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Found 7 results

  1. Hi all, I've looked everywhere I could think of and couldn't find any PotD solo turn based build so I've decided to ask for one here. I've already finished the game on PotD solo RTwP with a Devoted/Streetfighter and it was a lot of fun. However, this build obviously won't work on TB. I'm really interested in FINALLY trying the new turn based system but I only play solo PotD so here's that. A few points for this potential build: 1. I'm using Berath's Blessings so builds that are very weak at the beginning are still fine (I hope). 2. This build should be able to win against every boss (including expansions), including optionals such as the annoying Fampyr's Crypt. 3. I would very like for the build to be able to win against one of the Mega Bosses (I don't care which one), but I don't really expect to find one which does. :(( 4. Tested builds are preferred. Thanks in advance for anyone who tries to help.
  2. Hey guys I recently started playing PoE2 and have tried to find some solid starting builds for MC but there's a lot of information out there that's based on older patches, with dexterity probably being the most contentious stat when it comes to turn based mode. I've had a look at the wiki to plan out my party and have pretty much settled on Eder (fighter), Xioti (priest) and Tekehu (druid), with flex spot that will also determine my MC class reserved for Pallegina (paladin), Aloth (wizard or battlemage) or Serafen (Cipher). Which means my MC would be either paladin, cipher or wizard (evoker). The problem is that I don't know how to spread out the stats. For Wizard I took 18 might, 8 con, 10 dex, 19 per, 18 int, 4 res. I'm not far enough into the game to gauge the usefulness of dexterity yet and I'm still not fully clear yet if the game works on a round system or if initiative works more like speed in other RPGs, giving you more turns over a period of time. In any case, I'm wondering about Cipher specifically, and how to build it. Ideally I'd like to keep it as close to my PoE1 cipher as possible, which was using ranged weapons (blunderbuss, and later the legendary bow). However, I wouldn't mind some tips regarding starting stats for casters or melees either as it will surely help me with stat optimisation (gear wise) for the companions further down the line. Thanks in advance for answers.
  3. Hi everyone, I know this is perhaps too late, but maybe for next game this could be a good strategy to allow both modes to co-exist. I had an idea inspired by reading other interesting suggestions about TB tweaks to make DEX valuable. Rationale: - On the one hand, I can imagine a pure time-based system could be too chaotic in the sense of sequence of turns being very different and unpredictable each round. - On the other hand, I think devs consider a set order more desirable, so that it is more tactical and tracktable. - However, I think both could be merged by imposing to the dynamic time-based system a turn resolution every X secs based on DEX/RES and not time * (so it's usually the same character order every round). * Note it would be more realistic to resolve character order based on whoever is available earlier but this would lead us again to pure time-based system, so no. The idea: - allocate every round a "budget" of 6s to every character (turns are sequential within the round as usual), - every round resolve character order based on RES/DEX and not time (i.e. char1 acts sooner than char2 if char1 RES/DEX is higher, even if char2 recovers from his last action before char1; see next point), - every turn give some flexibility and aim for at least one action but also open the possibility of several actions: a) let the character borrow maximum 25% = 1'5s from next turn (and/or save max 25% = 1'5s for next turn) b) let the character execute an action as long as the attack phase (hit*) is within whatever remains of the turn's 6s budget even if its recovery phase falls inside next turn and "borrows" part of it. That next turn would start with less initial budget (i.e. less than 6s) - buffs, debuffs and statuses in general cannot only start/end at the beginning of the turn as usual but also somewhere in the middle (see next point). This way, interruptions/dazes/etc could mean losing only part of a turn (e.g. some secs) and not all (avoiding making them too binary, either too strong or too weak), - let characters postpone (but never advance!) their turn within the round. Also let them waste time within the turn, so that e.g. a blind status wears off and the attack(s) have a better chance. * For reference, MaxQuest's great explanation and time diagrams of RTwP combat: https://forums.obsidian.net/topic/98679-mechanics-attack-speed-recovery-time-reload-time/ I believe the RTwP engine could still be a great underlying system behind a turn-based appearance together with this DEX/RES-based sequence resolution. The HMI: - To make it more accessible, even if time is kept internally as the underlying measure of actions (e.g. 4'2s per attack and not 3 APs), the HMI could show a bar of e.g. 6 diamonds (APs, i.e. 1/second). - X additional diamonds can be shown on each side of the bar if seconds were saved in the previous round or are going to be borrowed from the next round. - If an action does not take an exact nº of diamonds but also a fraction of a diamond, this is displayed as that diamond having that fraction greyed-out and the rest still green (available). I.e. diamonds cannot only be either fully green or grey but also partially used/available. - This way, after some familiarisation and usage of tentative actions, a player can more or less mentally calculate or visualise combinations of actions in terms of diamonds (APs) and not sums of seconds (tedious). The advantages: - Inherit RtWP mechanics and fine-tuning which is already polished (with minor changes). - Make DEX and more diversity appear again, e.g. fast weapons would oftentimes attack twice in a row and similarly slow weapons would sometimes have empty turns where all time happened to be recovery time (i.e. borrowed). High dex casters would be tricky, but casting time could be made bigger and recovery smaller to enforce being exposed to interruptions 1 turn. - Movement could use a separate budget or the same one, by converting it to consumed time with some stride-to-time proportionality. What do you think? I can try to paint some time diagrams explaining the idea if it is not clear. I hope it doesn't sound very bad.
