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Found 49 results

  1. Hi All, I recognize that this game has been out for over a year now and it may be too late to bring this up to any effect, but since part of the purpose of this particular forum is to discuss our "hopes and dreams" for it I thought it wouldn't it hurt to bring it up (or bring it up again if it's been discussed before). Let me start by saying that I personally think this game is bonkers good, just redic off the wall levels of care and detail and thought-out features relative to it's predecessor and relative to many other similar games. I recognize that there are some harsh criticisms of it out there relating to issues of min/maxing, weapon type balance, the AI and others, but none of that has felt like an issue to me especially considering how much of a beast this game is in terms of story, lore, world building, the writing and consistency of interactions, the voice acting, the audio and visuals, travel and exploration, and the re-tuned combat resource system. It's not hyperbolic when I say that I'm dangerously obsessed with this game right now. All that said, there is one visual design feature that my OCD won't let me not focus on constantly and bugs me to no end: weapon size scaling based on race. I love dwarves, love their typical physical and physiological design, personality and behavioral traits, their background and lore; I roll a dwarf main character in as many games as I can and their visual design in Pillars 2 is fantastically improved over what they looked like in Pillars 1, so I've been really into my dwarf playthrough... except for the fact that the visual scale of weapons shrink when equipped on a dwarf. It's particularly bad with respect to one-handed weapons. Do you love the sword Modwyr? Well if you equip her on a dwarf, the sword looks like a child's toy. Same with most other one-handed swords. Maces look like your dwarf is melee'ing with a wand. Daggers and stilettos look like you're fighting with toothpicks. And what makes these visual disparities even worse is that all weapons shrink even smaller when they are sheathed. Dwarves may be a bit shorter than humans but they're also stronger than them, as evidenced by their natural +2 Might compared to the +1 of humans. So why do dwarves have to be made to appear to need smaller weapons? They should be able to wield human-sized weapons with no problem, and I would love to see them doing so in this game. Now I'm not saying the current visual design for weapon scaling ought to be scrapped; I recognize that if you like to play an Aumaua you may dislike having your equipped weapons look too small for your body, so you like the fact that weapon sizes scale up for you. And maybe you enjoy playing an Orlan and don't want to see them carrying weapons that are comically too large for them to be wielding, so there's value in having the current visual system for weapon size scaling. What I hope and dream to see done is the addition of an option in the settings that lets you toggle race-based weapon size scaling off and on, where if you toggle the setting off then all weapons are fixed in their visual size scale to what it currently is for humans. I have no idea whether this would be something that requires a lot of technical work on the part of the devs to implement, but if it isn't something that would be that hard to do (and ya'll actually did it), it would lock this game down for me as unequivocally one of the best games I've ever had the pleasure of spending hundreds of hours obsessively playing. Just think on it a little. You'd be making this old dwarf's hopes and dreams come true
  2. HAve a weird UI bug since DLC release. The modal options don't updates. I have 3 weapons set with different proficients. Dual pistols in set 1 show my pistol modal, I switch to a hatchet + dagger (proficient), it show the pistol modal + dagger modal, switch to 1 blunderbuss in main hand (proficient), show only the pistol modal. Look like modals from proficient in first set overlap the ones in other sets depending of main hand/off hand.
  3. Basically, Swords: - Whispers of Yenwood - Hel Beckoning - Duskfall - Modwyr Vs. Sabres: - Aldris Blade - Grave Calling - Tarn's Respite - Scordeo's Edge
  4. Throughout history the use of a spear and a shield was one of the most used weapon combinations. It was not only cheap, but also higly efficient. If it wasn't, then it wouldn't have been used for thousands of years. Despite all that, the majority of computer games and Table Top RPGs that includes both shields and spears in the game, they always put in some stupid restriction or limitation that prevents this use of History's favourite. This might be quite niche, but I would very much like it if Project Eternity is the first cRPG where I can fully employ this time honored fighting tradition to one of the characters.
