Jump to content

Welcome to Obsidian Forum Community
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

Beta IV - General Feedback [The Good // The Bad]

Beta Feedback The Good The Bad IV

  • Please log in to reply
174 replies to this topic

#21
gGeorg

gGeorg

    (2) Evoker

  • Members
  • 57 posts

I don't know why you would ever pick Shadowing Beyond when you can use Smoke Cloud. I really start to dislike that different active abilities compete for resource points (like Guile). I will only pick one active ability, maybe two and the rest is passives. I liked the old per-encounter system better. It would be different if you could somehow regain resource points (like Monks/Ciphers/Corpse Eaters can). And I don't mean Empower.

Resource points by class makes it overcomlicated. I would apreciate merge all the resources to one type. One pool. It could somehow solve shortage of one type.



#22
Dr <3

Dr <3

    (7) Enchanter

  • Members
  • 921 posts
  • Deadfire Silver Backer
  • Fig Backer

I don't know why you would ever pick Shadowing Beyond when you can use Smoke Cloud. I really start to dislike that different active abilities compete for resource points (like Guile). I will only pick one active ability, maybe two and the rest is passives. I liked the old per-encounter system better. It would be different if you could somehow regain resource points (like Monks/Ciphers/Corpse Eaters can). And I don't mean Empower.


I agree with you. In the end having a resource pool (es: 5 guile) vs a per encounter limit ( es: 2 per encounter) turned out to have 2 defects, in my opinion
1) you can do overall less things per encounter compared to poe1 ( if you use any "high cost ability")
2) you can spam low cost abilities lot of times ( es: paladin FoD now: is very hard to compel yourself in spending points in any other active ability, is simply not worth it)

Moreover there are some class (es: monk) with 2 different pools ( mortification / wounds) wich feels a bit strange

#23
ghostwriter

ghostwriter

    (2) Evoker

  • Members
  • 53 posts

So how do wizards work in the latest beta? Since you can now choose 3 spells per level, does that mean grimoires only have 1 fixed spell per level?



#24
Wormerine

Wormerine

    Arch-Mage

  • Members
  • 2384 posts
  • Location:Poznan
  • Deadfire Backer
  • Fig Backer

So how do wizards work in the latest beta? Since you can now choose 3 spells per level, does that mean grimoires only have 1 fixed spell per level?


Nope, you just get more stuff to choose from (or spend extra points on passives)

#25
kbot

kbot

    (1) Prestidigitator

  • Members
  • 18 posts
  • Deadfire Backer
Wizards, and casters in general, feel like they're in a good place now. Maybe too good in some cases (looking at you, fury druids and evoc wizards).
  • thelee likes this

#26
bleedthefreak

bleedthefreak

    (4) Theurgist

  • Members
  • 233 posts
  • Location:Iowa, US
  • Pillars of Eternity Backer
  • Kickstarter Backer
  • Deadfire Backer
  • Fig Backer

I think one easy fix for resource pools like Zeal or Guile is to have them regenerate points very slowly either based on time or damage inflicted/taken. It would be nice in prolonged battles to have a point of Guile returned, for instance.



#27
AndreaColombo

AndreaColombo

    Arch-Mage

  • Members
  • 4496 posts
  • Location:Budapest (HUN)
  • Pillars of Eternity Silver Backer
  • Kickstarter Backer
  • Deadfire Silver Backer
  • Fig Backer

I've already posted my initial impressions in the other thread.

 

Some more feedback after spending more time with this build:

 

  • Combat pacing feels a lot better. The speed slider was a great idea.
  • Casting times feel much better, though I haven't tried pure casters yet.
  • The "tak" sound it makes every time I select a dialog option is annoying. I'd rather get rid of it. Especially bad when going through dialog quickly with numbers—tak tak tak!
  • None of our suggestions for the customizable UI made it in :(
  • Audio is so much better in this build! Footsteps may be a tad too loud, but environmental FX add a lot to the immersion. (Ah, to be back in the good old times of EAX and A3D...!)

Edited by AndreaColombo, 31 March 2018 - 07:07 AM.

