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If this was the $5M stretch goal, it woulda been achieved!
Hmn, Feargus praises Dave Williams(system designer) a lot in the comments. Apparently he's very good with complex systems & made a card game called "legend of the five rings". Guess they were comfortable getting more in depth with classes/adding 1 more subclass later trusting him, freeing Josh to lead the narrative & do other stuff.
If this was the $5M stretch goal, it woulda been achieved!
Hmn, Feargus praises Dave Williams(system designer) a lot in the comments. Apparently he's very good with complex systems & made a card game called "legend of the five rings". Guess they were comfortable getting more in depth with classes/adding 1 more subclass later trusting him, freeing Josh to lead the narrative & do other stuff.
Outside of the class-based ones, I think there's a distinct lack of interesting feats in PoE1. The good ones you always pick regardless of class (like +acc), and you struggle with finding the least shitty ones after that. That's a problem with the generic feats, though, so making the subclasses into class feats won't fix that problem, I dunno. There's also another problem that only I care about - it's the total mess that happens in the lore/world with these subclass names. I've been repeating that since forever, but it's basically that these subclasses (most of them) don't exist as a thing in the world of Eora, they are only a UI element with the goal of making the player feel "cool". I also question the point of having subclasses that you pick up at character creation, I always liked subclasses that you work towards in quests, like DA:O f.e.
I am triggered by people using this example in particular when hierophants are the easiest example to give an order of. They are basically scholarly clerics, as they were in real life.
I am triggered by people using this example in particular when hierophants are the easiest example to give an order of. They are basically scholarly clerics, as they were in real life.
I agree that it would be cool to be able to toggle such things off and on, but it sounded like it was an issue with the base model, so I'm guessing turning off parts of it wasn't worth the programming time if it was possible at all.
What? Druid spiritshift was initially useless but in 3.0 it's so strong. Especially Hiravias who will just hit for 100 twice a second later in the game absolutely destroying everything. Hell, I would not be able to do so well in some fights initially in WM if not for Hiravias' shift, he alone could take down 2 ogres during his transformation.
I agree though a shapeshift subclass which sacrifices spells but gets a stronger and permanent spiritshift would be cool. I am especially a fan of stag form, looks cool and feels unique.
I didn't play a Druid in 3.0, I did my 3.0 run with a Wizard, but shapeshifting was beyond mega shit at launch. I kept thinking "maybe it gets better, no one would design something this fucking retarded and weak and be ok with it", but that never happened.
As to making Druids interesting to play, buffing their combat power isn't really enough. Give me exclusive dialogue options for when I'm shapeshifted or NPCs reacting differently to my ugly stag face. I had enough combat for 2 lifetimes in PoE. Give me something cool to do that isn't bashing a monster's face in with a spell that I've used in every RPG I've ever played in the past 20 years.
Hiravias' shapeshifting is actually a pretty great counterpart to Arcane Missiles. Neither are meant to substitute actual spellcasting and both are good 'every battle' resources, kinda like a Priest's Favoured Weapon.