Unless you have meta knowledge every battle does take place in a vacuum essentially. This is the big problem with per rest, and limiting how many times one can rest. And you can do this without dumbing the game down. Six spells to cure six different conditions isn't more tactical, or better, than a single cure 'em all spell. In reality, most of us pick a subset of the laundry list of spells and just use those as standard tools. You can have a smaller tool-set that's still perfectly enjoyable - ciphers and chanters in this game manage to have interesting tactical choices without dozens of things or without having to stop and rest. Having played plenty of other games, there is no particular reason to keep this approach. It's the fact that you have to slog through a bunch of filler fights, not using the tools to make them quick, because it's annoying. Furthermore, the reason why most people complain isn't the set-piece battles - which are designed around everyone doing everything. You can trivialize trash encounters with spells, and the only balancer is making it tedious to do so. My quarrel with it is that it's never been a good system, period. What we need for POE2 is a better per-enc/per-rest balance to begin with.) ![]() There was nothing hugely wrong with the old spell mastery. (That said, I don't really find the current change a particularly good solution. It just comes down to: do you want each battle to basically take place in a vacuum, completely irrespective of the rest of the dungeon, as if you're in an arena, and do you want to be able to smash enemies with a non-stop spam of spells? Or do you want to your dungeon to actually feel like a dangerous trek, where you are thinking about the next fight and your party's resources when you battle, and the decision to use a high level spell is a meaningful one? At the same time, there are plenty of camping supplies and resting spots, such that you don't need to go ten battles without a rest if you don't want to. Having, say, 2 mages in the party cast 20 spells in that timeframe is kind of overkill. POE battles tend to be pretty quick - the winner is generally decided in less than 10 rounds. Just like people who end up with 900 potions/consumables because they were afraid of using them up, it's just the player's idiosyncrasy rather than the game 'forcing' them to hoard. Neither is it necessary to do this to win.īy the same token, nobody is forcing you to save all your spells and just sit there firing arrows or swinging staves all day long. These games were never made so that the player uses all the best spells in a single fight, and then rests 8000 times. It's not even intended design, whether in IE or POE. You can tank 2 archers with 2 engagement limit and keep on swinging on a third enemy - effectively bogging down 3 of them all the time.You don't need to rest all the time. If you see someone breaking off you if you click them fast enough not only you get a free attack but you also reestablish aggro on him - this needs confiming though but what I found is clicking on them quick helps and they just stop and switch aggro back to the tank.Ī more important aspect though is that it immediately attacks ranged enemies that want to attack your back row (again switching aggro back on you). In a completely curious tone: Why is engagement limit important if you're doing nonexistant damage? Are opponents less prone to change targets if the engagement is mutual, or is there some other benefit to engagement than the opportunity for disengagement attacks? I also bought a warhammer (shatterstar?) in defiance bay that gives +1 Engagement limit which is much more useful than buffing up your nonexistant damage. What does your main char use? Did you find any better items? But ofc i gave the best items to my main char) None of the buffs overlap, so all my other party members also have great stuff too. Neck - Cape of Deflection (+5 deflections) ![]() Hands - Spiderfingers (+1 perception, grants restore minor endurance) Ring of thorns (+3dex, +5reflex, +20 defense when stunned or prone) Ring of Unshackling - (grants supress affliction) Waist - Girdle of Eoton Constitusion (+3 con) Retaliation perk, +2resolve, +3 corrode dmg reduction, 4 dmg reduction, DR 14 (10/12) My main char was a tank fighter and had these unique items:ġ handed sword - Last Blade of the White Forge (pimped out as much as possible)ġ.2 Attack speed, +5acc and dmg +1.25 to spirits, 25percent freeze dmg, +8 acc and +1.3 dmg (11/12)ġ0percent crits contverted to hits, +8 Shield Deflections, 16deflections, -8 acc, (6/12)Īrmor - Coat of Ill Payment (pimped out as much as possible) So i just finished 40+ hours of the game.
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