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Showing results for tags 'progression'.
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Same generic title, because you can't beat a dead horse enough, if someone refuses to understand some basic principles which were done correctly by 20 yo games. Not happy with xp requirement scaling, level to content progression, much of itemization and xp reward amount analogy to sources. "Completionists", "Rushers", new generation utter nonsense I say. A game should be made to be experienced in its whole. Side != sub-par and I really hope the devs themselves have enough confidence in the content they made to realize that. If someone doesn't want to experience most of the game's content a
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This is a thread I will start for peeps to list their experiences playing this class and variations as a single-class and not multi in the current game and should provide a resource of information on it as well as build ideas in the current game and future patches. Quick background: I have decided to play through and with this class on PotD as it was my main in PoE1 and after trying out some multi-class variations of it in the end decided that giving up Time-Parasite and Defensive Mindweb was not worth it for the multiclass. It may have been a premature bad decision but I want to make it "
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Looking over the wiki, and theorycrafting a shifter druid (as I have a mac and can't play at the moment) and I noticed that all of the animal spirit shifts have an armor calculation of (8+ Power Level +1 every 5th Level), with the exception of bears which have (8 +2 +1 every 5th Level). It looks like bears are supposed to be a tank form. Does this mean that they are strong at 1st level, but falls behind all the other forms shortly after? Or is it supposed to be {8+(2 x power level)+1 every fifth level}? Can someone with access to the game check this please? because as it stands it looks like
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First off, the dual class system is what I dreamed of while playing PoE1. This kind of thinking really blows the class system wide open. Being able to further specialize an ability like Smite to get another bonus is also a great choice. I acknowledge and like how removing general talents makes individual classes more unique, but without those 30-40 general talents there really are so few options each level. Right now it feels like a 1:1 trade off with dual classing instead of talents; however, if some form of general talents were added, this system would be incredibly versatile. If there a
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Hi! I am happy both for PoE2 being made as well as multiclassing making the cut. If single class characters were to be treated closer to how multi class characters will work a lot of the balancing issues can be sidestepped. If you were to add a second duplicate of each class which either is only available to main class characters, or as a virtual second class for single class characters. The comparative progression of single versus multi class characters would balance out more nicely. Consider the following example: Class/Power source + Class/Power source ----- Wizard + Fighter ->
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I'd like to point out a potential issue with power level with respect to power source progression. One of the design goals of multiclassing is, to have multiclass characters at 75%-85% class efficacy of pure characters at the same level. In today's presentation Sawyer has shown the current tables and values, which give pure characters 3 power source points per level and multiclass characters 4 points, that are split between the two classes (3 in currently leveled up class and 1 in the other class). This gives a multiclass character an average power source point gain per level of 2 (i.e
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- power source
- power level
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Started a new play through today, and having cleared the exterior of Cead Nua, but prior to clearing the Great Hall I noticed the new zone "Yenwood Field". Cool! I thought to myself, and went there right away. As it turned out, there was nothing there except a large number of very angry looking people, so I left without a fight. I headed back to Cead Nua, where to my surprise I was on the wrong side of the barbican. So, nothing to do but head on out and come from the Black March side I thought... But instead, noticing that Woodend Plains was now an available travel destination from t
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Hello everyone, I'm writing a couple of thoughts after reading this article published on RPS a couple days ago. To be more specific, these lines: So... my doubts follows: The Dungeon will be fully integrated in the main storyline? Or it will have an own story line wich lead you into and out of the dungeon? For such a huge thing like the Dungeon, having to go in and out soon, pausing exploration to level up, won't it be a little distracting from the main quest-line? I mean, the main concerning should be the main quest-line to me. Having that and the Dungeon quest-line do not risk to
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- dungeon
- progression
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I just found myself comparing my experience in Baldur's Gate and Diablo 3: Raiders of the Infernal Department Store. Two wildly different games, true, but I found it ironic that, while one of Diablo 3's selling points was compulsive and awesome looting, I simply couldn't be any excited when Demon Invader number 667# would spill another pair of pants. I was once told that one reason for that is the attribute metagame in the Diablo series was simplified, items don't compete with each other simply because one yields more 'DPS' than the other. There's no question of what is actually best for y
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