- Joined
- Jan 28, 2011
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- 97,599
Do you need a room aweigh
I can't say I don't prefer it that way.
Complexity only has a reason for existence if it leads to interesting strategic decisions, trade-offs, and changing tactics. Otherwise what's the point.
To someone who knows the system inside and out, probably less so, but I've yet to see one player say that he enjoys PoE combat more than IE combat.
- General
- Changed cast and recovery time categories:
- Decreased cast duration of summoned weapons from 5.0s/0 to 1.5s/0
- Quickened a set of cc spells, cipher powers, and underpowered damaging spells
- Cipher
- Rank 1
- Mind Wave (shred) (interrupts onHit): 3s/4s -> 1.5s/3.0s *
- Whisper of Treason (deception): 5s/3s -> 3s/1.5s *
- Valorous Echoes (echo): 3s/4s -> 1.5s -> 1.5s *
- Antipathetic Field (shred): 3s/4s -> 3s/1.5s *
- Soul Shock (echo): 3s/4s -> 3s/1.5s *
- Tenuous Grasp (deception): 3s/4s -> 1.5s/1.5s *
- Eyestrike (deception, gaze): 5s/2s -> 3s/1.5s *
- Rank 2
- Phantom Foes (deception): 3s/4s -> 3s/1.5s *
- Mind Blades (shred): 3s/4s -> 3s/1.5s *
- Recall Agony (shred): 5s/2s -> 1.5s/1.5s *
- Psychovampiric Shield (echo): 3s/4s -> 1.5s/1.5s *
- Amplified Thrust (echo): 3s/4s -> 1.5s/1.5s *
- Mental Binding (deception): 5s/3s -> 3s/1.5s *
- Rank 3
- Secret Horrors (deception): 3s/4s -> 3s/1.5s *
- Soul Ingition (shred): 5s/3s -> 3s/1.5s *
- Pain Link (shred): 3s/4s -> 1.5s/1.5s *
- Ectopsychic Echo (echo): 3s/4s -> 3s/1.5s *
- Fractured Volition (deception): 3s/4s -> 1.5s/1.5s *
- Puppet Master (deception): 5s/3s -> 4.5s/1.5s
- Rank 4
- Wild Leech (deception): 3s/4s -> 1.5s/1.5s *
- Mind Lance (shred) (interrupts onHit): 3s/4s -> 1.5s/3.0s *
- Silent Scream (shred) (interrupts onHit): 3s/4s -> 1.5s/3.0s *
- Pain Block (echo): 0.5s/4s -> 1.5s/1.5s *
- Echoing Shield (echo): 3s/4s -> 1.5s/1.5s *
- Body Attunement (deception): 3s/4s -> 3s/1.5s *
- Going Between: ? (this power is missing in beta3)
- Rank 5
- Detonate (shred): 5s/3s -> 4.5s/1.5s
- Borrowed Instinct Lance (deception): 3s/4s -> 3s/1.5s *
- Ring Leader (deception): 3s/4s -> 4.5s/1.5s *
- Tactical Meld: ? (this power is missing in beta3)
- Wizard
- Rank 1
- Arkemyr's Dazzling Lights (illusions): 3s/4s -> 3s/3s
- Thrust of Tattered Veils (evocation) (interrupts onHit): 0.5s/4s -> 0.5/3s
- Minoletta's Minor Missiles (evocation): 0.5s/4s -> 1.5/1.5s *
- Wizard's Double (illusions): 0.4s/0s -> 0.5s/0s
- Chill Fog (transmutation): 5s/3s -> 3s/3s *
- Slicken (transmutation) (interrupts onHit): 5s/3s -> 3s/3s *
- Jolting Touch (transmutation): 3s/4s -> 3s/3s
- Kalakoth's Sunless Graps (conjuration): 3s/4s -> 1.5s/1.5s *
- Concelhaut's Parasitic Staff (conjuration): 5s/0s -> 1.5s/0s *
- Ghost Blades (conjuration): 3s/4s -> 1.5s/1.5s *
- Fleet Feet (enchanting): 0.4s/0s -> 0.5s/0s
- Fan of Flames (evocation): 3s/4s -> 3s/3s
- Eldritch Aim (enchanting): 3s/0s ->0.5s/0 *
- Spirit Shield (enchanting): 0.4s/0s -> 0.5s/0s
- Rank 2
- Curse of Blackened Sight (illusions): 5s/3s -> 3s/3s *
- Miasma of Dull Mindness (illusions): 3s/4s -> 3s/3s
- Mirrored Image (illusions): 0.4s/0s -> 0.5s/0s
- Bewildering Spectacle (illusions): 3s/4s -> 3s/3.0s
- Fetid Caress (transmutation): 5.0s/3.0s -> 3s/3.0s *
- Grimoire Slam (transmutation) (interrupts onHit): 1.1s/4s -> 1.1s/3.0s
- Combusting Wounds (transmutation): 3s/4s -> 3s/3s
- Concelhaut's Corrosive Siphon (transmutation): 3s/4s -> 3s/3s
- Necroctic Lance (conjuration)(interrupts onCrit): 5s/3s -> 4.5s/1.5s
- Merciless Gaze (enchanting): 3s/0s -> 0.5s/0s
- Arcane Veil (conjuration): 0.4s/0s -> 0.5s/0s
- Binding Web (conjuration): 5s/3s -> 3s/3s
- Ray of Fire (evocation): 5s/3s -> 3s/3s
- Rolling Flame (evocation) (interrupts onHit): 5s/3s -> 4.5s/1.5s
- Bulwark (enchanting): 0.4s/0s -> 0.5s/0s
- Infuse with Vital Essense (enchanting): 0.4s/0s -> 0.5s/0s
- Priest
- Various
- All spiritual weapons: 5.0s/0 -> 1.5s/0s *
- Druid
- Various
- Firebrand: 5.0s/0 -> 1.5s/0s *
- Chanter
- Summons
- Skeletons: 5s/3s -> 3s/3s *
- Ogres: 8s/2s -> 3s/4.5s *
- Phantoms: 8s/2s -> 6s/0s *
- Drakes: 8s/2s -> 6s/0s *
- Wisps: 8s/2s -> 6s/0s *
- Reasoning:
- having [quick cast, 3s+ recovery] and [slow cast, but no recovery] categories will allow chanters to specialize. A squshy chanter might prefer the former, due to faster summoning, and because they are melee. While heavy-armored chanters will likely prefer the later, as they won't have to suffer from recovery penalty.
- Ogres have an extra 1.5s recovery because they have 25s duration compared to 12s of skeletons.- Notes:
- Here are listed the spells I have iterated through so far.
- With * are marked spells that required cast or recovery category change in my opinion.
Complexity only has a reason for existence if it leads to interesting strategic decisions, trade-offs, and changing tactics. Otherwise what's the point.
I should take it that PoE's complexity is only there for role-playing and challenge doesn't come into the equation?
I don't think we even need to consider SCS in this.
BG2-SOA: complex rules that lead to complex strategies/tactics
Rangers and Paladins eventually get access to the Druid and Cleric spell list respectively
Thieves require special micromanagement to get the most out of their backstabs.
Ranged characters have access to elemental arrows that need to be taken care of to maximize their effectiveness, etc.
They just aren't as busy as their PoE1 equivalents. Ironically enough, this progression is what makes each class individually stand out more and have a gameplay niche.
You really need to play the entire BG saga with SCS.