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Showing results for tags 'Weapon'.
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So. I see that there are a few balance changes going into the latest patch. Awesome. I'm a bit confused by the absence of the Estoc, though. It's the best 2H melee weapon in the game as far as damage goes - the only edge case in which it's not better is the case in which Piercing DR is more than 5 higher than Slashing (for the greatsword) or Slashing/Crushing (for the poleaxe). Or if the enemy has less than 5 DR, which, let's face it, is hardly ever going to happen. Am I the only one surprised that this weapon got left off the balance list? Am I greatly overvaluing it? I should not
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Hi everyone! I tried selling my enchanted (Fine, Burning Lash, Slaying (Kith)) War Bow to Sonild in Admeth's Den. When I click the Bow in the trade menu it looses it's two Enchantmens (Burning Lash and Slaying (Kith)) the moment it's placed on the bottom section of the trade window. I wouldn't have noticed the change had the price not gone down from 1610cp to 410cp. I'm not sure whether I enchanted the Bow with (Fine) or bought it with the enchantment, but I did put the other two enchantments on it. The bug isn't very gamebreaking but I couldn't find anything similar on the first 5 pag
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So, each weapon got some special bonus.Things like extended reach, + accuracy or + 10 % grazes to hit range (anyone get it?). I want to know what bonus you consider most valuable and all round usable.For me its the sword/war hammer with -Uses the more advantageous of two damage types-.Somehow i feel confident, i know i will have always advantage over enemy DR. What is your favorite weapon bonus?What you think its a best down weapon?
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Right now when you right click or mouse over a weapon, the damage range shown is with the bonus from MIG taken into account. This makes it difficult to compare weapons that different characters are using, because if these characters have different MIG values, the same weapon equipped by both will show different damage ranges. How it needs to be shown, instead of (for example) "Sword: 16-22 slashing damage", is something more along the lines of "Sword: 15-20 (+1-2) slashing damage". Then show the net damage elsewhere on the inventory screen as suggested in http://forums.obsidian.net/topic/6
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Hello guys. Though I don't get a Backer Beta permission, I watched many of yous playing the Beta on Twitch and I noticed the greatsword weapon models in PoE. Well, generally speaking, I think those "greatswords" are too short that just like bastard swords. And more imporantly, they're almost swords in the mid-medieval era style, since the world of PoE is reach the technology level of late Middle Ages or even early modern era and there are so many Renaissance era style weapons( such as arquebus, estoc and rapier) and armours(such as paladin's brest-plate) i the game, shouldn't the greatswords
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In most CRPGs, the weapons are too fantastic and don't have any real life counterpart, or they are very common types of weapons and mostly derived from Medieval - Renaissance European weapons. In this thread I would recommend posting some suggestions regarding exotic weapons from real life which can be included in the game. My first suggestion would be the "Yatagan" sword. It is a short sabre which was extensively used in the Ottoman Empire territory between 16th - 19th centuries. It was the trademark sword of Jannissaries. The originality of this sword comes from the fact that it is c
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Specifically to the classes. Is there some weapons that just has an "umpf" in terms of fitting with a Class? The Grimoire as an example, Wizard tool. Is there any other items, tools or weapons that just resonate with a class discipline? Would the Barbarian be better with Axes because they like to be up close and personal and hack and slash? Does classes have an innate practice towards one of the weapon disciplines, because they are devoted to it? Unlike this thread "Outlandish Weapon and Armor" that touches "Exotic"/"Magical" weapons/armors, and also unlike this thread "Armor & Wea
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What kind of weapon types should the game mechanics allow us? Should characters be able to use same size weapons like katana and long sword or off hand weapons should be smaller in size? Also, should the game restrict us to use different types of weapons like you will not be able to use long sword as main and flail as off hand weapon? What's your opion and choices?
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Greetings, I'm a long time lurker but a first time poster on this forum (or any other forum for that matter xD). Anyway indroductions aside the reason I'm making this post is I wish to discuss equipment and souls in PE. Since in this game souls will have a strong connection with the world I was thinking that it could be for equipment as well. That got me thinking in what other fantasy universe other the IE games have i seen souls connected with equipment and 2 universes poped into my mind. The first is an Anime called Bleach and the second is the King's Bounty games. This is a
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This is all fictive ideas. * Character Creation You start out without any class but you get to put out stat points and get to choose some basic gear. Statistics effects Dialogue, Physique, Intelligence and so on and so forth. * Classes/Advancing A Class is something you find in the game, through a Trainer or through Learning by a book. You are the naked Adventurer without much skill and have to learn everything from scratch. Saga Frontierhas this random effect where there is a chance you might learn a technique in battle. Companions would/could teach you, and help you
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In most cRPGs the best items can be found after killing some boss or other ellite oponent. In Project: Eternity I would like a little dfifferent approach (of course bodies of dead bosses still could be one of the sources of some cool items): the best, legendary items should be acquired by following legends and stories. For example you go to tavern and you listen to some local storyteller, who tells some legend that nearby hill is not actually a hill, but a tomb of some ancient hero. And at this moment starts a quest when you must investigate who this hero might be, how to enter to the
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- questequipment
- armor
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A problem i find in the occasional modern rpg is that unique items are often too easy to find and are often done so by either random drops or in a chest on your way to a greater goal. Another traditional method of acquiring them is through boss fights. Yes ok, fighting a particularly powerful foe should yield its rewards, but for those items, these legendary artifacts that have changed the course of that games history, they should be secretive, they should not be found simply as a drop to a boss you had to kill anyway. Dragon Age has the same problem, some of the most powerful items there ar
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- design
- unique items
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