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Some Concerns Regarding Patch 1.1


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#41
269811510

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Remove the epic equitments from stores to the enemies' hands will be much better.

#42
Cyrus_Blackfeather

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Why do people want to play on PotD and be super powerful in order to feel better about themselves?

 

if you're worried about overnerfing and it being too hard for you afterward - play a lower difficulty.

 

Boom, instant old power levels.

 

 

Nobody that actually wants to play on the higher difficulties wants that, so you're talking to a strawman.

 

What some of us do want is:

  • A pace and rhythm to difficulty, and not every encounter to be maximally difficult, but for some (especially outside of level scaling) to still be easy so that the sense of power growth is maintained. I might be wrong about this, but a lot of what I read from the most hardcore players makes it sound like they want every encounter to be as difficult as possible, I suppose on PotD with level scaling that would be okay, although personally I think level scaling is more interesting if it does have a cap so that if you leave an early-game area untouched until you're level 20 you can still go in and one-shot everything. Maximal balls to the wall difficulty fits well in mods for the people who really want that, considering that modding seems to be pretty viable this time around with a lot of extra difficulty mods already out.
  • For currently powerful builds and abilities to remain "powerful" and fun in the sense of remaining viable, rather than having them overnerfed to the point where a totally different set of abilities become mandatory.

 

 

This, exactly. Frankly, I don't think Cleaving Stance, Heartbeat Drumming, or Swift Flurry even NEED an internal cooldown because, if the mobs are tough enough, the odds of proccing enough bonus attacks to immediately kill something shouldn't be that high. Or the enemy should have enough damage reduction that chaos theory eventually means you hit, graze, or miss while they still have a respectable amount of HP left. 

 

It's also worth noting that, even if they did nerf "OP" builds, people would still find ways to cheese encounters because they'd be impossible otherwise. And yes, I consider kiting enemies around and spamming Paralysis scrolls to be "cheesy."


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#43
Dorftek

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Why do people want to play on PotD and be super powerful in order to feel better about themselves?


if you're worried about overnerfing and it being too hard for you afterward - play a lower difficulty.

Boom, instant old power levels.


Nobody that actually wants to play on the higher difficulties wants that, so you're talking to a strawman.

What some of us do want is:
  • A pace and rhythm to difficulty, and not every encounter to be maximally difficult, but for some (especially outside of level scaling) to still be easy so that the sense of power growth is maintained. I might be wrong about this, but a lot of what I read from the most hardcore players makes it sound like they want every encounter to be as difficult as possible, I suppose on PotD with level scaling that would be okay, although personally I think level scaling is more interesting if it does have a cap so that if you leave an early-game area untouched until you're level 20 you can still go in and one-shot everything. Maximal balls to the wall difficulty fits well in mods for the people who really want that, considering that modding seems to be pretty viable this time around with a lot of extra difficulty mods already out.
  • For currently powerful builds and abilities to remain "powerful" and fun in the sense of remaining viable, rather than having them overnerfed to the point where a totally different set of abilities become mandatory.

This, exactly. Frankly, I don't think Cleaving Stance, Heartbeat Drumming, or Swift Flurry even NEED an internal cooldown because, if the mobs are tough enough, the odds of proccing enough bonus attacks to immediately kill something shouldn't be that high. Or the enemy should have enough damage reduction that chaos theory eventually means you hit, graze, or miss while they still have a respectable amount of HP left.

It's also worth noting that, even if they did nerf "OP" builds, people would still find ways to cheese encounters because they'd be impossible otherwise. And yes, I consider kiting enemies around and spamming Paralysis scrolls to be "cheesy."
Putting an internal cooldown of just 1sec would prevent procs to proc more procs but wouldn't hurt the ability per se. Rather then skyrocketing enemies deflection to prevent crits from happening :p

And yeah paralysis scrolls were OP in PoE1, but even if ud infinite amount of paralysis scrolls in PoE 1 that game would still be harder then what we have now. Because one shotting the entire screen with a broken proc is more effective then CCing enemies.

Edited by Dorftek, 31 May 2018 - 11:50 PM.


#44
Sobric

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I think I'd like to see POTD and Veteran difficulty made harder before they launch too many nerfs (so I agree with the original poster). I think there are actually some good encounters in the game that are only held back by the difficulty of the enemies that you face (off the top of my head: encounters with grubs/beetles/skeletons where they spawn continually; a lot of the fights under the Temple of Berath in Neketaka are great too).

 

A few buffs towards Priests and Ranger Pets would be welcomed as well. 


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#45
vanyel54

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Lot of good things in this thread. A few things that I did not see :
- When selling pile of items, please set the number to the max.
- Druid - Please remove the recovery after spiritshift.
- I don't know how you could manage it, but solo and boarding combat are incompatible. Perhaps adjust the number of opponents ?
- Please remove the need to click X times to search a place on the map. That's so stupid. I will ALWAYS do complete and thorough search !
- It will surely come with the DLC, but please add good items. Almost every build i see use the same armour/weapons (hello devil of caroc). And we should not be able to get the best items straight from the start...
 



#46
Cyrus_Blackfeather

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I think I'd like to see POTD and Veteran difficulty made harder before they launch too many nerfs (so I agree with the original poster). I think there are actually some good encounters in the game that are only held back by the difficulty of the enemies that you face (off the top of my head: encounters with grubs/beetles/skeletons where they spawn continually; a lot of the fights under the Temple of Berath in Neketaka are great too).

 

A few buffs towards Priests and Ranger Pets would be welcomed as well. 