  5. This is happening randomly, and I usually only notice when I go into my inventory to juggle things about, but often i find the 3rd weapon slot has emptied itself and the equipped weapon is back in the characters backpack (personal inventory). I haven't yet been able to pinpoint when it happens, but it has happened often enough to be annoying and noticeable. Anyone else seen this? I'm SURE i'm not imagining things.
  6. Description: I used the spell "Spiritual Weapons" with my priest (Magran), and now they won't disappear and I cannot unequip them or exchange them for an other conjured weapon (like the one on the fiery greatsword scroll). I'm stuck with them. I tried to respec, to summon them again, nothing works. Steps to Reproduce the Issue: Use the spell "Spiritual Weapons", and <<I THINK>> return to the travel map (from a dungeon or a city to the world map). I'm not sure on this one, didn't really notice when it happened. Important Files: Save file sent by email Output Log included AND sent by email System Specs included AND sent by email Screenshots are unnecessary I think output_log.txt DxDiagAgraell.txt
  7. My only major complaint with Deadfire after sinking 76 hours into it is the presence of enemies with Immunity to Common Damage Types (Piercing/Slashing/Crushing) and its impact on the gameplay experience. Now, before I get into it, I want to say that I can understand and appreciate Elemental Immunities - typically the only sources of pure elemental damage are spells, and usually if you're running into enemies with elemental immunities you can just cast a different spell. But outright resistance to the Common Damage Types sets my teeth on edge because it produces particularly strange logic in several cases. For example, Skeletal Warriors (and other Skeletal [Class] enemies) are immune to Piercing damage. I can see the logic behind it: Skeletons are not known for having a lot of squishy parts. They're entirely bones and empty spaces, so it makes sense that weapons that rely on piercing fleshy parts to damage organs would have a tough time against them. - Figure A: Skeleton Lectures Peasant On Why Gut Stabs Aren't Great Without A Gut To Stab - However, just because a Piercing weapon primarily relies on touching things that shouldn't be touched to deal its damage doesn't mean that it would be useless: there's still significant force being exerted by the impact, even if effective impact locations are harder to come by. In this case, a high resistance to the damage type in question makes sense, but outright immunity doesn't - regardless of how wiggly and wily a Skeleton may be, a bullet or spear in the right place will still shatter bone. - Figure B: Skeleton Politely Requests Peasant Not Move Pitchfork To Avoid Snapping Spine - Things get even weirder when you factor in Bows. For some reason, War Bows and Hunting Bows were changed from Piercing to Best Of Slash/Pierce. As a result, Skeletons are immune to bullets and bolts, but still very much vulnerable to arrows (even though Slashing primarily relies on cutting, which... Skeletons don't have anything to cut!). - Figure C: Skeleton Loudly Disregards Local Constabulary's Firearms, But States Respect And Fear Of Bowmen - Nitpicking the logic behind it aside, the actual gameplay feel behind common damage immunities is just awful. There's no tactical depth to it: solving the problem is as easy as pulling out a backup - a Scepter or a Rod or a Sword or a Hammer - and it's just annoying. There's no huge additional challenge to dealing with enemies with these immunities, I'm just mildly inconvenienced while my characters use a slightly less optimal weapon so they can actually participate instead of complaining about how their weapon isn't working. Elemental or Spell immunities change the tactics you use because the majority of the spells in the game have unique effects and casting times and AOEs and what have you, but Common Damage Immunities just require you to use a different kind of stick. - Figure D: Bored Skeleton Suggests That Poster Find Better, Funnier Gimmick - Now, Skeletons are just an example of enemies with Common Damage Immunities, but they're probably the best indicator of why these immunities are simply annoying instead of challenging. Very rarely, if ever, do enemies with Common Damage Immunities pose a significant threat because of their immunities. I would much rather see enemies with Immunity to Common Damage Types be given high resistance instead (for example, 20 or 30 at least) so that they still retain their logical defenses against such damage types. This would encourage the player to switch damage types to better handle the situation but not require it. Continuing to use the resisted damage type would still be sub-optimal, but not so much that the experience becomes frustrating or immersion-breaking. - Figure E: Local Skeleton Seeks Flaming Sword To Cuddle, Direct Inquires To Old City Caves Under Neketaka - Overall, I've had a blast with Deadfire and have adored my time spent playing it. This whole Common Damage Immunity thing is literally the only thing I see as a flaw and I desperately want to see it changed, but I also understand if Obsidian chooses not to. If they don't, well... there's always modding, and it's not like I'm going to suddenly start hating Deadfire over something minor like this. Anyways, thank you for reading, and I hope you have a nice day.
