ushas
Savant
- Joined
- Jan 5, 2015
- Messages
- 550
Hm. Indeed, the player's speed is part of the tactics in RT combat, not so in TB. Both being different tactical beasts. I tought the original idea with time flow in PoE was actually to put Pause on top of RT, or am I wrong?
Playing the BBv392 I also wonder, if the combat would be better in a TB setup. Now, I'm not sure why. Perhaps because of a slightly chaotic feedback, engagement and abilities such as AOE spells, or lack of distance sense (eg. if a character has to get closer to use an ability)...
In case of AOE spells: In many battles, I decided to wait for everybody to settle before casting AOE damaging/debuffing spells. To make sure the red ones are still doomed and the green ones don't go into the area (sometimes it's hard to say for me where is the exact boundary of the ongoing aoe effect).
Initially, I thought It would be easier If we can fire those spells immediately and maybe prolong the recovery time afterwards (but interrupt/concentration would not work), as I didn't managed to build the high Dexterity (Action Speed) caster to catch up with running and attacking targets. However, the "slowdown/walk" idea of Sensuki and others is definitely better.
Nevertheless, if I take it, there are going to be a lot of changes/bugfixing in the next beta, ... For example, it would mean a lot of difference, if the enemy-only AOE spells are solved consistently:
In the current Beta, after casting period of time, some of them were targeting original area and some of them were tracking the targeted enemies (~got updated with enemies positions) -> which is more helpful, as allies are safe anyway.
It could be also interesting to play with a high Perception/Intelligence + high Stealth caster as an initiator of fights by a nasty AOE. Unfortunately, there is not Distance boost on Perception any more in the future, isn't it?
Playing the BBv392 I also wonder, if the combat would be better in a TB setup. Now, I'm not sure why. Perhaps because of a slightly chaotic feedback, engagement and abilities such as AOE spells, or lack of distance sense (eg. if a character has to get closer to use an ability)...
In case of AOE spells: In many battles, I decided to wait for everybody to settle before casting AOE damaging/debuffing spells. To make sure the red ones are still doomed and the green ones don't go into the area (sometimes it's hard to say for me where is the exact boundary of the ongoing aoe effect).
Initially, I thought It would be easier If we can fire those spells immediately and maybe prolong the recovery time afterwards (but interrupt/concentration would not work), as I didn't managed to build the high Dexterity (Action Speed) caster to catch up with running and attacking targets. However, the "slowdown/walk" idea of Sensuki and others is definitely better.
Nevertheless, if I take it, there are going to be a lot of changes/bugfixing in the next beta, ... For example, it would mean a lot of difference, if the enemy-only AOE spells are solved consistently:
In the current Beta, after casting period of time, some of them were targeting original area and some of them were tracking the targeted enemies (~got updated with enemies positions) -> which is more helpful, as allies are safe anyway.
It could be also interesting to play with a high Perception/Intelligence + high Stealth caster as an initiator of fights by a nasty AOE. Unfortunately, there is not Distance boost on Perception any more in the future, isn't it?