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Jastiger posted:I have asked a few times before, and I know I am already apostate for not being a kickstarter backer (in fairness, didn't' know about it during the KS phase), but....will this be on any kind of sale or special coming up? I have limited funds and have set aside a very limited amount that is BARELY enough for PoE at full retail. Any chance of a break on pricing before it releases? GMG discount codes usually work on pre-orders. They'll send you a Steam key when the game releases.
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# ? Jan 20, 2015 19:41 |
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# ? Apr 28, 2024 09:12 |
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Pity the poor bastard who's going to play this off GOG. I like their service but it's not feasible for newer games weighing tens of gigs that need updating. edit: The only in-game difference between buying the game now and buying it on release are the two pre-order items: the magic ring and the space-piglet. The Hero, Champion and Royal editions differ only in how much paratext material they offer. Inspector Gesicht fucked around with this message at 20:04 on Jan 20, 2015 |
# ? Jan 20, 2015 19:54 |
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I want PoE to be delivered* via 8 CD roms for the Authentic Infinity Engine Experience (TM) *hand delivered by rope kid and avellone themselves
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# ? Jan 20, 2015 20:09 |
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Inspector Gesicht posted:Pity the poor bastard who's going to play this off GOG. I like their service but it's not feasible for newer games weighing tens of gigs that need updating. Eh, GoG has put updater files in addition to updated installers before so here's hope they do that for PoE. And GoG is preferable for those of us who live in EU since Steam is ripping us off by additional 10€ (on Hero edition, almost twice that for anyone willing to shell out for Royal). Thanks Gabe.
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# ? Jan 20, 2015 20:12 |
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Gyshall posted:I want PoE to be delivered* via 8 CD roms for the Authentic Infinity Engine Experience (TM) This. if I could buy it retail I would. GMG is nice, but they charge that conversion amount since they work in Euros. I'll keep an eye on Steam. Its on my wish list. Thanks for the headsup though on the Steam sale. Edit: If it doesn't take me 6 disks and 2 hours to install, I am not getting my full Baldurs Gate nostalgia from it Jastiger fucked around with this message at 21:02 on Jan 20, 2015 |
# ? Jan 20, 2015 20:34 |
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loving console playing casual scum in this thread doesn't even want the game on a cubic meter of floppy disks.
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# ? Jan 20, 2015 21:11 |
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Blotto Skorzany posted:My headcannon is that all of the Cipher's mental attacks are based on projecting goatse/tubgirl/etc into the enemy's mind ...I think your headcanon might be better than mine.
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# ? Jan 20, 2015 21:12 |
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Say one thing for the Watcher of Dyrwood, say he's a fighter.
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# ? Jan 20, 2015 21:30 |
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Jastiger posted:Edit: If it doesn't take me 6 disks and 2 hours to install, I am not getting my full Baldurs Gate nostalgia from it
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# ? Jan 20, 2015 21:38 |
Blotto Skorzany posted:My headcannon is that all of the Cipher's mental attacks are based on projecting goatse/tubgirl/etc into the enemy's mind Cipher Gameplay.mp4
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# ? Jan 20, 2015 21:55 |
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Jackard posted:It should only take that long to roll characters for your party. Of course. That is after I've waited at least 3 days to play the game since I have to read the manual that came with the game, front to back, and front again to make sure I didn't miss anything.
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# ? Jan 20, 2015 21:56 |
I think Fighters are really dull compared to other classes. They've got like 3 active skills and about a dozen passives and it makes them feel really dull compared to everyone else.
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# ? Jan 20, 2015 22:08 |
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By the way, given I remember someone asked: Paradox has started uploading the Twitch stream in chunks on YouTube, on their ParadoxExtra account.
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# ? Jan 20, 2015 22:31 |
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Jastiger posted:Of course. That is after I've waited at least 3 days to play the game since I have to read the manual that came with the game, front to back, and front again to make sure I didn't miss anything. For full authenticity at least half the skills described in the manual should either not be in the game or not work as the manual describes. Bonus points if the manual describes something one way and the game works in the exact opposite.
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# ? Jan 20, 2015 22:36 |
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SunAndSpring posted:I think Fighters are really dull compared to other classes. They've got like 3 active skills and about a dozen passives and it makes them feel really dull compared to everyone else. I don't know, I kind of like them. Mostly since they're all about knocking assorted beasties down so your other characters can get in and beat on them. And I don't have to worry about them constantly dying. Though I do like paladins a bit more.