  8. I had a lot of fun using the Tall Grass pike in PoE (https://pillarsofeternity.gamepedia.com/Tall_Grass), building a barbarian for max crit potential and watching groups of enemies knocked prone for the whole fight. I'm hoping I can do something similar in Deadfire. What controlling weapons have you found so far?
  9. I discovered a duping bug with the Ordinary Sword. Once you have the sword and take it to a merchant, you can get infinite Watcher's Blade's. When trading with a merchant, if you put the Ordinary Sword in your selling window, and then examine it, you can examine it repeatedly, and each time you do so will add a new Watcher's Blade to your stash inventory. The Ordinary Sword will not disappear either, and you can place it back into your inventory or stash.
  10. Before anyone says tells me that flint lock pistols require two hands to reload, I am aware and my suggestion takes that into consideration. So, DW pistols. First off, this is a pirate setting right? We need this for thematic reasons if nothing else. Mainly though, I want to be able to fire one pistol, then a second pistol, then switch weapon sets. The issue with duel wielding pistols is that you have to do it with both hands, but I'm suggesting that the ``proper" way to DW pistols is to not reload them at all. If they do get reloaded, you just need to set one aside, reload it, then set the other aside, and reload that one. Now you have two loaded guns again. So fire, recover, fire, recover, reload, reload-- much like Twin Sting, but with two reload phases, which come at a penalty. Just as DW normal weapons comes with a recovery speed bonus, I suggest that DW pistols comes with a reload penalty. So, 33% boost to recovery speed and a 33% penalty to reload time. Overall, this will make DW pistols slower, but again, for the way I would use them that's fine.
  11. So, anyway who has played the entirety of Pillars of Eternity 1 knows that by the end of the game you have some pretty serious weapons and armor on hand. Especially if you played White March. The question of the hour is, what will become of some of these items? The Hammer of Abydon especially because this weapon was very important. I would hope that we either get this items back at some point, and not that 'oh they were destroyed with your strong hold' That'd be kind of a lame excuse. Not to mention, if returning companions had Soulbound items, will they still have them? That would be a nice bonus. On the topic of the Hammer of Abydon, and the end of The White March Part 1, Do you think the Church of Abydon might view your character as some sort of Saint like figure if you restore Abydon.
  12. Anyone else think whips would be a cool mid-short range weapon given the setting? Ya know...totally go Indiana Jones on some pirates?
  13. Ok so does anyone know where I can find out what weapons each character can use. I have looked and can't find it any where. I tried to use logic based on the Characters themselves but that doesn't work. For example Kyra as a cleric of Serenrae's should be able to use a scimitar but can't and Merisiel should be able to use a longbow as an elf but can't. I would also like to know what the weapon feat for each character unlocks.
