rope kid posted:I tuned down firearms and arbalests (crossbows a little) this morning. booooo I'm crying on the inside here
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# ? Mar 20, 2015 03:59 |
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# ? Jun 11, 2024 13:59 |
I'm trying to think of what would make Lay on Hands have a little more oomph to it. I was thinking giving it an additional effect would be nice, but I'm not sure what that additional effect could be.
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# ? Mar 20, 2015 04:04 |
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Turned down gun damage or accuracy? Or both?
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# ? Mar 20, 2015 04:05 |
Airfoil posted:Turned down gun damage or accuracy? Or both? They already got hit with one tunedown in 480 =(
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# ? Mar 20, 2015 04:07 |
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I didn't touch Accuracy. Damage came down. Low RoF weapons are very difficult to tune because of how they can influence the start of combat. They should be appealing as openers, not useless over the course of a fight, but there should still be a good place for standard RoF weapons. It's hard to find that balance. E: It's one of the reasons the F:NV weapons took so long to balance.
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# ? Mar 20, 2015 04:08 |
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Mr.Pibbleton posted:Harebrained schemes has put out two games with their shadowrun engine and is working on a third, why not kickstart Pillars Of Eternity 2? Harebrained is also comprised of about 30 people.
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# ? Mar 20, 2015 04:09 |
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SunAndSpring posted:I'm really hoping the Druid gets nerfed by release if it's possible. They're pretty ridiculous in comparison to the other casters, as they can do more AoE damage than the Cipher or Wizard, and their healing spells actually outperform anything the Priest can put down. The most overpowered ability is charm beast. It does have a time of 30 seconds, the single target spell of a cipher has only 10 seconds and the chanter invocation has only 6 seconds. It should be better as the cipher and chanter ability, because it's a per rest ability and only works against beasts, but not that much. SunAndSpring posted:I'm trying to think of what would make Lay on Hands have a little more oomph to it. I was thinking giving it an additional effect would be nice, but I'm not sure what that additional effect could be. Shieldbearers have a talent that gives the target + 10 deflection. I also thought it was pretty helpful if you only have one harmed character.
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# ? Mar 20, 2015 04:11 |
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My issue with the combat-only passives is that it forces you to do this If you have a character that has a passive bonus that activates in combat, it is sub-optimal to use them to attack first in combat because they will not get their bonuses and the alpha strike is important. So what you have to do to get those bonuses on their first attack is open with a character that does not have such passives - like a Wizard with Rolling Flame, or another character with a gun or something, and then the combat state will be triggered on the hit frame of their attack. THEN allll of these passive abilities activate, and then you can attack second with the other characters. It just feels unnatural. Pretty simple fix too - untick Combat only flag in Unity. Done.
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# ? Mar 20, 2015 04:12 |
rope kid posted:I didn't touch Accuracy. Damage came down. Low RoF weapons are very difficult to tune because of how they can influence the start of combat. They should be appealing as openers, not useless over the course of a fight, but there should still be a good place for standard RoF weapons. It's hard to find that balance. Let's all take a moment of silence and remember the glory of the earth-shattering kaboom.
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# ? Mar 20, 2015 04:16 |
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rope kid posted:I'm tuning them right now. Thanks for the graph, roguelike. Oh sure, now all the people are going blame me for getting druids and guns getting nerfed. rope kid posted:The main strength of Fireball is that it is extremely fast. Rolling Flame is a great spell, but IME much trickier to use than Fireball. Fan of Flames does great damage but it requires very specific positioning. That's been my experience anyway. You probably know how valuable fast is better than me, but right now fireball kinda feels like a second level spell. Iconic projection does fireball damage with an upside (pierces DR and heals), blizzard does fireball damage with an upside (reduced attack speed), concelahut's siphon has more damage and an upside (drain, ignore DR) at the cost of a much higher positioning requirement. It's possible that fast casting is a really good upside, but it doesn't feel like a really good upside.
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# ? Mar 20, 2015 04:17 |
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Yeah, I'm pretty much fine with gun damage coming down. Don't know how much I love pistols and blunderbusses having the same range as bows, though. Unless I'm reading that wrong. Where's this graph, BTW?
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# ? Mar 20, 2015 04:24 |
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Hieronymous Alloy posted:Let's all take a moment of silence and remember the glory of the earth-shattering kaboom. Roguelike posted:You probably know how valuable fast is better than me, but right now fireball kinda feels like a second level spell. Iconic projection does fireball damage with an upside (pierces DR and heals), blizzard does fireball damage with an upside (reduced attack speed), concelahut's siphon has more damage and an upside (drain, ignore DR) at the cost of a much higher positioning requirement. It's possible that fast casting is a really good upside, but it doesn't feel like a really good upside. A lot of those druid spells were among the first implemented and some of them had become crusty/bad with lack of attention. I brought a lot of the insane ones (Hail Storm, Venombloom, Embrace the Earth Talon) down, but they're still tough.
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# ? Mar 20, 2015 04:25 |
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Airfoil posted:Yeah, I'm pretty much fine with gun damage coming down. Don't know how much I love pistols and blunderbusses having the same range as bows, though. Unless I'm reading that wrong. It's much easier to tune up than tune down post-release, but I have a feeling a lot of people are still going to use guns and enjoy them.
