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We've considered doing something similar to that, with the partner gaining a debuff (rather than simply losing Endurance/Health) but there have been enough bugs in how shared Endurance and animal companion-specific Abilities were working that I didn't want to switch over quite yet.
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# ¿ Dec 3, 2014 22:52 |
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# ¿ Apr 27, 2024 08:02 |
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In general, I think it's risky to draw conclusions about anything from the fight with Medreth et al. It's about the most advantageous setup the player could ever ask for.
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# ¿ Dec 4, 2014 00:15 |
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I don't think there's anything where we specifically do some sort of "Gotcha!" setup where we move everyone apart onto platforms or [insert your own sucker punch]. There are certainly situations where you can walk into an area out of formation, enter into a convo, and come out of it in a really bad position for a fight.
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# ¿ Dec 4, 2014 00:30 |
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Diomedes posted:One thing that would make the Ranger more of a tactical challenge to go up against would be if they were particularly good defensively against ranged attacks. If rangers were naturally good at evading enemy projectiles and had particularly good reflexes against ranged attacks etc, but were squishy or at least not so tough against melee opponents, they'd be a right nuisance to fight, with their animal companion engaging your melee units as they try to approach, and the ranger moving about continuing to fire off hopefully respectably damaging ranged attacks.
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# ¿ Dec 5, 2014 21:32 |
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No, we will be sticking with the current list of >50 general Talents + >65 class Talents. If you really, sincerely look at the list and go "Yeah, there's nothing to take," please suggest ways to improve what's already there.
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# ¿ Dec 6, 2014 16:48 |
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If it ever works consistently, fighters do have Into the Fray ability specifically to yank runaways into melee with them. Not every class needs to be appealing to every player. There's a subset of people who say, "I hate priests. I hate support characters." and expect us to get rid of/change all of them because of that. If you don't like them, don't play them. There are ten other classes for you to play in various configurations. If you want a character that dishes out a ton of damage to single targets, play a rogue. If you want a character that's really good at dealing with mobs in melee, play a barbarian. If you want a mixed support/off-tank/light offense character, play a paladin. If you want to coordinate nasty attacks with an animal companion, play a ranger. If you want reliable damage output and the most consistent tanking ability, play a fighter. If you really wish the rogue were actually called "fighter", there's not much I can do for you.
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# ¿ Dec 6, 2014 23:06 |
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Yeah, Might adjusts damage and healing done by 3% per point. 10 is average, so an 18 Strength is +24%.
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# ¿ Dec 6, 2014 23:18 |
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Into the Fray is a fighter Ability, not a Talent. Rangers were the most complex class for us to implement and they still have some bugs to work out.
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# ¿ Dec 6, 2014 23:31 |
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Monks are a lot better and pretty tough -- arguably a little too tough right now but I tuned down their Turning Wheel power. The revised Wound system is straightforward and most of their abilities work well. A few of their higher level ones (like The Flagellant's Path) are wonky. Jorge Salgado played one for his play week and he was wrecking faces.
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# ¿ Dec 7, 2014 00:38 |
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Stealth is a little too generously tuned right now, I think. It's pretty easy to get up on dudes even with modest Stealth. We're not going to bend over backwards to try to deal with kiting, but the AI changes that went into our local build on Thursday/Friday seem to solve the basic lack of AI re-evaluation while moving. The removal of increased Engagement range on Defender and the timer to prevent chain Disengagement solved a lot of those issues as well.
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# ¿ Dec 7, 2014 22:45 |
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Skills are broad and all classes have access to them, though some classes start with a bonus to those Skills and your chosen Background also grants a bonus. Skills may have combat applications, but generally they are used in dialogue, interactions, or during exploration. Our original system granted 6 points to spend on Skills per level in a weighted (triangular progression) system. We experimented with using Talents as a means of advancing Skills, but it was not well received. In our next BB update, it will be something similar to the original system but with a better interface. Abilities are always combat-oriented and always class-specific. All classes start with one fixed Ability. Non-casters (now) also pick one additional Per Encounter ability at 1st level. Casters pick one or more spells/powers/chants/invocations or receive a fixed list of them. Every odd level, non-caster characters receive an additional Ability. At odd levels, they usually receive two additional choices to add to their existing pool. There are exceptions to this (e.g. all fighters pick one Weapon Specialization group at 5th level) and some of the level 9 and level 11 Abilities may be moved to lower levels, giving more options at lower levels. Casters receive new spells/powers at different rates. Talents may be class-specific or general. Most are combat-oriented. The class-oriented Talents may modify an existing Ability. Some Talents grant new active Abilities of their own. All classes receive one every even level. Talents are (now) divided into four categories: Class, Offensive, Defensive, and Utility. In the next BB update, these will appear on their own tabs during level up for easier sorting.
