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Found 8 results

  1. I'd like to discuss about the current attribute system, because the system is a little unbalanced, especially in the case of Constitution and Resolve. Generally, Offensive/Active stats are considered as being more attractive, because those stats are effective for every characters; either Damage Dealer or Tanker. For example, Might is very effective, may be OP, for every characters, even if for Tanker, since the character even may attack nearby enemies via Disengagement Attack. On the other hand, Defensive/Passive stats seems a bit less valuable, because those stats do not affect until the character who got the stats is attacked by enemies; the defensive stats even need to be valid against the attacker's attack type! Deflection is only against physical melee/ranged attack, Fortitude is only against internal physical systems like Disease, Poison, etc., and so on. Every Attributes, except the two, have at least more than one offensive and defensive stats, respectively. The two Attributes, thus, need to be revised indeed, by either adding a new offensive stat or intercepting some stat from the other Attribute(s). In my opinion, reducing recovery penalty from armor might be a good option for Constitution, I have no idea for Resolve yet though. Any comments and suggestions would really be welcome!
  2. I'd like to discuss about the current attribute system, because the system is a little unbalanced, especially in the case of Constitution and Resolve. Generally, Offensive/Active stats are considered as being more attractive, because those stats are effective for every characters; either Damage Dealer or Tanker. For example, Might is very effective, may be OP, for every characters, even if for Tanker, since the character even may attack nearby enemies via Disengagement Attack. On the other hand, Defensive/Passive stats seems a bit less valuable, because those stats do not affect until the character who got the stats is attacked by enemies; the defensive stats even need to be valid against the attacker's attack type! Deflection is only against physical melee/ranged attack, Fortitude is only against internal physical systems like Disease, Poison, etc., and so on. Every Attributes, except the two, have at least more than one offensive and defensive stats, respectively. The two Attributes, thus, need to be revised indeed, by either adding a new offensive stat or intercepting some stat from the other Attribute(s). In my opinion, reducing recovery penalty from armor might be a good option for Constitution, I have no idea for Resolve yet though. Any comments and suggestions would really be welcome!
  3. Orlan's Bramble Ring decreases the PC's int by 1 instead of properly increasing it. It works fine on other party members. It will repeatedly remove 1 int if it is equipped and unequipped. I tested it by unequipping it enough to reduce my PC's int from 18 to 7. I had to load a save in order to get the int back to normal.
  4. Hi! I wan't to play the game but I really do not understand what attribute is good for what. I get it that Obsidian want's to do something unique but this seems randome. I wanted to build a cipher with guns who is good in persuasion. So I would have to skill might (for damage), int (for my spells) and resolve (for talking). But I guess I would need dex too? Or maybe perception to see if someone is lying to me? Or can an other party member fill in for me on that? For conversations checks for example... say you need high perception, int and resolve to get the peacefull answer. Do my main character has to have all the attributes for the check or my team together? And I have read on the forum that resolve (which should translate to charisma in other games right?) is important for defense? How is that working? I'm really lost and I think obsidian did a really poor job explaining their system.
  5. This is more of a question. I initiated a conversation and I had the required might (stat) for the conversation option with the character I was using but the option was non selectable (red). Are all conversation options based off the main character you created or who initiated the conversation? Opinions/answers? Thanks a lot
  6. So you got 22 Might. Thats +22% Damage AND Healing! Thats awesome right? But...what does it matter if you cant actually hit anything? The BB party all has 10 perception with the exception of the Wizard´s 12 and the Rogues 22. The BB Fighter has 22 Might. And this is hitting a stationary target. ...Ok that stationary target was a priest and he was buffing himself with armor spells. So this log is a bit of an exageration. BUT IS IT? I mean we are gonna be facing spellcasters and priests in our travels and those bonuses to deflection, DT and reflexes are gonna stack and get bigger with creatures too. And you see how much damage the Rogue is doing. And she has just 9 might and is using a shortbow. 9 Might. Bonkers. 22 Perception + Reckless assault (+10 Rnaged Accuracy and x1.2 damage). Genius. After trying out the new vanila PoE system a bit Im starting to think the +% bonuses and maluses should be doubled. +2% of 30 damage isnt significant when enemies have +200 hp. Neither is +15% of 30 damage. I dont know how damage values in the endgame are gonna be but I think that even with 200 damage atacks +15% of that isnt gonna really matter and the difference between 3 Might vs 20 Might is gonna be one autoattack. Im no math guy but the one time I could see Might being more useful than Perception would be with DoTs since you hit more and most of those hits are guaranteed. For autoattacks you should go with Perception. Considering you have things like INT that give you much needed Deflection and AOE, CON that makes you live longer and DEX that makes you attack faster, I would say the current "Dump Stats" are Might and Resolve. Make a 22 Perception 3 Might Character. Max DEX. Try it.
  7. I don't like current attributes (Might in particular). So instead of just saying i don't like it and would like suggest following system. Strength +2% melee damage bonus +1% ranged damage bonus +1 Fortitude defense +2% weight limit for character Dexterity +1% melee damage bonus +2% ranged damage bonus +1 Reflex defense +4% spell duration (only spellcasters) Constitution + x % health/stamina bonus +1 Fortitude defense Perception +1 Accuracy +4% Area of effect of all abilities Intelligence +2% spell damage/power +1% spell duration (spells only, this is to enable small increase of duration based on this attribute) +4% abilities duration (non-spells only) +1 Will defense Resolve +1 concentration +1 Will defense +4% healing received The main idea is to: 1/ Do not have Might attribute that does the same thing for every class. I want to have traditional STR - for melee, DEX for ranged and INT for spellcasters. 2/ The other attributes are useful for classes and enables different build strategy 3/ Standard party will have good distribution across all attributes. 4/ Resolve issue with weak Perception and Resolve bonuses. (Melee characters will now benefit from perception, resolve more). 5/ Wizard class have only 1 really weak attribute: STR which i think is perfectly ok. What do you think?