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# ? Mar 20, 2015 04:26 |
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Roguelike posted:Oh sure, now all the people are going blame me for getting druids and guns getting nerfed. Keep your charts away from monks you monster!
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# ? Mar 20, 2015 04:27 |
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Mr.Pibbleton posted:Keep your charts away from monks you monster! Those charts are dangerous. I thought Ciphers sounded really cool but according to the charts they are bad and now I am lost.
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# ? Mar 20, 2015 04:28 |
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rope kid posted:400 hp Bleak Walker Crits, dude. Out of curiosity Ropekid, I've seen other people wonder this as well, does Druid Spiritshift have any kind of scaling in terms of melee damage or whatnot with level? The concern is that it will be a low level gimmick that has less viability as time goes on.
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# ? Mar 20, 2015 04:28 |
rope kid posted:Gun ranges also came down. :3 Fortunately my cipher cannot commit seppuku with his weakened blunderbuss because that would be out of setting
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# ? Mar 20, 2015 04:29 |
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willing to settle posted:Those charts are dangerous. I thought Ciphers sounded really cool but according to the charts they are bad and now I am lost. Who are you gonna believe, some chart or your own heart?
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# ? Mar 20, 2015 04:30 |
willing to settle posted:Those charts are dangerous. I thought Ciphers sounded really cool but according to the charts they are bad and now I am lost. That spell damage chart is really, really, really misleading, almost to the point of being actively bad. It groups all AoE spells in with the single target spells, doesn't account for damage type (which makes a HUGE difference, especially for "raw" damage powers), and doesn't account for powers that have included CC or debuff elements (which is like every cipher power). Really it needs to be broken out into several different charts, one for single-target spells, one for AoE's, etc. Hieronymous Alloy fucked around with this message at 04:36 on Mar 20, 2015 |
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# ? Mar 20, 2015 04:30 |
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In the latest patch you can no longer rebind item highlight as right mouse button. This makes me very sad.
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# ? Mar 20, 2015 04:31 |
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Hieronymous Alloy posted:That spell damage chart is really, really, really misleading, almost to the point of being actively bad. It groups all AoE spells in with the single target spells, doesn't account for damage type (which makes a HUGE difference, especially for "raw" damage powers), and doesn't account for powers that have included CC or debuff elements (which is like every cipher power).
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# ? Mar 20, 2015 04:32 |
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The most insane spell I've encountered is Returning Storm - HUGE DAMAGE, STUNS and you can't see what's going on on the screen because of the bazillion smoke particles.
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# ? Mar 20, 2015 04:33 |
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FreudianSlippers posted:Early modern game setting idea: That`s basically Expeditions: Conqustiadors. I want a game set during the 30 Years War. Tons and tons of material to draw from there.
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# ? Mar 20, 2015 04:33 |
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rope kid posted:Gun ranges also came down. :3 Cool, that's what I meant. I suspect any moderately talented longbowman had a longer effective range than a wheellock pistol.
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# ? Mar 20, 2015 04:33 |
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Captain Oblivious posted:Out of curiosity Ropekid, I've seen other people wonder this as well, does Druid Spiritshift have any kind of scaling in terms of melee damage or whatnot with level? The concern is that it will be a low level gimmick that has less viability as time goes on.
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# ? Mar 20, 2015 04:34 |
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Scorchy posted:Sawyer was on a Skype interview a couple of hours ago on Twitch: http://www.twitch.tv/arvaneleron/b/638981725 This is a good watch btw. Thanks for staying so long to answer questions rope kid. There's 2 quests in the game to put together epic weapons ala Flail of Ages. :0
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# ? Mar 20, 2015 04:36 |
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I've been looking through the thread and even checked roguelikes posts. Where are these charts people are talking about?
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# ? Mar 20, 2015 04:46 |
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Nelson Mandingo posted:I've been looking through the thread and even checked roguelikes posts. Where are these charts people are talking about? http://forums.obsidian.net/topic/70515-balance-discussion/page-10#entry1587839
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# ? Mar 20, 2015 04:50 |
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Seems to be buggy with hotkeying chants where they all get selected at once.
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# ? Mar 20, 2015 04:58 |
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rope kid posted:It currently does not, which is unfortunate, but the quick fix is dangerous/error-prone. For the future, we're going to expand the components to handle level-based scaling more easily. Sadness. Oh well, at least BEAR MODE will retain some usefulness as a defensive/CC ability. Hopefully. Captain Oblivious fucked around with this message at 05:10 on Mar 20, 2015 |
# ? Mar 20, 2015 05:03 |
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rope kid posted:I tuned down firearms and arbalests (crossbows a little) this morning. I think war bows should be more competitive now. I tuned up Noxious Burst's damage and left Fireball's alone. The main strength of Fireball is that it is extremely fast. Rolling Flame is a great spell, but IME much trickier to use than Fireball. Fan of Flames does great damage but it requires very specific positioning. That's been my experience anyway. With regards to Bows you may have seen the following posts in the balance thread as well, but unless you've changed the Warbow directly there was little or no reason to use a warbow as they were only very slightly better against enemies with a DR between ~9 and 14 and only by ~0.2 damage per second (DPS), while the rest of the time the faster firetime of the Hunting bow was more effective (assuming the assumptions around damage and timings was correct). While Pistols and Blunderbuss had clear cases where they were better than the bows by 1-2DPS. http://forums.obsidian.net/topic/70515-balance-discussion/?p=1586114 http://forums.obsidian.net/topic/70515-balance-discussion/?p=1586460
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# ? Mar 20, 2015 05:06 |
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rope kid posted:It currently does not, which is unfortunate, but the quick fix is dangerous/error-prone. For the future, we're going to expand the components to handle level-based scaling more easily. All this stuff not scaling inherently with level is really setting my aspergers off, rope kid!!