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# ¿ Dec 8, 2014 06:57 |
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We're a lot more likely to tune existing Talents than add new ones at this point. There are a few common ways that options fail to appeal to players: * Fundamentally unappealing. Whatever the math behind the option is, the basic concept of it just doesn't get a player excited. This is okay as long as the lack of appeal isn't widespread among all players. * Narrow application. The math may be appealing, but the player doesn't see many opportunities for it to come up. The "slayer" type Talents fall into this category for some players, but there are only five creature "types" in PoE (Beast, Spirit, Vessel, Primordial, and Wilder) and they get pretty broad representation. If the application truly is narrow, broadening it can be a solution. * Mathematically unappealing. This is actually the most basic thing to tune but gets overlooked by a lot of players. There was someone early on who said, "If Might affects all damage, I'm always going to max Might for all characters." I asked him if he would do that even if each point of Might only increased damage by 0.5% and other attributes affected their spheres of influence by 5% or 10% per point. He said no, of course not -- then it would be worthless. If the idea of an option is appealing and it has a broad enough application, that usually means the answer is simply to tune the math.
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# ¿ Dec 8, 2014 07:24 |
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Sensuki posted:There is no way to increase Spell Accuracy like there is Weapon Accuracy. A Spell Focus talent that increases Accuracy of spells (Wizards, Druids, Cipher, Priests etc) would be cool. Monk's unarmed attack is not part of a weapon group, so you can't increase the accuracy of unarmed Fighting. I'd recommend adding it to Peasant or Ruffian talent group. And is unarmed a part of a weapon style? (such as single weapon style?) because I'm not sure if any weapon style talents work on it (unless you equip a shield). We have a bug in for fully unarmed fighting not falling under "Two Weapon". When that gets fixed we can likely address the Weapon Focus issue as well.
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# ¿ Dec 8, 2014 07:39 |
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Sensuki posted:I don't like Frenzy in Pillars of Eternity at present. It reduces your (already horrible) Deflection, has a long cast animation and is a per-rest ability. Sensuki posted:Barbarians are one of the most underpowered classes at the moment (incredibly squishy due to low Deflection, and don't have the greatest damage output either), with some tweaking they could be a bit better though. Conceptually and design wise they are fine, they just need some buffs. rope kid fucked around with this message at 19:25 on Dec 8, 2014 |
# ¿ Dec 8, 2014 19:22 |
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There are three classes that are really designed to "hang out" up front for long periods of time: fighter, paladin, monk (arguably chanter, but their Endurance doesn't support it as well) -- all have base 35 Deflection. Rogues and barbarians can be up front, but they can't sustain being the center of attention for long (base 25 Deflection). Barbarians have the Endurance and Health to take the hits, but they need to dish out damage faster than the dudes around them. Rogues really can't deal with groups at all -- they have neither the Deflection nor the Endurance. But if they can isolate individual targets, no one is better equipped to take them down quickly. Bobby Null played a barbarian with four companions and a rogue adventurer that he created and loved it. The barbarian would draw most of the attention and deal with the mob. If there was one really dangerous enemy in the group, the rogue would help the barbarian double-team it and take it out quickly.
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# ¿ Dec 8, 2014 19:38 |
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CottonWolf posted:Putting aside the dense theorycrafting that this thread has become for a moment, I was looking at the ranger talents. So a question to the people in the beta, if you pick all of the companion-based ones can you essentually turn the ranger into a more or less pure pet class (sort of like a beastmaster specc'd hunter in WoW)?