  14. Hi all! Really liking PoE so far. Only 20-something hours in, about half way through Act 2 & I've got a question regarding my party's damage output, specifically why it seems so low. Whole party is level 6. Eder (Heaviest armor i can find, shield, fine sabre) Aloth (leather armor, fine wand) Durance (fine robe, fine wand) Kana (heaviest armor available, shield, fine hatchet) Pelligrina (Heaviest armor available, shield, fine pike / spear thing) Cipher [me] (fine leather armor, fine war bow / lead spitter, key spells used are Mental Binding & Mind Blades) recently been doing some quests around Defiance Bay, and I've noticed that my damage output seems really low. like, each party member is only doing 2-5 damage per hit. without spoilers, the enemies i've been facing recently all have a DR of about 10-15 & I'm hitting for the MIN damage value more often than not. Have I done something wrong gear or skill-wise? should I be hitting harder at this level? most fights at the moment are drawn-out wars of attrition. my casters drop before too long coz I cant defeat anything quick enough & my front line just sit there slowly hacking away. most of the time, they get the job done, but it takes ages & I cant help but feel I'm doing something wrong. any advice would be greatly appreciated.
  15. I'm on my first play through, and I'm having a hard time knowing what type of armor to match up with which character. For my main I picked a Tanky paladin (based on a guide I read) mostly because I wanted to have a lot of dialog options. But now I'm just overwhelmed with all the armor types and weapon types. I kind of get that probably for my tank characters I want heavier, then lighter toward the guys in back. What throws me off are the details. Should I choose leather or scale for my ranger? Or hide? or any of them. I'm just not sure what to use. Here's a screenshot showing my main six characters and their stats. I also have the Cipher and the Druid, and just haven't gotten the paladin yet because I already have one. These are just the story characters.
  16. What do you think its the best firearm?And for what class? I use blunderbuse for my cipher, and arquebuse for any other ranged.I used pistol, and i didnt find it anymore less accurate then arquebuse.
  17. Hey Backers ! I wasn't able to find any (or very less) informations about Guns being available in the game. I pledged PoE but without access to the Backer Beta [ :'( ], my question was : - What types of guns are (or will be) available ? Can anybody list them ? or just a few . - Is there one-handed Pistols / Dual'Guns ? I'm interested in the Cipher Class and have seen that he builds his "Focus" on auto-attacks, so my guess was (Dream Mode Activated) that it would be cool to be a Cipher with Dual'Guns (just like Dual'Daggers) to auto-attack foes :D. What can you guys tell me about this ? PS : This isn't a Post about "Guns has nothing to do in Fantasy !" because adding Guns in a Fantasy World is a Fantasy too xD. Just a question that I'm thinking about now : Any hints on an Open Beta soon ? Early 2015 ? Cheers everyone . Dex
  18. Okay, maybe not chains, but I thought it might be fun to have whips in game that would have melee reach of spears and such. It'd be fun to have a cipher with a pistol style weapon and whip like Indy in these puzzled ruins and things we adventure through. A lot of darker orientated characters might enjoy dishing out painful lashes to their foes before killing them. It'd be a cool weapon and unique. I dunno a fun idea but no neccessity. After watching 20 vids on youtube, really feeling sorry for your version of the wizard class. I was thinking you could give the undead summons of the chanter to the wizard. Everyone says the chanters and ciphers are ruling as casters. A wizard's strength was always his or her worldly knowledge in the mystics of magic (diversity). I think that is why DnD had all sorts of varying schools for them. Everyone has likely adventured and fought the arch villain evil necromancer of various lore before. I know that PoE has it's own lore, maybe there aren't any evil necromancers, but you know the wizzy needs some help At low level, summon spells might be handy to provide that encounter to encounter sustainability and who knows with genies and djinns or devils and angels you could summon whatever in high lvls to further diversfy the class by interacting with the summons. ~Things I liked!: I like the game look, like the monk don't piss me off or I'll dish a world of pain idea, druid hybrid shapeshifting idea, ranger and pet symbiosis idea, song creation of chanters, liked the storybook style arcs that certain places are made special, and like that you're doing your own thing and not feeling the licensing constraints nor creative boundaries of staying DnD. There's a lot to love just watching others play it, but for now I'll play the EE Icewind Dale that's out. Good luck in game making and am sure you have 10000s of requests.
