Jaesun
Fabulous Ex-Moderator
Ahh OK thanks. For some reason I was thinking she was a Druid.
Sensuki quotes Josh said:Carnage doesn't use special animations, just the standard attacks. It would be too expensive to animate special Carnage variants for all weapon types. …
rogue's taken that niche i think. before you whine, keep in mind that PE rogues haven't got much to do with stealth. they're all about high damage and crippling effectsIt will be very difficult to make an offensive fighter with those abilities. I don't like.
Coincidentally or not they are the two most boring classesrogue's taken that niche i think. before you whine, keep in mind that PE rogues haven't got much to do with stealth. they're all about high damage and crippling effectsIt will be very difficult to make an offensive fighter with those abilities. I don't like.
I didn't want to jump to any conclusions, but I didn't think that portrait was Polina's.
All shields increase Deflection and slow down Recovery Time. Small shields have no Accuracy penalty. Medium and heavy shields have proportionally higher Deflection bonuses and Accuracy penalties.
J.E. Sawyer said:Anyone can dual-wield. Here are the relative trade-offs of fighting in any given "style":
* Dual Weapon - Fastest attack rate and highest overall damage output vs. relatively light armor.
* Two-Handed - Standard attack rate. Highest per-hit damage output vs. relatively heavy armor.
* Weapon & Shield - Standard attack rate. Highest Deflection of any style. Heavier shields grant more Deflection, reduce Accuracy proportionally.
* Single Weapon - Standard attack rate, all attacks made with +15 Accuracy.
Fighters will almost always outlive barbarians in any one-on-one situation. Barbarians are supposed to be better at dealing damage to groups. The reason they have the better conversion rate for Stamina:Health is because they generally wind up taking a lot more damage than fighters. Fighters also have other abilities I've mentioned before, like Armored Grace, which gives them increased DT from armor. I don't think I've mentioned Into the Fray, but that ability allows them to attack Reflexes to yank someone into melee from a (short but worthwhile) distance away. Keep in mind that Carnage only applies when the barbarian's melee attack actually hits. Because they have lower Accuracy, they're less likely to land that initial hit. Staying in the fight and reliably dealing damage are the two things that fighters are best at. They're much better at both than the barbarian is.
We used the portrait for Calisca in our demo, but it's a standard PC human female portrait.
Yes, there are currently six categories. The D&D standard is that characters are equally skilled with all weapons in which they have proficiency, so I don't think it's that odd to have thematically-grouped weapon specializations. Mechanically, the thematic groupings allow characters to gain bonuses with a set of one-handed and two-handed melee weapons as well as with ranged weapons It gives the player more circumstantial flexibility.
Carnage is a passive ability, so it "goes off" every time a melee attack hits. Targets who are hit by Carnage will play hit VFX and Interrupts (when appropriate). Active-use weapon-based attacks (e.g. the fighter's Knockdown, rogue's Finishing Blow, etc.) will have a "gleam" that plays on the weapon(s) after it is targeted.
I asked them to make it boost charisma (or whatever equivalent stat the game has) by tons, but also requested that it have a small, non-harming humorous effect to it of their choosing. The dev replied that he could easily work with that, so I'm excited to see what they come up with!
Too white and oversexualized.
Needs more
Get with the times Obsidian!
Oh god, I had not thought of that
+
Pallegina rustles her feathers and looks at you comely with her golden eyes.
Do you:
Produce a riding crop from your pack
Use the Cape of Many Feathers to produce a lovely eagle like wing spread
Admit that you'd like to examine her body more closely in pursuit of ornithology
people talkin bout D&D next said:guess what, though. 5e fighters can, after an hour's rest, take a "second wind" to regain 1d10+level hit points, which is the worst thing ever, and must be removed immediately
...
i'm speaking for the community here. when fighters did damage on a miss, there was so much ire that ENWorld literally had to open a separate "damage on a miss" forum to host all the damage on a miss threads
well, damage on a miss was removed. oops, though, it turns out fighters have (slowly; a "short rest" is an hour, not five minutes) rechargeable hp regain, so guess what game Isn't D&D
the war against damage on a miss has been won. the new battle is about why it's BAD for fighters to have rest powers, but GOOD for wizards to have them.
Weapons "roll" damage between their min and max before applying other modifiers. The upper end of the damage ranges is higher than it is in A/D&D but not by a huge factor. The lower end of the ranges is much higher, typically a little over half of the max. E.g. pollaxes do 18-28. A fighter with Confident Aim would do 20.5-28 damage with the same weapon (we do track fractions). A fighter with Confident Aim who is specialized in that weapon would do 20.5-28 base +15% (23.6-32.2).
Hobbled reduces the target's Dexterity, movement speed, and Reflexes defense. Many attacks that inflict Hobbled will attack the Fortitude defense as a secondary attack. The fighter's Crippling Guard automatically inflicts Hobbled if the Disengagement Attack (vs. Deflection) hits. Disengagement Attacks are inherently more accurate than standard attacks and fighters have the highest melee Accuracy, so they tend to land those hits very regularly. If they Graze and have Confident Aim, 20% of those Grazes are converted to full Hits.
You can play any class as male or female. Our character creation screens briefly describe the different roles men and women play in various societies of Eora, but they do not inherently differ in stats or capability.