  • IndiraLightfoot and kafferaas like this

#28
IndiraLightfoot

IndiraLightfoot

    Apex of the Obsidian Order

  • Members
  • 5127 posts
  • Location:Over the Hills and Far Away
  • Pillars of Eternity Silver Backer
  • Kickstarter Backer
  • Deadfire Silver Backer
  • Fig Backer
  • Black Isle Bastard!

 

  • The "tak" sound it makes every time I select a dialog option is annoying. I'd rather get rid of it. Especially bad when going through dialog quickly with numbers—tak tak tak!

 

Agreed. That enervating noise needs to die in a fire! 


  • JFutral and kafferaas like this

#29
Dr. Hieronymous Alloy

Dr. Hieronymous Alloy

    (8) Warlock

  • Members
  • 1175 posts
  • Pillars of Eternity Backer
  • Deadfire Silver Backer
  • Fig Backer

Overall the "feel" of the game is dramatically improved. Like, this feels like a release candidate. A release candidate that still has room for polish, but the feel is there.

 

This is my list so far:

 

character creation:
 
Nobody who isn't a ranger can pick ranged talents, which is kinda annoying -- make Gunner, etc. open talents also
 
multiclass characters need more first level choices 
 
the ai could use more preformatted stuff; there should be an AI preset for each class pairing (i.e., one for Swashbuckler, one for Herald, etc)
 
mental binding could still use improvement -- six seconds effect, 3 sec cast, 3 sec recovery! 
 
it would be really helpful if there were some numbers on the weapon proficiencies in character creation.
 
It would be really helpful if we could see the stats for the equipped weapon in mouseover just like we can see armor and defenses.
 
Would be nice if we could copy paste behavior AI sets. 
 
It would be nice if we could script weapon switching and weapon modals in the AI
 
The eyepatch hat doesn't line the eyepatch up right with the wood elf head
 
edit: the Ascendant subclass can't pick "has Ascendant buff" in the AI scripting as a conditional to determine when to cast powers

Edited by Dr. Hieronymous Alloy, 31 March 2018 - 10:34 AM.

  • injurai likes this

#30
theBalthazar

theBalthazar

    (8) Warlock

  • Members
  • 1124 posts
  • Location:France
  • Deadfire Backer
  • Fig Backer

Yes I forgot the thing with Casters in Good Points.

 

It is far better now. There are always few stranges choices (somes 6sec +3sec non legit like essential phantom) but "feel" far more enjoyable in the course of the fight.


Edited by theBalthazar, 31 March 2018 - 08:44 AM.

  • IndiraLightfoot likes this

#31
Wormerine

Wormerine

    Arch-Mage

  • Members
  • 2384 posts
  • Location:Poznan
  • Deadfire Backer
  • Fig Backer

 

  • The "tak" sound it makes every time I select a dialog option is annoying. I'd rather get rid of it. Especially bad when going through dialog quickly with numbers—tak tak tak

Agreed. That enervating noise needs to die in a fire! 

...I like the tik sound. 

 

tik, tik, tik, tik, tik, tik


  • Clean&Clear and LampStaple like this

#32
swamp_slug

swamp_slug

    (1) Prestidigitator

  • Members
  • 26 posts
  • Deadfire Backer
  • Fig Backer

This may be just because I got owned, but the Engwithan Titan fight getting a bunch of Sand Blights spawning halfway through is...not great. In general I find wave combat to be unenjoyable.

 

Seconding most of the praise others have offered. 

 

This is obviously a reaction to all the comments about the Titan fight being too easy, however, I think they've overcompensated a bit.

 

Playing on Classic with Critical Path scaling up only turned on (so this fight should be unaffected) once the Titan gets down to Near Death I have 4 sand blights turn up, at least one of which (if not 2) are greater sand blights. Their first actions are to cast Sirocco, which is a medium sized AoE that deals an average of 17 damage every 3 seconds for 15 seconds (and applies a debuff). Unless you can interrupt or run away your party is going to die very quickly.


  • anfoglia likes this

#33
djinnxy

djinnxy

    (1) Prestidigitator

  • Members
  • 36 posts
  • Deadfire Backer

I probably shouldn't bring it up because the fight doesn't need to be more difficult at this point, however you can spawn the titan and pull it to the powder barrels to get a big head start and separate it from the blights. After the titan goes down you can still pull at least one blight away. After that the fight is just about running away from a couple Sirocco and downing the remaining blights.