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# ¿ Dec 8, 2014 19:40 |
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Sensuki posted:Well they only have 5 Base Deflection code:
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# ¿ Dec 8, 2014 19:51 |
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No. They're extremely durable in melee with weapon and shield, but are decent on offense (while still being pretty tough) with other setups.
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# ¿ Dec 8, 2014 21:05 |
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I don't think the typeface in SitS is particularly bad. IMO it's better than the one used in Darklands and benefits from not being constrained to 320x200.
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# ¿ Dec 18, 2014 15:24 |
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There should be a new BB build rolling out soon with a lot of improvements and bugfixes. The character sheet and enemy stat displays have been cleaned up a lot. Many new icons and voice sets. Non-caster classes have more front-loaded options for abilities at levels 3 and 5 (e.g. at 3rd level, all Zealous paladin auras become available). "Old" DR has been removed and DT has been renamed -- check this out -- DR. Base weapon damage values and many spell damage values have been reduced. AoEs don't spam the combat log but present a brief message (e.g. Aloth (Fireball) 2 Crits, 1 Hit, 1 Miss) that can be expanded. Wizard self-buffs are now all (really) 20 frame casts with no recovery. Unarmed attacks are covered under the Peasant group so monks can gain Weapon Focus in it. Complete unarmed fighting is now recognized as dual-wielding. All "fast" weapons, including unarmed attacks, now have Weak Interrupt ratings. Interrupt values are displayed on all relevant attack stat blocks now. There have also been a few additions/modifications to existing Abilities and Talents. E.g. fighters have access to Weapon Mastery to augment Specialization by 10%. The ranger's Defensive Shooting was replaced with Arrow Sense, a passive bonus to Deflection vs. ranged attacks. E: Oh, and monks have more unarmed attack variations. rope kid fucked around with this message at 15:46 on Dec 18, 2014 |
# ¿ Dec 18, 2014 15:41 |
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Blotto Skorzany posted:How can someone who has entered the novitiate of an order go around adventuring (I don't have a dictionary in front of me, but I assume 'Beruf' in this context means 'vocation')
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# ¿ Dec 18, 2014 15:43 |
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Diomedes posted:It still works as a threshold though right? I've always hated % based damage resistance.
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# ¿ Dec 18, 2014 17:04 |
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Diomedes posted:I like the ranger change! And can't wait to see the monk attack animations - please tell me they're inspired more by muay thai and boxing rather than shaolin or TKD type dancy nonsense To see a monk punch from and return to the guard rather than punch from the waist, and get some hip torque into it rather than just arm punch would be wonderful... and powerful shin kicks instead of tippy tappy toe slaps...
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# ¿ Dec 18, 2014 21:13 |
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Sensuki posted:Are there any more plans for alternate weapon swings? So far I know that the dagger has two, but I don't think any others do.
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# ¿ Dec 19, 2014 08:40 |
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New Backer Beta build is up. ~*quote:Hello, all. Build 392 is now live for the Backer Beta. Currently, we only have the Windows build up on Steam, but we are looking into the Mac build. If we place it up I will update this post.
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# ¿ Dec 23, 2014 03:09 |
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If that's true, that's a bug. Backgrounds are supposed to grant skill bonuses.
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# ¿ Dec 23, 2014 22:56 |
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We're trying, but we still have a lot of A and B bugs (mostly B) to get through. Beetles all have DR bypass on their attacks but -10 is too macho. I'll tune it down and make sure the bestiary entry mentions it.
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# ¿ Dec 27, 2014 01:58 |
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They used to be DoTs but now they just accumulate as you take damage. You can either spend them on Active abilities or take Turning Wheel and let them add Burn damage to your attacks.
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# ¿ Jan 3, 2015 00:30 |
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Sensuki posted:I recall it being stated that the game was going to be designed around Hard difficulty and then tuned down for other difficulties. While I realize that tuning/balance is far from finished, it kind of seems like normal difficulty has the most attention payed to it by designers. When you do go to tune creature values, will you be looking at Hard encounters for a reference, or altering the encounters after you change the value?