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# ? Mar 20, 2015 05:07 |
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Scorchy posted:Seems to be buggy with hotkeying chants where they all get selected at once. Hotkeys should be stored on the main action bar. I reported it as a bug/issue a week or so ago - and that's one of the reasons why. I'm happy that two of my "I'm used to 15+ years of doing this in the Infinity Engine games" gripes with this game have been fixed - You can now walk around the bar to initiate dialogue with storekeepers - You can (according to ropekid's twitter) consume items from the item description/inventory Sensuki fucked around with this message at 05:15 on Mar 20, 2015 |
# ? Mar 20, 2015 05:11 |
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Sensuki posted:Hotkeys should be stored on the main action bar. I reported it as a bug/issue a week or so ago - and that's one of the reasons why. Why should they be stored on the main action bar?
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# ? Mar 20, 2015 05:15 |
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Scorchy posted:Why should they be stored on the main action bar? Overlapping the Chant UI ?? Plus it's needless that there be a separate bar ABOVE the action bar showing what hotkeys you have, and it gets overlapped by expanding UI elements. It would be much more practical to store them horizontally across the action bar with everything else like they were originally IMO.
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# ? Mar 20, 2015 05:17 |
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Sensuki posted:Overlapping the Chant UI ?? No cause then you'd get doubled spells across the same row, and it's confusing to users because it looks like they'd have multiple casts of the spell, it's poor ux, as is a row of icons that goes on forever. Right now there's a nice separate row for all the hotkey spells where they're lined up properly. That way I can think of that row as the keyboard row, and the bottom row as the mouse row. Anyway I wasn't talking about overlapping the Chanter UI, that's a separate thing that could be fixed by just moving it up, I was pointing out that hotkeying 1 chant would put the hotkey (Pause) graphic on all 4 chants.
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# ? Mar 20, 2015 05:24 |
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Scorchy posted:No cause then you'd get doubled spells across the same row, and it's confusing to users because it looks like they'd have multiple casts of the spell, it's poor ux, as is a row of icons that goes on forever. Right now there's a nice separate row for all the hotkey spells where they're lined up properly. That way I can think of that row as the keyboard row, and the bottom row as the mouse row. No they would be on the same bar as the spell levels. Hotkeyed spells kind of act like quick spells, and it makes perfect sense to store them on the main action bar. I do see an issue with hotkeys and item-based spells being on the same bar but the different casts/day plus separate sections would easily alleviate that. I think it's bad to stack several things up on top of each other in the left corner.
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# ? Mar 20, 2015 05:31 |
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So I'm thinking about playing either a paladin or a priest, and I was wondering if there's a good place to get a full list of the paladin orders/priest faiths and their favoured dispositions without accidentally spoiling myself on poo poo? I'd poke around the wiki myself but in the last thread a few people said they accidentally spoiled themselves doing that.
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# ? Mar 20, 2015 06:36 |
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Sup UI chat.Sensuki posted:No they would be on the same bar as the spell levels. Hotkeyed spells kind of act like quick spells, and it makes perfect sense to store them on the main action bar. I do see an issue with hotkeys and item-based spells being on the same bar but the different casts/day plus separate sections would easily alleviate that. I think it's bad to stack several things up on top of each other in the left corner. The longer that bottom row goes on, the longer it takes for users to process what to click. It's bad for decision making and for trying to remember where everything is. The sections aren't especially well chunked up (just a bit of extra lateral padding), so the row is actually already dangerously long as it is, and that's not adding the extra quickslots and wearable item spells being in there as well. Discounting that doubled ability issue, if you put them both on the same row and use a lot of hotkeys you'd run into that DA1/2 (and BG1/2) problem for casters where the spell row goes on for a mile and you can't find crap. Anyway right now if you use the F1-F12 keys for hotkeying then it's excellent mental mapping since their location on a keyboard corresponds to their location in the UI.
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# ? Mar 20, 2015 06:37 |
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# ? Jun 11, 2024 13:59 |
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Oh yeah with that many hotkeys it would be a problem. The F-keys are too far away from where I rest my hand (WASD), so I use keys around there for everything. TBH It would be nice if you could hide the hotkey bar too, I don't have trouble remembering my keys. Sensuki fucked around with this message at 07:09 on Mar 20, 2015 |
# ? Mar 20, 2015 07:05 |