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Showing results for tags 'Forbidden Fist'.
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EDIT 9th April: Forbidden Fist currently isn't treated as weapon attack. This leads to a bundle of "problems" like generating no focus, not working with Sneak Attack, Swift Flurry, Lighting Strikes, Turning Wheel and so on on and so forth. The source of this is that its value for TreatAsWeapon in attacks.gamedatabundle is set to false. Intended or oversight? ----------------------------------------------------------------- Hi, easy to reproduce: make a Forbidden Fist/Cipher and punch sombody with the Forbidden Fist ability: no focus gain. I hope this is not intended.
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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
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So, I'm getting a bit miffed. Forbidden Fist subclass is pretty much useless due to the duration bug with Forbidden Curse. No-one is going to play that class. And it will make new players who choose it despair and give up on the game in frustration. Cause: The subclass cannot generate enough wounds to use abilities. Henceforth it will be a class that mainly will use autoattacks. The issue is best explained in the three pictures attached. It's the starting fight with Benweth and his pirates. On FIRST use of Forbidden Fist, these things happen. 1) Damage breakdown: It applies an ex
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- forbidden fist
- bug
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