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# ¿ Jan 3, 2015 00:32 |
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A lot of those side effects of Wounds were confusing to players so we drastically simplified how they work. Every X amount of damage (default is 20, IIRC) that a monk takes (after DR) adds a Wound to the monk. Wounds are a resource that can either be spent or can sit on the monk for about 30 seconds (again IIRC). Wounds do not prevent or absorb damage.
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# ¿ Jan 3, 2015 00:46 |
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There's background information in books and currently no codex equivalent. I've tried to steer the designers away from using NPCs as firehoses of lore. They typically only talk about things in which they have some sort of emotional/personal interest. We have a lot of background material but other than the books, I don't think it's important for most of it to be in the game. Even if it's just trivia, it can act as a means of defining the world outside of the context of the game, potentially limiting us in expansions and sequels.
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# ¿ Jan 3, 2015 03:27 |
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Sensuki posted:That's not what I meant. Because encounters on Hard have more / better monsters, the damage output of enemies in those encounters becomes a lot higher. More damage taken by the party means less health they have to work with over the course of the adventuring day, and much higher risk of characters being KO'd very quickly in encounters. I can personally test things on Hard, as can Bobby and a few other folks, but most of the other devs cannot. Or rather, they wouldn't really get anywhere. If I listened to them for tuning advice, Hard wouldn't be hard at all. The areas in the Backer Beta are now being tuned for the final game, so the content across the areas is targeted at different levels. You will likely enter Dyrford around 4th level (though you will probably have six characters, so I should add another BB character). Some of the content is tuned for 4th level, but a good amount is tuned for 5th and higher (e.g. the ogre cave). That means if you dive into certain areas with 4th level characters, things are probably going to be tough for you whether you're on Normal or Hard. Easy really is pretty darn easy almost everywhere IME.
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# ¿ Jan 4, 2015 01:56 |
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Additionally, specifics in terms of: * What's too hard, specifically. * What abilities are too powerful, specifically. are helpful. There are several hundred abilities in the game and dozens of encounters utilizing a lot of prefabs in the Backer Beta.
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# ¿ Jan 4, 2015 01:58 |
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The Lurkers' damage was tuned down a while ago, so I'm surprised it still seems too powerful. I haven't found that, personally, but I can look at them again. Most critter weapons haven't been tuned in a while. Their damage may be too high. AoE disabling spells seem like the perfect answer to fast-moving high-damage low-armor enemies because they are. IIRC, lions are sacks of Endurance with little to no armor and very damaging attacks. Even if their damage is lowered, wading in to go toe-to-toe with them is dangerous unless you can dish out damage really quickly. PoE does take Graze into account. It's one of the more reliable ways of normalizing overall damage output. If characters are taking too much damage, it's because the damage ranges are too high, not because we didn't account for Grazes.
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# ¿ Jan 4, 2015 07:07 |
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Sensuki posted:It feels very strange that save-or-die effects from spells have been removed, and spells in general aren't really that powerful, but a single creature attack (from a Lion, of all things) can drop you in one hit.
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# ¿ Jan 4, 2015 19:56 |
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The Backer Beta isn't the start of the game. Depending on which direction you go, you could be fighting lions, druids, forest lurkers, a variety of beetles, a variety of spiders, small adventuring parties, spirits, or cultists.
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# ¿ Jan 4, 2015 20:26 |
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They can kick the BB starter party's rear end on Hard, but the encounters aren't anywhere near as gnarly on Normal.
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# ¿ Jan 4, 2015 21:05 |
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Sensuki posted:Unless your PC is a Druid anyway. Tanglefoot + Ranged weapons/spells = no damage taken from beetles.
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# ¿ Jan 4, 2015 22:00 |
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Sensuki posted:I've always found wading the majority of characters into melee and wrecking stuff way more fun
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# ¿ Jan 4, 2015 22:20 |
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# ¿ Apr 27, 2024 08:02 |
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You almost always wind up getting hit quite a bit in the IWDs, meaning you wind up casting one+ healing spells after the fight. Compared to a single Entangle, that's a pretty easy choice.
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# ¿ Jan 4, 2015 22:31 |