  19. Hello all, After playing few hours of beta I find out that weapons doesnt add to deflection rating. It seems strange as for sure one defend himself much better with weapon than with bare hands. I think that Obs should think about adding deflection rating to weapons as well. I think that best deflection should have swords, then reach weapons and on other end should be axes and maces. Of course it should not affect damage threshold Good idea? Bad Idea? discuss
  20. Some enemies in poe have some resistances and weaknesses to certain weapons, and I feel that they are a bit too extreme. I suggest weakening them. So people; do you agree, or am I just being a fool.
  21. 1. Forgetting to balance enchantments. You have your two-handed weapon, 1h weapon & shield and dual wielding 1h weapons options. Which ones ill you go for? In most CRPG's you'd go for the last two. Why? Because the designers seem to forget that TWO magical items equals TWICE the magical enchantments, hence why such combos are almost always vastly superior to a 2h weapon. You have a paralisis enchantment on that big 2H axe? That's nice, I got a paralisyis enchantment on my 1h sword and a blindness enchantment on my 1h mace. I deal 2(3?) damage types and have twice the chance to incapacitate you. What's that? But you do more damage 2d6 +5 fire damage? Not bad. I do 1d8+5 fire and 1d6+5 ice damage. Opps. Looks like you underperform there too. 2. Loot/magic obsession. Finding loot is part of a CRPG charm. But it's not waht a CRPG should be about. It's not why we remember great fnatasy stories. Your average CRPG protagonists goes trough magical items faster than a starving man trough food. Magical items constantly discarded, used for 5 minutes untill a better weapon comes along. Long before the end of the game, every single inventory slot is filled with magical items. By the end, a character would cause a magic detector to explode. She sheer magniute of magical energy radiated over the hoards of legendary/epic items that the world hasn't seen in millenia would be OVER 9000!!! Magic and magical items are overused. When everything is magical, nothing is. Magic itself loses part of it's charm and "oomph". Powerful magical items are ntohing but trinkets to be discarded. When you think of Aragorn - was every single thing he carried magical? Did it have to be? Do characters in fantasy storeis switch equipment every 5 minutes? No, they find something nice and stick with it. It's one of the reasons I loved BG1 atmosphere so much. It felt so real. A qualtiy steel weapon was viable even at end game. You didn't finish the game with everything being a magical +5,+10 uber-item. 3. if less is more, more is less? Padding the game length with unnecessary, repettiive fight. Every road will have bandits. Or hostile wildlife with no sense of self-perserveation. And they will respawn. Sometimes entire game sections will be nothing more than padding (looking at you FF) /fillers. Because clearly, long game = automaticly better game. Right? Right?
  22. So having nearly completed and explored just about everything in this game, I have yet to encounter any bugs, but some of the gameplay is so insanely frustrating and arbitrarily senseless that I have wanted to punch my laptop. BUTTON MASH QUICK TIME EVENTS These things in your game are an abomination, they don't serve to better the gameplay or increase the challenge, they make the game ANNOYING, FRUSTRATING AND NOT FUN! I nearly stopped playing when I hit the Alien Probe event, and again at Randy's Abortion, it's ridiculous Alien Probe: pretty much can't be beaten with a keyboard, unless you want to damage it. Randy's Abortion: the dilation part is again impossible to beat with a 360 controller without damaging it, and the suction part needs a better indicator. The needle part does not respond correctly to your button presses sometimes, just to screw you over. Goth Dance: obnoxious, has to be done nearly perfectly to get it to work, I've missed like, three or four presses and that caused it to fail, again, better indicators needed. Boss Fight Quicktimes: Kenny's summons are not the worst but really annoying when you have slow reaction time and aren't expecting it, theres no real warning. FINAL BOSS For the love of god make a checkpoint happen right before farting on kenny's balls or at least refill the player's mana. I deleted my save in frustration because after that whole long-winded boss fight I had no mana, used a potion and ended up overloading on it and letting cartman die, causing me to have to replay THE ENTIRE