 

Absolutely. It's a balancing act - you've got to have challenging encounters, but the players also need access to tools to overcome them in a number of different ways. 

 

They've said in the patch notes that they're approaching this in a multi-step process focusing on enemies first, so I'm happy about that. Let us see how the current builds fare against more difficult encounters before deciding what needs to be tuned. Or at least, that's the impression I got. It's scientific in a sense, you can't just change all of the variables at once you need to go through things methodically in order to see how one change affects everything else. 

 

That's why I like all of the posts talking about how to improve classes that aren't in a good state currently, by the way. One of the reasons I think so many of the overpowered builds stand out is because the rest of the classes need some love, like Ranger, Priest, Druid, and Cipher. 

 

Wizard too, I really feel like the bonus to picking a subclass should be a little higher than reduced recovery because of the drawbacks - you're not only removing two entire schools of magic, you're suffering a penalty to all of the remaining ones that aren't of your chosen school. It'd be like if, as a Sharpshooter Ranger, you couldn't use melee weapons, and guns took much longer to reload. 

 

I'd also like more unique subclass options for companions, but I get that that's something that's not a priority/could be saved for mods. Does modding this game disable achievements or is there a mod for that? 

 

 

Putting an internal cooldown of just 1sec would prevent procs to proc more procs but wouldn't hurt the ability per se. Rather then skyrocketing enemies deflection to prevent crits from happening :p

And yeah paralysis scrolls were OP in PoE1, but even if ud infinite amount of paralysis scrolls in PoE 1 that game would still be harder then what we have now. Because one shotting the entire screen with a broken proc is more effective then CCing enemies.

 

 

 

Okay, that's fair. I come from a lot of MMO communities where when people want internal cooldowns for things it's in the ballpark of, say, ten seconds. One second is fair, it allows the skill to work as intended and prevents infinite chaining. 

 

I guess my point about the paralysis scrolls is that there were ways to break open the first game's difficulty as well. You could cheese the Adra Dragon fight with those things, and most other encounters too. I can think of very few enemies that actually resisted/were immune to Paralysis. The difficulty becomes DR bypass/whittling down huge HP while the monsters can't really do anything. Yes, having a powerful character kind of cuts out the middleman so to speak, but the same result would more or less be achieved. 

 

I do agree that some of the stronger gear needs to be gated behind actual challenges though.



#47
Climhazzard

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Imo if something like swift flurry has an internal cooldown then it shouldn't be higher than the recovery time of your attacks.  If it doesn't have a chance to proc with every attack it'll be worse than say lightning strikes.



#48
Answermancer

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Imo if something like swift flurry has an internal cooldown then it shouldn't be higher than the recovery time of your attacks.  If it doesn't have a chance to proc with every attack it'll be worse than say lightning strikes.

 

Yeah, I think that would be the ideal for Flurry and Cleave stance.

 

The chaining is a huge problem for balance, but it you didn't get the effect on every actual "real" attack then that would feel crappy too.



#49
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Imo if something like swift flurry has an internal cooldown then it shouldn't be higher than the recovery time of your attacks.  If it doesn't have a chance to proc with every attack it'll be worse than say lightning strikes.

 

This, pretty much. I hope we get comprehensive patch notes. 



#50
mazeltov

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PSA the beta patch is out, with a lot of unadvertised item and ability changes etc.


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#51
antman45454

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PSA the beta patch is out, with a lot of unadvertised item and ability changes etc.

Does anyone now if they fixed the bug with Rogues losing Invis with DOT in this patch?

 

thanks



#52
antman45454

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thanks for that



#53
Cyrus_Blackfeather

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PSA the beta patch is out, with a lot of unadvertised item and ability changes etc.

 

Please tell me they left Modwyr alone... I love that sword. 



#54
InsaneCommander

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PSA the beta patch is out, with a lot of unadvertised item and ability changes etc.

 

Please tell me they left Modwyr alone... I love that sword. 

 

Over 1.000 changes. Who knows...



#55
bronzepoem

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1.1 patch seems added too many enemy units to make game harder.It won't  make more fun, but lead to trash fights. Give enemies bettter AI, more epic weapon,and desgin more superior bosses will be better idea.



#56
Purudaya

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PSA the beta patch is out, with a lot of unadvertised item and ability changes etc.

Does anyone now if they fixed the bug with Rogues losing Invis with DOT in this patch?

 

thanks

 

 

I've tested it (albeit not extensively) and it appears to be fixed. At the very least, DoT effects from poisons and deep wounds no longer break invisibility. 



#57
Takkik

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rogue invisibility fixed apparently, but not all invisibility. Tested with a certain unique wizard spell, dots break the invisibility.

 

Look like they fixed gun critics too (-25% to -15%)

 

attuned body cipher spell was nerfed, +2/-2 armor instead of +5/-5 and reduced duration (30 down to 15s). They could have reduced the debuf but keep the bonus, right now the spell buff you less than spirit shield that is a pl1 spell (and for 45s!).

 

Not really happy with the reduced proc chance. That mean you go full critic or the items are useless. And even if you critic all the time, 10% feel very random. Never feel rewarding when things are totaly random. I would prefer active abilities instead, or something reliable.

 

My main concern with how they tweak things : they tone down every thing to oblivion, reducing their impact in combat and the reward you get to find them. They buff enemies (accuracy, armor etc...) reducing the number of build you can really use (at least it's a risk when you buff enemies).

With the increase of difficulty I'm waiting for better AI, more interesting/difficult encounter design, not making the game less fun to play.

 

Wait & see.






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