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- Jan 28, 2011
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Would be better to talk about how it actually plays in the game than how it looks like in the patch notes.
If only it read like DotA patchnotes, I love reading those and DotA2 has high impact items with big actives like spell immunity, invisibility, AoE stun etc. This reads like how I imagine League patchnotes to be, where every item is a pathetic +3% modifier stat stick and hero abilities are a bunch of minute fiddly calculationsIt reads like a dota update.
careful
someone's gonna come here and say that's good
Okay - my Pally/Beckoner MC is a waste of a party slot after being gutted by the nerf bat.Would be better to talk about how it actually plays in the game than how it looks like in the patch notes.
rpgwhat is dota?
Would be better to talk about how it actually plays in the game than how it looks like in the patch notes.
Josh is again mistaking "unremarkable" for "balanced" I see.
Were there any consequences in Deadfire related to Thaos' fate? I destroyed his soul, so I'm assuming I missed whatever was related to him.
no we don'tYou guys seem to forget that unlike in the first game, everything is stacking now. So those tiny bonuses can still add up to a massive difference, whereas in the first game you had +2 from one item slot and that's it.
Vion-ceth
- Wood Splitter +30% Damage vs Plants -> +20%.
- Feller +45% Damage vs Plants -> +20%.
- Grove Step 50% Health Condition -> 75%
- Wood Bane +100% Damage vs Plants -> + 30%.
Did anyone even USE this item? Holy fuck
Now you'll two-shot them without effort, rejoice."Game is too easy but still let us one shot mobs without effort" seems like a such a silly complain.
I'd say the only must have is chanter because infinite summon is simply too useful. With it you can easily split the mobs. Also some of summons are absolutely broken.Holy fuck I just got absolutely destroyed in the ruins. POTD looks like it's mandatory optimised custom party.
Now you'll two-shot them without effort, rejoice.
Actually no, you won't because the actual fix has been delivered as well : give enemies actual means to make the PC lose health, which was non existent before that, in addition to extra AR and probably HP bloat.
Which makes this long list of minute changes perfectly pointless mechanically. The only purpose, which Sawyer actually talked about at some point with his New Vegas gun sound anecdote, is to give the impression that everything's gonna change and play completely differently.
It won't, it'll just take more time to kill things.
Then again, the actual fix (or attempt, at least, time will tell) has been delivered as well, so who cares hey ?
The only situation which benefits from autistically revising every pc ability and item (for no other reason, really) occurs when you fight vampires. But then again, all you had to do was modify the vampire's domination to make it apply a damage reduction on the target, and save yourself a lot of time and pointless tuning.
I'd say the only must have is chanter because infinite summon is simply too useful. With it you can easily split the mobs. Also some of summons are absolutely broken.
For example, 2 ogres have a sum of 700 hp. You think that's already good, but wait - they have 2 infinite abilities. One does extra damage on enemies under some effect, while another is heavy drinking. What does drinking do? Well, it gives ogres... Superstronk+Robust. So +2 pen, +2 armor, +regeneration, +damage and HP. Throw an extra heal, and not only they're infinite, when they're summoned they basically can't be killed. Oops.
He's responsible for all the major narrative design decisions. Pallegina is terrible, but that's a minor issue. The plot, companions, and companion quests were the main blunders. And MCA didn't say the Cain/Boyarsky project had the same structure, only that the partners thought it had the same issues. Even if it does have the same structure and problems, I don't see how that makes PoE2's shortcomings any better.
To clarify as best I can: I believe was that Indiana was accused of having potential story problems by the owners (or the owners called the meeting based on another’s opinion of Indiana).
The problem was that PoE2’s storyline had the exact same issues that were being raised against Indiana and apparently PoE2 did not get the same sort of intervention (the similarity to PoE2 doesn’t sound like it was part of the meeting, but something that became apparent when the specific objections were raised as they were present in PoE2's story). I wasn’t at the meeting, obviously, but I’d be doubtful on any negative story critique of Indiana based on what I’ve read of Leonard’s designs and work before/after on other projects. I’m sure either Josh or Leonard could speak to this if asked.
I don’t know what the issues were, only that it felt like a double-standard was in place (or if PoE2 had gotten an intervention, it didn't seem like anything had changed).
Personally, I am still confused who did what on PoE2, story-wise – I was curious who wrote the story (which is why I asked a few times). As far as I could tell, Carrie’s co-lead (?) title felt like it was announced late, which further confused me, as I don’t think that was her title at the start of the game – but again, I have no idea. I imagine Josh could answer the divisions and responsibilities if asked – or if someone has a quote, feel free to share it. I'd love narrative breakdowns for sure.
The most I know is that I believe Josh had said that the choices of returning companions weren't his (possibly to deflect from Pallegina and favoritism, even though she has ties to the setting of PoE2, so it does make sense she’d be there and slightly odd if she wasn’t), and I think he cited Carrie and Eric as having suggested Aloth, Eder, and Pallegina. I’m sure it’s in a podcast interview somewhere. If I'm wrong, happy to be proven wrong.
But back to the clarification with the story elements: Part of my point with the story intervention was that Pillars and the higher-level devs on Pillars often got a pass on certain elements, including procedures like project “check-ins” (team would provide a progress report on the game to the owners, although those often got canceled, delayed, etc. which didn’t instill much faith in them) – however, Pillars would often ignore them while I was there.
Now, projects that did do these presentations arguably got damaged and lost time and resources for following the “procedure” vs. projects that didn’t have the same level of scrutiny or exposure (this isn’t anything new in my experience, but the problem is the double-standard – you’re actually punishing teams for doing what you want and indirectly rewarding those that don’t who ignore the things you ask for). I didn’t have this issue on Tyranny, only because I wasn’t on Tyranny for most of these check-ins. Anyway. Hope this helps.
Double damage against dragons or +3 damage against dragons. Effects are still numbers. They use numbers.I think the bonuses that are now +3% were +5% before, not exactly an eye-popping number either.
The reason I'm somewhat skeptical about how bad this is is because the effects of the items are still the same. I thought that was what mainly bothered people about the items in PoE1 - what they do, not what the exact numbers are.