Yes, the fighter's skill bonuses are all minor. Abilities like the fighter's Critical Defense are applied passively to each incoming attack. In the combat log, it doesn't display anything special unless a conversion occurred. If Sassy attacks Squorzel and Squorzel has Critical Defense but the conversion roll didn't succeed, it would just display this way: Sassy Crits Squorzel for 48 Slash damage. If the conversion does succeed, it displays something like this: Sassy Crits Squorzel... but Critical Defense converts it to a Hit for 32 Slash damage!
That's not the exact text or format, but it's something like that.
Yeah, the way we display the non-verbose final roll is always relative to the standard ranges: Miss on <=5, Graze on 6-50, Hit on 51-95, Crit on >=96. Defense is subtracted from Accuracy and then applied as a modifier to the roll itself. E.g. the attacker has 52 Accuracy and the defender has 30 Defense. The difference is 22. Three attacks happen in sequence. The actual rolls are 65, 43, and 84. Those are modified to 85 (Hit), 65 (Hit), and 106 (Crit). There are two exceptions to this: a natural roll of <=5 can never be better than a Graze and a natural roll of >=96 can never be worse than a Hit, no matter how much the table gets skewed.
I take it that means that the weapons' damage range is uniformly distributed. I guess I don't blame them for departing from D&D's dice rolls.Weapons "roll" damage between their min and max before applying other modifiers.
From what ive read there will be a general weapon group specialization and a style specialization.Wait, "weapon mastery"? Does that mean that we will have idiotic specialization Sensuki? I thought Sawyer recognized the flaws of a specializing system (i.e. always choosing one specific weapon type to wield regardless of that weapon's capabilities). There are no benefits to weapon mastery systems - they simply remove tactical decision-making between loot drops of different weapon types (or switching in combat for that matter).
I take it that means that the weapons' damage range is uniformly distributed. I guess I don't blame them for departing from D&D's dice rolls.
Wait, "weapon mastery"? Does that mean that we will have idiotic specialization Sensuki? I thought Sawyer recognized the flaws of a specializing system (i.e. always choosing one specific weapon type to wield regardless of that weapon's capabilities). There are no benefits to weapon mastery systems - they simply remove tactical decision-making between loot drops of different weapon types (or switching in combat for that matter).
I take it that means that the weapons' damage range is uniformly distributed. I guess I don't blame them for departing from D&D's dice rolls.
Yes. He gave the current range of a Pollaxe - 18-28
Wait, "weapon mastery"? Does that mean that we will have idiotic specialization Sensuki? I thought Sawyer recognized the flaws of a specializing system (i.e. always choosing one specific weapon type to wield regardless of that weapon's capabilities). There are no benefits to weapon mastery systems - they simply remove tactical decision-making between loot drops of different weapon types (or switching in combat for that matter).
The Specialization Groups cover a broad range of weapons, grouped thematically (like in New Vegas). There are six groups (we know of five currently):
Knight - battle axes, swords, morning stars, crossbows, and war bows.
Solider - great swords, pikes, war hammers, arbalests, and arquebuses.
Peasant - hatchets, spears, quarterstaves, hunting bows, and blunderbusses.
Ruffian
Noble
?
Weapon Specialization gives bonus damage.
btw Specialization has been a thing(tm) since 2012.
uuuuuurgh, weapon groupings: the correct recognization of a flaw and the belief that reducing it in scale will make it disappear
still, better than unique specialization i suppose
what's the point of tacticul weapon switching in combat if that decision is made moot by specialization? and, on the flip side, what's the point of specialization if weapon switching is required by armor type etc.?
uuuuuurgh, weapon groupings: the correct recognization of a flaw and the belief that reducing it in scale will make it disappear
still, better than unique specialization i suppose
what's the point of tacticul weapon switching in combat if that decision is made moot by specialization? and, on the flip side, what's the point of specialization if weapon switching is required by armor type etc.?
Well each weapon group contains at least one weapon of every damage type (piercing, slashing, crushing, ranged). So the main reason for switching weapons is accounted for within each group.
uuuuuurgh, weapon groupings: the correct recognization of a flaw and the belief that reducing it in scale will make it disappear
still, better than unique specialization i suppose
what's the point of tacticul weapon switching in combat if that decision is made moot by specialization? and, on the flip side, what's the point of specialization if weapon switching is required by armor type etc.?
Well each weapon group contains at least one weapon of every damage type (piercing, slashing, crushing, ranged). So the main reason for switching weapons is accounted for within each group.
uuuuuurgh, weapon groupings: the correct recognization of a flaw and the belief that reducing it in scale will make it disappear
still, better than unique specialization i suppose
what's the point of tacticul weapon switching in combat if that decision is made moot by specialization? and, on the flip side, what's the point of specialization if weapon switching is required by armor type etc.?
Well each weapon group contains at least one weapon of every damage type (piercing, slashing, crushing, ranged). So the main reason for switching weapons is accounted for within each group.
I would assume that each weapon specialization class (Knight, Soldier, Peasant, etc), despite each having a diverse selection of weapons in it, has overall advantages and disadvantages compare to the others. For example Knight weapons might be more damaging overall but with worse speed or whatever.