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# ? Jan 20, 2015 23:00 |
Yeah, but can't they get their other actives earlier? The ranged grab they have isn't available till level 6 or 7, so for 5 levels they've got nothing but Knockdown.
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# ? Jan 20, 2015 23:43 |
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Fighters have access to Knockdown and Vigorous Defense at 1st, then Defender (Modal), Disciplined Barrage (Active), and Guardian Stance (Modal) at 3rd. At 5th they pick a Weapon Specialization, which is their only "forced" post-1st level passive. Then at 7th they gain access to Unbending (Active) and Into the Fray (Active). At 9th they gain access to Clear Out (Active). I didn't list any of the passives, but they have 2 Modals and 6 Actives. Excepting 5th level, they can take an Active or Modal ability every odd level (3, 7, 9, 11) in addition to the one they pick at 1st.
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# ? Jan 21, 2015 00:13 |
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rope kid posted:Fighters have access to Knockdown and Vigorous Defense at 1st, then Defender (Modal), Disciplined Barrage (Active), and Guardian Stance (Modal) at 3rd. At 5th they pick a Weapon Specialization, which is their only "forced" post-1st level passive. Then at 7th they gain access to Unbending (Active) and Into the Fray (Active). At 9th they gain access to Clear Out (Active). I didn't list any of the passives, but they have 2 Modals and 6 Actives. Excepting 5th level, they can take an Active or Modal ability every odd level (3, 7, 9, 11) in addition to the one they pick at 1st. Is there any reason to play them in a pretty mobile style, eg running around to bop different monsters, or are they very much designed to hold the line?
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# ? Jan 21, 2015 00:29 |
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"Into the Fray" and "Clear Out", at least from the names, seem to suggest that fighters can blitz other tanks as well as play defensive lineman for the rest of the party
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# ? Jan 21, 2015 00:40 |
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SurrealityCheck posted:Is there any reason to play them in a pretty mobile style, eg running around to bop different monsters, or are they very much designed to hold the line? The game in general does not promote playing mobile anything. Running around taking out different guys is how I enjoyed playing my Fighters/melee dudes in the Infinity Engine games. You can't play like that in v392 (on Hard, at least) and even in the next patch with an option to disable 'engagement stop', doing so will probably cause you to take a fair bit of damage, but I'll try it. Sensuki fucked around with this message at 01:32 on Jan 21, 2015 |
# ? Jan 21, 2015 01:27 |
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SurrealityCheck posted:Is there any reason to play them in a pretty mobile style, eg running around to bop different monsters, or are they very much designed to hold the line?
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# ? Jan 21, 2015 02:45 |
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Sensuki posted:The game in general does not promote playing mobile anything. Would be interesting to see just how good you could get yourself versus disengagement, and if the tradeoff was worth it. rope kid posted:Fighters are generally designed to hold a line and stay put. Rogues and monks can more easily move around via their abilities. There are also a lot of items, abilities, and spells that increase defense against Disengagement Attacks. Righty. Can rogues be fat enough to reasonably be front liners or are they much more squishville?
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# ? Jan 21, 2015 04:56 |
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Rogues can be in the front line but they are really not good at standing toe-to-toe with multiple enemies. They are best put to use wherever there's a single target that's suffering from any of the afflictions that trigger Sneak Attack (and there quite a few, including Flanked).
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# ? Jan 21, 2015 05:36 |
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SurrealityCheck posted:Would be interesting to see just how good you could get yourself versus disengagement, and if the tradeoff was worth it.
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# ? Jan 21, 2015 05:39 |
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The pax south event for PoE will be stremed on saturday 12:30 pm (CST) on twitchBasic Chunnel posted:"Into the Fray" and "Clear Out", at least from the names, seem to suggest that fighters can blitz other tanks as well as play defensive lineman for the rest of the party Into the fray yanks an enemy in melee range and clear out is a group knock down ability. prometheus12345 fucked around with this message at 14:33 on Jan 21, 2015 |
# ? Jan 21, 2015 14:23 |
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rope kid posted:a single target that's suffering from any of the afflictions that trigger Sneak Attack (and there quite a few, including Flanked). I used a Rogue in my last run of the BB and noticed this very thing. It's pretty cool that there are so many different triggers for Sneak Attack, and that Rogues have many per encounter abilities that will put the targets in any of those states.
