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Found 8 results

  1. Increasing a character's stats past the baseline value of 10 should have only positive effects on gameplay and combat. Following this is good game design and makes sense. In PoE, there are many abilities that have drawbacks such as afflicting the character for a duration or forcing them to take damage. In all of those scenarios I've found, the following things happen with regard to self-harming effects: Duration increases with the player's INT, beneficial effect increase (like from Strand of Favor, which contradicts its description), and Power Level (if class ability). Damage the player takes increases with player's MIG, Power Level (if class ability), and all percent damage increases such as the human race bonus when bloodied or near death. Why does INT increase the duration of these harmful effects while RES simultaneously reduces it? Now we have two stats that the player wants to increase, both contradicting each other. INT should have no influence on duration, which will allow RES to do its job properly. The reason it works like this currently is that the game treats self-harming effects as both helpful and harmful. This should not be the case. On the other hand, ability self-damage should scale as the character becomes stronger to keep things balanced. All the abilities I mention below are relatively balanced to Power Level. Because self-damage is almost exclusively raw and all +% bonus damage increases will scale this damage up, it's easy to see that things can very quickly get out of hand. Forcing this self-damage to scale from Power Level only will allow DPS characters to use abilities like Frenzy and Sacred Immolation without having to compensate with high CON. The following abilities should be changed: Monk Forbidden Curse duration. Should be RES only. Monk Forbidden Curse damage tick. Should be PL only. Blood Mage's self-damage should be PL only. It's almost certainly being affected, but there's no tooltip and since it's random damage there's no way to prove it via screenshot. Paladin's Sacred Immolation damage tick. Should be PL only. Barbarian's Frenzy damage tick. Should be PL only. Blunderbuss's Powder Burns duration. Should be RES only. Wizard Spell Deleterious Alacrity of Motion. Should be PL only. Strand of Favor's passive effects both apply to self-inflicted effect duration. Only the Ward of Favor ability should apply. Fixing the scaling issues of harmful self-inflicted effects would be a strong improvement to combat overall. This will make the commonly ignored aspects of some classes and builds competitive, which would enhance the game's variety.
  2. 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.
  3. Title. And does anyone know what the actual numbers on carnage are? (half damage, -5 Acc, etc?)
  4. Few Issues ---------------------------------------------------------------------------------------------------------- 1) Intelect interaction with dots: Dot duration is increased with increased inteligence while damage remains same. Sample: Deep Wounds (rogue class talent) * 10 damage over 10 seconds (10 int) * 10.2? damage over 13.5 seconds (17 int) (also where did that 0.2 come from) ---------------------------------------------------------------------------------------------------------- 2) Critical Hits with dots: Sample (Chanters level1 phrase, death something) 4 Damage over 6 seconds. becomes 6 Damage over 9 seconds. should become: 6 Damage over 6 seconds. (check Graze with dots also, probably does 2 damage over 3 seconds) ---------------------------------------------------------------------------------------------------------- 3) Maybe bug/probably intentional: Again chanters level1 phrase, does not scale in duration(damage) from intelect.
  5. Some spells do Damage Over Time (im looking at YOU Aloth!), and in the description I see intelligence increase their duration ... 20 damage over 10 seconds (with int 20) vs 20 damage over 1 seconds (with int 1) i'm not sure if high intelligence actually makes DoT spells worse by spreading the damage they do over longer peroid of time, or if the damage dealt by DoT spells is per 'tick' and if so what this 'tick' is ?
  6. Here's a link to a (non Beta-specific) post I made about a new system for utilizing INT bonuses for AoE abilities. Would love some feedback. http://forums.obsidian.net/topic/67742-how-to-solve-the-aoe-problem-while-making-the-int-stat-more-compelling-and-int-characters-smarter/
  7. Here's a link to a (non Beta-specific) post I made about a new system for utilizing INT bonuses for AoE abilities. Would love some feedback. http://forums.obsidian.net/topic/67742-how-to-solve-the-aoe-problem-while-making-the-int-stat-more-compelling-and-int-characters-smarter/
  8. Hello all. As you probably know, there is currently a problem with area-of-effect abilities and INT - namely that the inability to adjust the AoE of certain abilities can actually be a disadvantage instead of an advantage. With really high INT, you sometimes end up in situations where you are hitting yourself with a negative AoE spell. This disincentivizes INT as an attribute - and disincentivizing an attribute is never a good idea when building RPG systems. Some have proposed a system in which AoE is adjustable. This is a great idea. And it seems obvious that they'll have to implement it at some point if they don't want to completely gimp certain INT builds (fireball that kills the entire party? anyone? ). But I'd like to go further. What's the point of an INT-based character, anyway? From both a thematic and a mechanical perspective, an INT focused character should be able to tactically control the battlefield through intelligent use of abilities. An adjustable AoE would support this goal from both a thematic and mechanical perspective - but why not give the character (and player) even more choice? I propose a system in which the AoE of abilities is adjustable... but when you increase the AoE, the duration decreases (boo!).... and when you decrease the AoE, the duration increases (what? ). Basically, there would be a discrete number of distributions (equal to your INT) that you could adjust on the fly (with mouse wheel while targeting, for example). At one end of the spectrum, you are applying your entire INT bonus to increasing the duration, and at the other end of the spectrum you are applying your entire INT bonus to increasing the AoE. Obviously if the ability has no AoE, the duration is just maximum and if the ability has no duration the AoE is still adjustable. This would take the tactics of AoE control abilities to an entirely new level. With a merely adjustable AoE, you're just adjusting the AoE to get the maximum ability coverage without hitting your own people. But with a sliding scale of applying your INT bonus to either AoE OR duration, we've achieved the ultimate in INT character decision-making - a system in which the intelligent character is able to masterfully adjust their abilities to fit the tactical situation, weighing the pros and cons of a battlefield-blanketing minor stun vs an incredibly powerful small area stun (for example). I've attached a link to a spreadsheet with some more information and the ability to try out some different curves for bonus values (since obviously the numerical values of the bonuses would have to be adjusted if this were implemented). Unfortunately the forum wouldn't let me upload it. :/ Link here: https://dl.dropboxusercontent.com/u/29325716/Pillars%20of%20Eternity%20INT%20fix.xlsx Older versions of Excel: https://dl.dropboxusercontent.com/u/29325716/Pillars%20of%20Eternity%20INT%20fix.xls Thanks for reading! It would make my day to get a dev response on this (even if it's just "that would be cool but we don't want to do it").
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