  • Wormerine and gGeorg like this

#34
Wormerine

Wormerine

    Arch-Mage

  • Members
  • 2384 posts
  • Location:Poznan
  • Deadfire Backer
  • Fig Backer

I probably shouldn't bring it up because the fight doesn't need to be more difficult at this point, however you can spawn the titan and pull it to the powder barrels to get a big head start and separate it from the blights. After the titan goes down you can still pull at least one blight away. After that the fight is just about running away from a couple Sirocco and downing the remaining blights.

Yeah, I did pull him off. Almost got him. For the next fight I will actually equip blunt weapons and try the barrel trick:-). Cheesing my way thourgh it. 

I always find the "spawn additional enemies" in boss fights to be a cheap move. While it is something I won't mind on subsequent playthroughs, it is frustrating to see it happen for the first time with no prior indication. 



#35
djinnxy

djinnxy

    (1) Prestidigitator

  • Members
  • 36 posts
  • Deadfire Backer

In response to the OP: I like where things are at now. Casters are more balanced with melee. The dps of a single class evoker makes it a viable option and it does what an evoker should do which is outperform most others in aoe dps. The ship combat is much better. The bad: rogue damages could go back to what they were. Also there's a squeaky bird noise that makes me turn around to see what my dog is whining about only to realize it's a weird game sound.

 

Addressing the rate of recovery on non-rangers guns etc. and other non-class skills: I think what some of  the "lack of choice" comments are about is bringing back the reduced cross class abilities like in the first one. Gunner would fit well in that category. Give non-rangers the choice to get half the boost to reload that rangers do. 


Edited by djinnxy, 31 March 2018 - 02:24 PM.


#36
theBalthazar

theBalthazar

    (8) Warlock

  • Members
  • 1124 posts
  • Location:France
  • Deadfire Backer
  • Fig Backer

Lol, Obsidian breakdown with blights.

 

I can't move : p Infinite recovery time.

 

Josh : "Ah you want difficulty ?...Good... Wait Beta number 4."

 

I was never completely dead (all my team lol) since first days of first beta, snif...

 

tricky. Impossible to react in time on the first try.


Edited by theBalthazar, 31 March 2018 - 02:54 PM.


#37
George_Truman

George_Truman

    (4) Theurgist

  • Members
  • 245 posts

 

The eyepatch hat doesn't line the eyepatch up right with the wood elf head
 

 

Oh fug we may be looking at another delay...



#38
IndiraLightfoot

IndiraLightfoot

    Apex of the Obsidian Order

  • Members
  • 5127 posts
  • Location:Over the Hills and Far Away
  • Pillars of Eternity Silver Backer
  • Kickstarter Backer
  • Deadfire Silver Backer
  • Fig Backer
  • Black Isle Bastard!

I need to play more (and lot of stuff look really nice now, and sounds nice too, though the footsteps are too loud.)

 

My main gripe is that the multi-classing rhythm from earlier betas has been thrown off. Level 1 choices are not good, at least not for Fighters while multi-classed. Instead I'm forced to pick some garbage until something nice opens up. And this wonky multi-class rhythm keeps on stuttering my character building.

The extra passives are nice, but they are extremely generic, and many times I really wish a few of them were more suited to the classes.

All in all, I must say that level 1 to 5 as a multi-classed character has taken a turn for the worse, as in more unfun.


  • JFutral, AndreaColombo, Enduin and 3 others like this

#39
PatrioticChief

PatrioticChief

    (4) Theurgist

  • Members
  • 247 posts
  • Deadfire Backer
  • Fig Backer

I strongly agree that the first few options for multi class characters are too limited and really throw off the rhythm of development for them. 


  • IndiraLightfoot, AndreaColombo, Enduin and 3 others like this

#40
dunehunter

dunehunter

    Arch-Mage

  • Members
  • 2069 posts
  • Pillars of Eternity Backer
  • Kickstarter Backer
  • Deadfire Gold Backer
  • Fig Backer

One thing good in new Beta is the new Empower UI, super fancy!


  • IndiraLightfoot and theBalthazar like this





Also tagged with one or more of these keywords: Beta, Feedback, The Good, The Bad, IV

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users