Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In my own experience, I just never cared about losing Poise. When I have a source of it (usually the class that gives it over time when standing next to enemies) I usually just fight in place as long as I can, and then just move to next group of enemies and start stacking it up again. In fact I didn't even think of using Poise with teleportation (and while logically it makes sense you don't lose Poise on teleport, for some reason intuitively I assumed you would).
I tried using it with teleport before but you need a massive investment in teleport mastery to get the delay down to 1 turn, and even 1 turn is a long time when enemies have 20+ speed. There's a robe that could fix it if you deal astral damage... but then you probably don't want to be near enemies if you're wearing a robe and doing astral damage.
The fundamental problem with it is that the bonuses it gives are valuable to characters with low armour/block, but if you have low armour/block you're not going to survive long enough to build up the stacks. The other scenario where it helps a lot is terrain with a chokepoint where even ranged enemies will come to you, but that's not something you can reliably find.
On a different note: War Chant poise builds and Dream builds can get away without teleport since they don't need to get adjacent to the enemy.
I'm not saying it's a good/bad thing, just it seems somewhat consistent with other parts of the game.
It's clearly working "as intended" in the sense the text clearly states it's removed on step. As in, it's celearly not a bug.
Though whether that's conductive to fun gameplay and in line with the dev's goals is another thing, and I would also be happy to hear from the dev on this.
Really really appreciate the thoughts going into this and again, open to considering the partial removal ( 50% stacks on move seems reasonable, and I might not even decrease the gain either lol ) (I may have already talked myself into it)
*I'm actually messing with another effect-removal situation: how transformations replace each other -- the next update will have the old transformation pass its stacks into the new one, which could create some interesting things involving switching (Sparkform to an immediate +10 Batform for example)