  8. Ok, so I have a very interesting idea on how we can revamp and revitalize the 6 Attribute System. As we all know, Intellect and Resolve are "dump" stats. Might, Dexterity, and Constitution are REALLY good stats for all classes. So how can we make EACH attribute interesting for EVERY class? Well, read on and find out! First, I will thoroughly list what each of the 6 Attributes currently do: 1. Might (MIG): +X% Damage & Healing (+2%/point spent) During interactions, used for: intimidating displays and acts of brute force... Bonus to Fortitude Defense 2. Constitution (CON): +X% Stamina & Health (+2%/point spent) "...sometimes checked to withstand pain or endure a physically taxing ordeal..." Bonus to Fortitude Defense 3. Dexterity (DEX): +X Accuracy (+1/point spent) Represents a character's hand-eye coordination, balance, and grace. It is used for sleight-of-hand and fast reactions in Interactions. Bonus to Reflex Defense 4. Perception (PER): +X% Interrupt (+3%/point spent) "...represents a character's senses as well as their instinctive ability to pick up on details..." In Interactions, it can be used to catch a liar, make an observant comment about someone, or to notice things off in the background. Bonus to Reflex Defense 5. Intellect (INT): +X% Duration & Area of Effect (+5%/point spent) Represents the logic and reasoning capabilities of the character. In Interactions, it is used for "...deduction, sudden realizations, and problem-solving..." Bonus to Will Defense 6. Resolve (RES): +X% Concentration (+3%/point spent) Key Words: Internal drive, determination, and emotional intensity a character projects to others... During Interactions, used for: Mental intimidation, leadership, & convincing performances... Bonus to Will defense. __________________________________________________________________________________ Ok, now that I have explained what each attribute does, I can finally get into explaining what is currently wrong with the above system. First and foremost, the primary goal of PoE's class/attribute system is to make any character VIABLE. Thus, when going into character-creation, everyone should have 2 questions they need to ask themselves. 1. What do I want to role-play as? 2. Is my type of character equally viable both in combat and out of combat? The currently implementation of the attribute system when creating a character doesn't really satisfy these 2 central questions. For instance, let's say i want to make a Sherlock-Holmes type of character that happens to be a Monk. This character needs to be good at what a Monk does which is to take a beating...build up wounds, and then transform that suffering into damage in combat. Also, he needs to be a good problem-solver and have great deductive abilities. With the current system in place, I would want pretty much everything because I need damage from MIG, health from CON, DEX for accuracy, and INT for its use in interactions. However, I really don't need PER and RES, screw those stats! Ideally, I really should be investing in CON and PER. CON symbolizes the character's ability to withstand pain. Something a Monk would like right? Also, PER is perfect for rounding out his ability to fully become a Sherlock Holmes type of character. Now we need to ask ourselves, how can we change these attributes to create this Monk/Sherlock-Holmes type of character? It's quite simple actually. Each of the 6 Attributes need to do MULTIPLE things, whether superfluous or unique to any other attribute. At the moment, each of the 6 attributes are way to focused on 1 specific goal. For example, Might gives every class straight up damage and healing. But everyone wants that! But that goes against the 2 fundamental pillars of creating a character, primarily in role-playing a specific type of character. What we need to do is have every attribute do multiple things so that we can really flesh out any type of character we want and have it be viable both in combat and out of combat. I'm going to propose a VERY basic example of this and by no means have I really thought about the "balance" of it. I'm merely trying to clarify what I mean. __________________________________________________________________________________ Below is a VERY ROUGH example of the revamped 6 Attribute System. 1. Might (MIG): +Damage +Bonus Damage to Large one-handed & two-handed weapons +Healing +Stamina +Health +Bigger Inventory +Movement Speed Bonus to Fortitude Defense 2. Constitution (CON): +Bonus damage to using fists/legs only +Healing +Stamina +Health Less easily Fatigued Bonus to Fortitude Defense 3. Dexterity (DEX): +Damage +Accuracy +Bonus Damage to Fast one-handed weapons +Bonus Damage to Projectile Weapons +Crit Chance +Movement Speed +Crit Damage Bonus to Reflex Defense 4. Perception (PER): +Damage +Increases the intrinsic bonus of every weapon type (e.g. Extends the already extended reach of Quarterstaves) +Interrupt +Accuracy +Crit Chance Bonus to Reflex Defense 5. Intellect (INT): +Damage +Accuracy +Bonus Damage to Wands, Rods, Sceptres +Duration & Area of Effect Bonus to Will Defense 6. Resolve (RES): +Crit Chance +Crit Damage +Accuracy +Interrupt +Concentration +Less easily Fatigued +Duration of positive status effects from food, potions, scrolls, etc. Big Bonus to Will Defense P.S. I didn't list what each attribute does for interactions because they remain the same as what I listed above. So let's test this new revamped system out. I would need CON, PER, INT as my 3 major stats for my Sherlock Homes/Monk character. Throw in a bit of Might, Dex, and quite a few into RES. So...what do you think? If we allow each attribute to contribute to damage in some way while adding in unique perks, will that make a more robust and balanced system that allows us to make any type of build viable both in and out of combat? Let me know... (Sorry if there are grammatical errors or if this entire post made no sense ).
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