FIGHT. ugh. SAVING Saving needs to happen on-the-spot recording everything that's happened instead of just shunting you back to the last checkpoint and clearing all your progress, again, obnoxious and arbitrary and a poor way to use saves in an RPG STATUS EFFECTS Burn and Bleed might need to be toned down a bit, they're kind of insanely powerful Stun, Sleep, Gross Out and Pissed Off on the contrary are useless at the end of the game because nearly everything is immune to them. Maybe give these statuses alternate effects on immune enemies or take away some immunities, because they become pretty much worthless by the time Nazi Zombies become a thing. BUDDIES Jimmy is just awful, there's almost no reason to use him, he does no damage and only boosts your PP, which you can do with a potion, and if you have the perk you can get the Attack Up his buff would have given you for using said potion. Also the potion doesn't take up a turn. Make Jimmy;'s quest give him the Flute as a weapon that deals AoE damage to everything and inflicts a debuff, that would really help, also giving him some form of healing, give him HP/PP regen buff as his special ability instead of PP boosting, this would make him really good Stan's final ability is awful, just awful, his spin does more damage, to more enemies, please fix. Kenny is kind of bad all around. he's hilarious, but pretty boring and sort of an "everyone does his job better" character. I still feel like he should transform into Mysterion sort of like butters does. ENEMIES Enemies have a large number of issues: 1. They're dumb, and can't prioritize targets and don't really use strategy 2. They don't even use the same mechanics as the players, they can't block, counterattack, or use free items 3. They don't have a very wide range of abilities, except bosses, and the ones they do have are generally solved with a cure potion 4. Strange, sometimes arbitrary values of XP for defeating them, I've gotten 5 XP for killing 4 elves and 20 XP for killing 2 elves, both at level 4. 5. They can't change positions at all, might not be a bad feature to implement in DLC. 6. Late game most enemies are just obnoxiously hard to kill with really high armor, there's not much variance, no squishy super high damage mages or super beefy heal tanks or back rank snipers, just lots of nazi zombies. EQUIPMENT The leveled class-specific gear you get for completing portions of the main storyline is generally completely useless by the time you get it. Also some gear is just flat out broken, like the SWAT Helmet, which can allow you to pretty much win every non-boss fight without ever giving your enemies a turn, just drink a cheapo 2$ speed pot, AoE damage/debuff effect first hit either a spell or a bomb/bouncy weapon weapon Bleed/Burn on it, then go to town with the Katana (also stupid broken) one dude after another. Also the weapon system doesn't make a whole lot of sense, once you get the Katana basically every other melee weapon is a worse choice. You really need to split the balance better: Statistically superior weapons and armor with no strap-on/patch slots Weapons and armor with unique effects and 2-4 strap-on slots but really low/no overall stats Some stuff that fits somewhere in the middle of those two And WHERE ARE MAH SET BONUSES? you guys went to the trouble to include all these armor sets, but no full set bonuses? WHAS UP WIT DAT? PERKS Some perks are basically mandatory like the one that gives you Attack Up every time you use a potion, or the +20% to HP, others are totally useless and serve no purpose at all, like most of the fart perks, might want to do some tweaking. Moar Perks is never a bad idea either. MANA What the heck is up with the mana mechanic? I never seem to have ANY mana at all because it apparently doesn't come back after fights or even regen over time and I can't fill it up because I'd just crap myself, needs some work. I might suggest that instead of mana potions, all potions increase mana very slightly, and mana regens over time in the game, and you can use toilets to lower mana, and you get one turn to use your overloaded mana before crapping yourself except against Jimmy's Brown Note. OVERALL COMBAT BALANCE The basic mechanics need some work, because nerfing/buffing other aspects of combat could make things worse or better, take things as a whle and just try to make combat more interesting, make mechanics flow together better. ~~~~~ Now that I'm done, I just wanted to take the time to say thank you for making such an awesome game, and I hope you can make it even better.
