Sharpshooter -
Gain 15 accuracy with ranged weaponry, however, you lose 25 accuracy with melee weaponry.
That's a total no-brainer. Might as well drop the penalty altogether or replace it with -100 accuracy while trying to catch butterflies.
Sharpshooter -
Gain 15 accuracy with ranged weaponry, however, you lose 25 accuracy with melee weaponry.
That's a total no-brainer. Might as well drop the penalty altogether or replace it with -100 accuracy while trying to catch butterflies.
That's a total no-brainer. Might as well drop the penalty altogether or replace it with -100 accuracy while trying to catch butterflies.
You never really get to know someone until they pull out their balance suggestion.
Sharpshooter -
Gain 15 accuracy with ranged weaponry, however, you lose 25 accuracy with melee weaponry.
That's a total no-brainer. Might as well drop the penalty altogether or replace it with -100 accuracy while trying to catch butterflies.
Rangers have a skill Defensive Shooting, which gives +20 Accuracy (plus twenty accuracy) while using a ranged weapon in melee.
Mind over Body (Monk)
Increases DR when wearing Robes or Cloth Armors by 6 (+1 every 2 levels).
I would change this to following: Increase DR by 2 for every wound that monk has.
Hmm... would probably make it OP as then you can stack it on top of armors. But I see what you're going for. Maybe this could be a default class passive...
I don't think it would make it any more over powered than passive +12 DR which combined with that robe that gives you 7 DR and other DR bonuses would give you about 20 DR which is about same which you can get with buffed Plate Armor. At least in this case you need to take hits before your DR rises high, and higher DR you have longer it takes. I would say best that is you can hope in fight is about 10 wounds, which would mean +20 DR, so with boosted Plate armor it would be about 40 DR, which would make them very though but not immortal, But its bonus probably should be dropped to +0.5 DR per wound so that it would be about same level as other talents in the game. But in my opinion talents as general could have much bigger impact in the game than what they currently have.
But idea behind my change is that it would go with that mortification of flesh theme that monks have in PoE, first they let enemy whip them so that they become angry and then they start to hit back.
Fighter.
Challenge - The warrior bellows out a challenge that may be (saving throw) answered by the strongest member of an opposong mob, if successful in the ensuing duel the enemy disperse, if unsuccessful the party suffer a penalty in their dismay, if the duel is interrupted the normal melee ensues.
Knockback - Tranforms successful disengagement crits against one foe into a knockback, that knocks them prone and hurls them a short distance back for a brief duration.
Enemy - The war wise warrior may choose one enemy from a full Lore entry to gain a damage bonus against, may gain roleplaying penalties when trying to parley with these characters.
General talent:
Fortification - When paralysed or petrified, you gain +6 DR. When stuck, gain +3 DR.
Might be good to solve the paralyse/petrification insta wins, both for monsters and for party members - though it is highly situational.
Crossbowmen among the Flemish citizens, in the army of Richard Lionheart, and others, could have up to two servants, two crossbows and a pavise to protect the men. Then one of the servants had the task of reloading the weapons, while the second subordinate would carry and hold the pavise (the archer himself also wore protective armor). Such a three-man team could shoot 8 shots per minute, compared to a single crossbowman's 3 shots per minute.
Animal Squire (Ranger)
Your animal companion is trained to reload ranged weapons - crossbow, pistol, arquebus, arbalest, blunderbuss. If your animal is close by, he will reload ranged weapons in the not currently wielded weapon sets.
A honey badger could totally pull that off.
I don't think it would make it any more over powered than passive +12 DR which combined with that robe that gives you 7 DR and other DR bonuses would give you about 20 DR which is about same which you can get with buffed Plate Armor. At least in this case you need to take hits before your DR rises high, and higher DR you have longer it takes. I would say best that is you can hope in fight is about 10 wounds, which would mean +20 DR, so with boosted Plate armor it would be about 40 DR, which would make them very though but not immortal, But its bonus probably should be dropped to +0.5 DR per wound so that it would be about same level as other talents in the game. But in my opinion talents as general could have much bigger impact in the game than what they currently have.
But idea behind my change is that it would go with that mortification of flesh theme that monks have in PoE, first they let enemy whip them so that they become angry and then they start to hit back.
I really wouldn't want even more talents that depend on me not spending my wound resource. I mean, turning wheel is already infuriating. I don't like my characters being passive auto-attackers without active abilities and stacking wound bonuses encourage you to do just that.