  4. The ranger's ability of Evasive Fire is something that can be easily abused in the turn-based mode. With 8 bond a Ranger can get off 9 shots in the opening round (1 from their Action point, and 8 from using Evasive Fire). I think a simple solution to this would be to make the shot gained from using Evasive Fire only occur on the first usage of the ability each round. This way you'll gain the benefit of 1 extra shot and the mobility aspect, but you can't just kill off a bunch of guys by spamming it
  5. This is admittedly a very minor thing, but it can be misleading to annoying. While using the Turn-Based combat, just about every time I mouse over a target to check the chance to hit the character makes their comment about it not going to work. They'll say this even in cases where there's a 100% chance to hit and they'll be doing 130% damage. Not sure what the criteria is for them to say their comment, but it doesn't seem to make sense in a lot of the cases.
  6. I am sorry as I do not know this should be at the engine or mechanic section so I will post at both and let the admin decide. Short Version Exploit on the slow motion function to let the game zoom on a character and play in slow motion the animation that deal the killing blow or successfully perform a feat of awesomeness, or was beaten to near death. Finishing the action the camera can zoom back and run in real time. This is good for aesthetics and helps the information crunch of which character need attention or further command. People have the option to skip that all if they want. If possible Unity Engine can do a playback of the animation. Long Version One of the advantages to TB is that you get the information/aesthetics of each event at the moment it's resolved. RTwP makes it hard to track this as multiple events is played together constantly. Active pause of the player may be out of sync and miss some events. Auto Pause may not let the player know what is causing the pause unless the player look at the text breaking the flow. In no way I am stating TB is better than RTwP as both system have their pros and cons, I am stating how to improve the RTwP so it's weakness can be shore up and exploit some strength of the TB. Eternity already will implement a Slow Motion Function, so why not take advantage of it a step further to exploit it's strength? When a character do a deathblow, a great feat of strength, or under great duress, the game will go into slow motion and zoom in the particular character so the player can enjoy the animation or take action like switching target, run or heal. After the action ends the camera will zoom back and run in real time again. This function is skip-able with a button. If there are multiple such event happens at once, the latest character event will play into the player attention and the other character portrait will flash if they have a event that require the player attention. This function will be optional and customizable. In customizable, the player may not want to see the victory animation of the character triumph over a lowly rat but want to see the victory over a giant, so the player can select this function to happen only against strong opponents only. Or based on level, filtering out victory animation on foes 5 level lower than the character. The player can select if they want to see a really smart move from them like a fireball defeating 20 rats with good positioning and luring. So they can select the option to see animation if a character action affect 5 foes. The player also can choose to see the animation of a costly skill (determined by mana / ability level / casting length / cool down time) The player can set to slow down / pause and zoom in to a character under 25% health, finished action, stunned / blinded / feared. As such the game can enjoy the benefits of faster combat and more manageable information gathering and more satisfactions of the aesthetics animation. The developers also do not need to code a lot as this function just build on the slow motion function. If they want to take it up a notch higher they can do a playback / reverse time like prince of Persia Sand of Time, but I don't know how much work the developers need for that.
  7. I am sorry as I do not know this should be at the engine or mechanic section so I will post at both and let the admin decide. Short Version Exploit on the slow motion function to let the game zoom on a character and play in slow motion the animation that deal the killing blow or successfully perform a feat of awesomeness, or was beaten to near death. Finishing the action the camera can zoom back and run in real time. This is good for aesthetics and helps the information crunch of which character need attention or further command. People have the option to skip that all if they want. If possible Unity Engine can do a playback of the animation. Long Version One of the advantages to TB is that you get the information/aesthetics of each event at the moment it's resolved. RTwP makes it hard to track this as multiple events is played together constantly. Active pause of the player may be out of sync and miss some events. Auto Pause may not let the player know what is causing the pause unless the player look at the text breaking the flow. In no way I am stating TB is better than RTwP as both system have their pros and cons, I am stating how to improve the RTwP so it's weakness can be shore up and exploit some strength of the TB. Eternity already will implement a Slow Motion Function, so why not take advantage of it a step further to exploit it's strength? When a character do a deathblow, a great feat of strength, or under great duress, the game will go into slow motion and zoom in the particular character so the player can enjoy the animation or take action like switching target, run or heal. After the action ends the camera will zoom back and run in real time again. This function is skip-able with a button. If there are multiple such event happens at once, the latest character event will play into the player attention and the other character portrait will flash if they have a event that require the player attention. This function will be optional and customizable. In customizable, the player may not want to see the victory animation of the character triumph over a lowly rat but want to see the victory over a giant, so the player can select this function to happen only against strong opponents only. Or based on level, filtering out victory animation on foes 5 level lower than the character. The player can select if they want to see a really smart move from them like a fireball defeating 20 rats with good positioning and luring. So they can select the option to see animation if a character action affect 5 foes. The player also can choose to see the animation of a costly skill (determined by mana / ability level / casting length / cool down time) The player can set to slow down / pause and zoom in to a character under 25% health, finished action, stunned / blinded / feared. As such the game can enjoy the benefits of faster combat and more manageable information gathering and more satisfactions of the aesthetics animation. The developers also do not need to code a lot as this function just build on the slow motion function. If they want to take it up a notch higher they can do a playback / reverse time like prince of Persia Sand of Time, but I don't know how much work the developers need for that.
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