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# ? Jan 21, 2015 16:30 |
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Yeah, the main thing to remember about playing rogues is that without their Sneak Attack, their damage output isn't particularly phenomenal. You have to either look for targets of opportunity or use abilities (either your own or another party member's) to create vulnerable targets.
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# ? Jan 21, 2015 19:40 |
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I guess I might just be getting old, but once combat starts I actually had a hard time even figuring out who was who amongst all the engagement lines, exploding spells, spiderweb tangles (the big black entrapment(?) effect seems overdone), flashing, and general chaos. Like the only way I can even figure out who is who most of the time is selecting their portraits to see them highlight. Let alone move them around to backstab and such. Maybe I just need more time to get used to it.
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# ? Jan 21, 2015 19:51 |
I am glad rogues can do stuff in this game, I was always annoyed by games where you just had to sit around autoattacking like a warrior.
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# ? Jan 21, 2015 19:53 |
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Fintilgin posted:I guess I might just be getting old, but once combat starts I actually had a hard time even figuring out who was who amongst all the engagement lines, exploding spells, spiderweb tangles (the big black entrapment(?) effect seems overdone), flashing, and general chaos. Like the only way I can even figure out who is who most of the time is selecting their portraits to see them highlight. Let alone move them around to backstab and such. Maybe I just need more time to get used to it.
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# ? Jan 21, 2015 19:54 |
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Fintilgin posted:I guess I might just be getting old, but once combat starts I actually had a hard time even figuring out who was who amongst all the engagement lines, exploding spells, spiderweb tangles (the big black entrapment(?) effect seems overdone), flashing, and general chaos. Like the only way I can even figure out who is who most of the time is selecting their portraits to see them highlight. Let alone move them around to backstab and such. Maybe I just need more time to get used to it. Check to see Colorblind mode isn't on (or if it is off, turn it on, maybe you need a bit of help!). One of the mods Sensuki helped get made migth also be of service.
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# ? Jan 21, 2015 19:55 |
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How viable are ranged rogues? Does sneak attack have a maximum range? Are most of their abilities melee only?
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# ? Jan 21, 2015 19:57 |
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Ranged rogues can be very effective. BTW most of the Affliction VFX are being turned into hits instead of persistent effects. I didn't want to make that shift until we got support to display status effects in enemy tooltips, but that's happening now.
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# ? Jan 21, 2015 20:12 |
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The other thing that exasperates me a little bit, and this is probably my own fault for playing on hard, is that getting knocked out seems very all or nothing in a bunch of encounters. Like I seem to have a lot of characters who go from 90 or 100% endurance to 0 or 10% in a single hit or two. So quick I can often not even get healing off in time. They may just be critting a lot, but sometimes I feel like I have a 4hp 1st level wizard/rogue. Smack! He's down! rope kid posted:Ranged rogues can be very effective. BTW most of the Affliction VFX are being turned into hits instead of persistent effects. I didn't want to make that shift until we got support to display status effects in enemy tooltips, but that's happening now. I am sort of curious why health displays as red lights instead of a health bar. It bugs me more then it should. I really dislike the four red lights, although I can't actually explain why.
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# ? Jan 21, 2015 20:28 |
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That's because there are five red lights.
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# ? Jan 21, 2015 21:30 |
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It's because those five pips are tied to health states, but I agree that a health bar would be more intuitive.
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# ? Jan 21, 2015 21:46 |
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I greatly prefer the approximation than being flat told how much health is remaining. Remember BG had the "uninjured/barely injured/injured/badly injured/near death" tool-tip display that I'm imagining PoE is cribbing from with the health pips.
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# ? Jan 21, 2015 21:50 |
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Sight-unseen a bar sounds better. Pips make me think of console anime games or something.
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# ? Jan 21, 2015 22:01 |
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I don't mind the pips - it makes good visual design sense to mix up the style of your bar charts so they don't become overwhelming. I look at the screen and it sticks out, which is good because enemy health is a primary concern in how I choose my targets. A lot of games do it with depleting shields and armor and the like
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# ? Jan 21, 2015 22:22 |
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# ? Apr 28, 2024 09:12 |
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SoggyBobcat posted:I greatly prefer the approximation than being flat told how much health is remaining. Remember BG had the "uninjured/barely injured/injured/badly injured/near death" tool-tip display that I'm imagining PoE is cribbing from with the health pips. Didn't Fallout do that a year earlier? Also the pips are clearly cribbed from Starcraft 2
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# ? Jan 21, 2015 22:50 |