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Showing results for tags 'Interactions'.
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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 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.
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Greedings, i was thinking of some kind of active party (combat, 5 members) and non-active party (conversations, reactivity, banter, no size limit) system. Maybe attaching companion's content (dialogues, banters, etc) to invisible objects? if that makes sense I make just one complete play through, so the companions i dont bring are just lost forever, and i noticed recently that there are a fair amount of people who see this (i saw some similar suggestions somewhere) or other consequences of the party limitation as a problem, so i decided to try and suggest this. Some thoughs on this: -People who don't replay multiple times or are just interested on interactions and banter can experience the companions they want, all of them (companions, sidekicks, imaginarly developed hirelings). -People don't have to change party members giving one companion to get another, maybe the content missed of one companion if you want 6 is not a big deal (and note that the medium player will just not change party members) but there are 11 NPCs (in the base game) and hirelings. -Would help people give a chance to companiona that they dont like or just are not in their favorites at the start. -People can bring companions that they want to bring because of the story, but wouldn't for combat related reasons. -People can choose the active party members(companion, sidekick, hireling) they really want for combat. -Invisible companions can reduce inmersion, but i think its worth for the adventages, and if you dont think about it, it won't be a problem. -At first though may look like it reduce replayability, but most people play the game just ones, among the people who replay the game multiple times little will make multiple complete playthroughs, and among those, they will not make the same choices, leading to different reactivity from companions, so unless the only variant on different playtrhoughs on the actual system is the party composition (and the main reason to do this would be the companions), the implementation of non-active party members results just in more content and freedom on the way people want to play. -In any case, people can decide who are the members of the non-active party. I wanted to give me a voice on what is a huge problem for me and what better than the official forums. I know this wont be a very accepted idea on these forums, but i made a poll anyway. Live long and prosper, and my apologies for my bad english.
- 24 replies
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- Poll
- Companions
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(and 5 more)
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One of the more interesting topics on the Wasteland 2 forums was a series of posts by the community on interesting encounter ideas. I think that might also be a useful topic here, so how about it? Do you have a brief but unique idea for an encounter or a short side quest in the P:E setting? It doesn't have to be anything fancy, just something unique or memorable. I'll throw a quick one out there to get the topic rolling:
- 11 replies
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- 1
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- Encounters
- Quests
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(and 3 more)
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