren's Fork later in the game. Not that this fills out your desire, mind, but it's worth noting.
  22. Stop discriminating against sex workers? Prostitution is often tied with crime and slavery IRL, but that's due to poverty and social institutions that make it difficult or impossible for sex workers to control their own lives. This doesn't seem to be the case at the Salty Mast (which is the best of all possible brothel names, btw), and brothels clearly aren't illegal in Defiance Bay, so I don't see the problem. Expecting PoE to deliver some extremely nuanced commentary on the subject is unrealistic at best. Personally, I am content to see a presentation in which sex workers are professionals who are in control of their own destinies.
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