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1. I dont know, never used any guides.
2. All classes seem to be great. Most op class I've played yet is still probably evoker wizard
3. Never used mods, so I don't know.
4. Some abilities are much better, some are worse. Most self buff abilities are free actions, meaning you can do as many in a turn as you want (can buff 5 different spells and then attack), but this seems to be only with self buffs and auxiliary abilities (like the rogue jump ability is also a free action).
5. It's great. Poe 2 with turn based has become my all time favourite Rpg ever.
6. Absolutely. Combat will take longer for obvious reasons, but it let's you think more tactically, you don't have to micro manage rogues for sneak attack anymore, and repositioning is much easier.
7. You can pause the game at any time) even during an enemies turn), click on your character and redirect a spell as long as it's still in range, at any time up until the turn the spell goes off (which is clearly labeled in the turn order).
It's actually much easier to aim and cast aoe attacks than it is in real time mode.
I took the game back 2 weeks ago and it seems I missed the info on turn based being a thing.
Self buff being free actions is amazing. how long does they last compared to before ? Is it Like 2 turns for this buff, 5 for the one who previously last 60 sec ? smth like that ? Battlemage Aloth sounds more appealing than ever with the massive buffing possibilities.
Glad to hear on AOE and positioning too. I always avoided rogue for this reason, maybe I will try one this time.
One important question tough. Could you give a rough breakdown on how stats affect gameplay now?
Like I suppose IINT would increase number of turns for buff duration ? and still Aoe size hopefully.
Also does engagement mechanic still applies or is it all about positioning your tanks close to targets and block their paths ?
Intelligence seems to be more about increasing area of effect than duration now. Dex isn't as important for tanky types who can afford to go last in a round as they'd survive the hits before their turn, but more important for casters.
The rest of the stats are about the same though.
Engagement works the same as before, so your tanks still do their job.
This is the video of his I watched.
https://youtu.be/6X2nNO9Enoo
After checking every class yesterday, I'm glad to see at least it's possible to increase even 1 round buff duration. Being a fan of monk, I was surprise to see his mandatory buff, swift strike was useless since effective for a single turn and boosting a stat not needed anymore. However after a few lvls it should become useful again once you upgrade ability to do other stuff AND once it last for about 3 rounds.
I also checked a few mods. Some do not work, and I decided to delete every tweak mods that tend to mess up the tooltip. Maybe they still work in game but i'm not willing to take the chance. I kept my companions subclass mod, since I believe it it won't affect anything turn based game changed and will work. Not to mention, I want even more in turn based to play aloth battlemage and Xoti templar.
I also noted a few tweaks on monk changing abilities cost in ressource did work, and so I managed to change switf strike into costing wounds, not mortification, same for flagellant path and a few others. Also the mod on transcandent suffering is working : i get the penetration and armor rating bonus each few lvls, and I'm hoping this much will help balance lost of shattered pillar subclass for turn based and lost of attack speed for dual wield.
Shattered pillars has probably become useless in turn based, since it only works on normal attacks and doesn't produce wounds with abilities, while in turn base you want to use abilities most of the time. and it keeps it's nerf of max wound 5 and all else. Not a problem tough, I will use another subclass.
I'm going to actually use single class Hellwalker. Since this is turn based, I can position properly my monk and avoid taking too much damage. AT max wound I take 50% more damage, which is still OK to take a few hits.
Dance of death seems to be mandatory now for monk. It's actually a huge buff.
I rather play with companions if i can, so I will have maia as my ranger, and unfortunately I won't have ghost heart subclass. I hope that firearm are still viable in turn based mode. I swear to god if they put a waiting round to reload it's gonna be instant playthrough delete for me :/
With a monk you're better off with attacks than you are abilities. Swift strike with the critical upgrade can net you 4 hits in a single attack, jumping your psi points up huge, so next turn you can use soul annihilation and all your psi points into extra damage for massive hits. Extremely powerful build.
Also firearms are now the most useful range weapon in turn based.