Some more for the classes I omitted in my initial post:
Rogue:
Misdirection: 1/encounter - Targets an ally. Rogue becomes invisible until he attacks or until the targeted ally is knocked out. Targeted ally gains +1 engagement slot. Long activation time. (Would also make a good cipher spell alternatively. Basically per encounter invisibility that is not as abuseable as shadowing beyond solo, with some extra utility on top).
Overwhelming assault - Passive. Hits inflict -10 accuracy on target for 5 sec.
Fighter
Bodyguard - transfer 25% damage dealt to allies in 2m radius to self. Modal.
Ranger
Bonded rage - Replaces bonded grief. Gives +33% attack speed for 15 seconds instead.
Longshot - gain damage bonus proportional to the distance to the target for a max +30% at 12m.
If the game was moddable, we could actually add these new talents. I wonder if there is a way to convert unity3d files to XML, then have unity read the data from the XML, then users can easily edit the XML, hence making the game easily moddable.
If the game was moddable, we could actually add these new talents. I wonder if there is a way to convert unity3d files to XML, then have unity read the data from the XML, then users can easily edit the XML, hence making the game easily moddable.
Or if Obsidian decided to take 3-4 months to convert the engine to Unity 5 people could download it for free and be able to mod the game.
Would be nice but I am pretty sure they said that they would not be doing this.
If the game was moddable, we could actually add these new talents. I wonder if there is a way to convert unity3d files to XML, then have unity read the data from the XML, then users can easily edit the XML, hence making the game easily moddable.
Edited by Luckmann, 24 April 2015 - 11:40 AM.
I think we need more spellcaster talents as well.
Will breaker - +6 accuracy to spells and abilities that attack will
Plague master - +6 accuracy to spells and abilities that attack fortitude
Spell sniper - +6 accuracy to spells and abilities that attack reflex
I like this idea, because it supports more specialized spellcasters, which is cool.I think we need more spellcaster talents as well.
Will breaker - +6 accuracy to spells and abilities that attack will
Plague master - +6 accuracy to spells and abilities that attack fortitude
Spell sniper - +6 accuracy to spells and abilities that attack reflex
Someone else suggested something like this elsewhere to replace the weapon specialization talents:
Some names might need work:
Some non-armor-related ones:
For Wizard:
Based on:
http://forums.obsidi...-on-the-ranger/
After this you can select other pet enhancement talents from the ranger class. (Also, get rid of the ranger class.)
And one last one:
A bit of a Ranger dream going on here:
Brutal Takedown is now baseline.
Faithful Companion is now learned for free at level 4.
Stalkers' Link now works with any weapon.
New Talent:
Brutal Takedown
*Requires Takedown
1 per rest
The ranger's animal companion will knock itself and the target Prone with increased accuracy (+10). This ability deals double the usual Takedown damage to the target.
New Talent:
Concussive Shot
*Requires level 5
1 per encounter
The ranger's shot inflicts Concussion to the target, in addition the target is also Dazed for 9 seconds.
New Talent:
Blackout
*Requires level 5
1 per encounter
The ranger's shot inflicts Blinded (7 seconds) in a small area around the target, but deals no damage.
New Talent:
Designated Target
Passive
*Requires level 11
Whenever the ranger lands Wounding, Concussive Shot or Blackout on a target, the animal companion has 8 seconds to charge the target ignoring collision and gaining a +30 bonus towards disengagement attacks. The charge attack cannot be interrupted, is more accurate (+20) and inflicts Flanked (8 seconds) on hit.
Edited by SeekDWay, 04 May 2015 - 09:57 AM.
Edited by scrotiemcb, 04 May 2015 - 11:05 AM.
I'm actually quite happy with the talents -- my only gripe is that I feel like you should be allowed to take more talents, and that some talents should be available to other classes.
But with creative use of the console and a bit of imagination, you can bypass both of those limitations.
By selecting the right cross-class talents, you can create dual-class or multiclass characters -- for example, I made a rogue, but took some of the fighter's talents, effectively making a fighter/thief.
And for anyone familiar with Drizzt: If you were attempting to make Drizzt in PoE, you'd probably take talents from barbarian (rage), thief (sneak attack abilities), ranger, and fighter.
I've never been a fan of game rules that limit my character options, so I break the rules wherever possible
Edited by mnoisewater, 04 May 2015 - 10:57 AM.
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