Q: I wonder what the thinking is behind making Intellect affect damage. Just a balance thing? Doesn't really bother me, but I always assume STR will benefit raw damage output.
JES: It is completely for balance.
BTW, being kind of busy I completely missed the iteration where INT was supposed to directly affect damage dealt in combat. Good thing too, as I would go mouth-foaming or possibly die of heart attack or something.
Being intuitive is important to Josh since bad players don't read.
You aren't wrong. Except Fortitude, Reflex and Psyche/Will, each derived statistic is only governed by ONE ATTRIBUTE for all types.Bros, explain something to me. It seems that damage bonus from attribute(s) applies to every type of damage. Am I wrong?
If that's the case, Might affecting gun damage is just as stupid as Might not affecting melee damage, so the switch from INT is not much of an improvement after all.
Bros, explain something to me. It seems that damage bonus from attribute(s) applies to every type of damage. Am I wrong?
If that's the case, Might affecting gun damage is just as stupid as Might not affecting melee damage, so the switch from INT is not much of an improvement after all.
True enough.Looks like renaming it from Strength to Might didn't do the trick. How about MoreDamageness?
Because ultimately, it's one of the most banal things to trip over; it's just a label for an attribute that increases damage (whatever particular attribute or set of attributes You need to apply to the particular situation that results in You doing more damage).
There will be no non-combat stuff to do with strength in the game (as it seems), so whatever.
Now that this update's smoke has almost cleared, cue in another 50 pages of simulationchat, sprinkled with some Grunker vs. Draq wall-of-text-quote-duels.
Josh also believes you should listen to people who don't buy equipment from Pomab. The real question is: why listen to people who are fundamentally uninterested in playing his game? He said as much himself ("I make this game for a particular audience, and not to everybody else"), so why this focus?
If you agree with Josh that Int should govern damage for balance purposes, why do you accept his compromise to make a BAD design decision because of people who play blindly anyway?
You seem awfully hypocritical when it comes to Josh.
Now that this update's smoke has almost cleared, cue in another 50 pages of simulationchat, sprinkled with some Grunker vs. Draq wall-of-text-quote-duels.
Repeat until next update.
Godspeed, gentlemen
I wonder how many times I've quoted thisJosh also believes you should listen to people who don't buy equipment from Pomab. The real question is: why listen to people who are fundamentally uninterested in playing his game? He said as much himself ("I make this game for a particular audience, and not to everybody else"), so why this focus?
Josh said:A lot of people are not great at games. I don't mean they are terrible at them, but they aren't great. They may or may not realize this, but when you get right down to it and see them sit down at a game and start to play, they do pretty well but some stuff just slips by. In RPGs, often that error is a strategic one that you don't immediately get stung by. The poison bites you 10, 20, 30 hours down the road.
I don't know what sort of person you're picturing in your head, but from comments that a lot of people make, I get the feeling you see a moron, a person who doesn't really like games, who isn't enthusiastic about them in the same way that you are. In some cases, this is true. But I've seen hundreds of volunteer and professional testers come and go. Most of them are actually pretty intelligent. They like or love games. They like or love RPGs and have played a bunch of them. They're still not terrific at them. They miss a bunch of things and they make a bunch of mistakes.
How is this a compromise and how is it bad?If you agree with Josh that Int should govern damage for balance purposes, why do you accept his compromise to make a BAD design decision because of people who play blindly anyway?
Josh said:I know this disappoints some people, but PoE is going to have both classes and attributes (ability scores). Exactly what they're named and exactly what they affect is still flexible. My goals for them are what I said before: every attribute can be bumped for some meaningful benefit for every class and every attribute will inflict a meaningful loss for every class if it is dumped
1. physical strength: He swung with all his might.He should just call it power like he was earlier.