  23. After reading the recent update, there's something that's been gnawing on my mind. Most classes seem to have a fairly obvious preference for melee or ranged combat, while others can go either way depending on preference. A Fighter seems to have a melee bias, a Ranger would likely use ranged weapons exclusively, and a Rogue could put either option to good use. So far, so good. This distinction makes sense given the combat roles of each class. The thing I'm not sure about is when it comes to different weapon types in the same range category. A typical example would be a melee Fighter vs a melee Rogue. Assuming they're both interested in dealing damage, an archetypal fighter might choose to go with a big greatsword to cleave his foes in half, while a typical Rogue would be more inclined to grab a dagger in each hand for quick, precise stabs and slices at the enemy's vulnerable spots. Something similar can be imagined for ranged weapons, where you might have a choice between an arquebus (high damage but hard to reload and not accurate at long range) or a longbow (less point-blank damage, but better range and speed). Does Eternity have such a distinction? Is there any reason to pick one weapon type over another, or will there be a "best choice" for every situation? For example, D&D somewhat simulates this situation by giving the Fighter a higher damage modifier when having high strength and using a two-handed weapon, while the dual-wielding Rogue won't miss that modifier since he has lower strength and would rather get extra attacks to apply his sneak attack bonus to. Note that I'm not necessarily talking about damage types (like a club doing crushing damage vs a sword doing cutting damage), but more a general sense of choosing what weapon type your character will specialise in. In some games there is a clear "best choice", where for whatever reason one weapon type is simply more efficient in any given situation. For the sake of this question, I am completely disregarding the fact that many players simply choose their weapon type for flavor reasons. While that's of course a very valid way to pick your preference, it's not really relevant to the mechanics of the game. The way I see it, looking at the various games I've played in the past, there are factors that can influence what is "best" and often multiple of those can play a role at the same time. A few examples include: All classes have a default preferred weapon type, which means they either can't use any other weapon types or they simply get artificial bonuses to one type that make other types less desireable. This is a very simple to understand and straight-forward system, but does tend to restrict player choice. Even if it's just a bonus or penalty to certain types, it still feels restricted and artificial because it's just some arbitrary modifier that isn't based in the rest of the game's mechanics. Some weapon types simply have better options available. Like there are some awesome magical spears in the game while the best mace is kind of lame, so specialising in maces is less desireably than spears. While this makes sense, I feel that it rewards "spoilers" (how else would you know about those spears when you make your character) and penalises players for making choices that they have no way of knowing that they are bad for the endgame. Weapons have different damage types. For example is the game has many enemies that resist piercing damage, this will make spears a very undesireable weapon. On the other hand this tends to be one of the most frustrating options, like when your strongest character specialises in spears and you are in an area with many enemies immune to piercing damage. Suddenly your main source of damage is useless and the game becomes much harder than it would be if you chose to specialise in axes. Mechanical differences like attack speed are in my opinion one of the more interesting options. A light dagger can swing faster than a heavy axe even though it deals less damage, so you have to choose whether a character needs to hit fast or hard. However this can also quickly devolve into a simple DPS race, where an axe does 12 damage every 3 seconds while a dagger does 5 damage every 1 second, so the dagger ends up having a simple statistical advantage and there's no real reason to choose the axe. In some games, all weapons are more or less equal (with minor penalties in one area roughly evening out against minor bonuses in other areas, for example damage vs accuracy) which offers the best options for character customisation (you want a Rogue with a giant mace and a Wizard dual-wielding hatchets? There's no reason not to do it!), but makes some sacrifices in terms of variety since all choices end up feeling very much the same. So after all that text, my question is simply how does Eternity handle the differences between weapon types. Does it encourage a certain weapon type to be used with certain classes or play styles and if so, how?
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