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Of what trait do you speak?
Yes, +100% is indicated for 1 round effects. Most buffs/debuffs last 1-5/1-2 rounds, so in some cases lesser bonuses would have an effect.
(Tbh, such spells have been nerfed to uselessness over the years, in the name of "challenge" - as if players could not have not used them if they wanted that. Meaningful control spells are anything but that. Rant off.)
I do however thank Obsidian for making an option for going Turn Based and I'm glad a lot of people are enjoying it.
Apparently with faster attack speed when you attack, you'll move up quicker on the list of turns in the battle for next turn, unless of course everyone else had a faster attack speed. I'm pretty sure that attack speed is relative to other people's actions and attack speed (if they attack)
Weapon speed , Armor recovery, + Many Skills, Many factors and many skills now were
developed upon the fact this game is real time base game.
So.... on the Turn base,
EVERY skill, speed, recovery factor must be TOTALLY reconsidered
and it's kind of making a whole different game from the point of battle.
Maybe it's just me, but fights are longer, like, really time-consuming...
And with a 18 Perception char missing a lot of "70%+ chance to hit" strikes, Eder not even landing the slightest freaking graze, even with only his saber and no shield. The whole start was starting to get tedious.
OK, it's the same story in RT but things go faster. If you realize you've screwed up at some point, taking too much damage or were super unlucky with CC fails, you just reload.
In TBM, I have trouble assessing the situation. So I have led all the fight to their ends so far (only reloaded once) and like I said before, it's time consuming, even with Speeded up combat animations.
On a side note :
AIs Pathing is comically showing its limits.
Wall(s) of cannon-fodder summons seems viable again.
Charm is borderline OP because either it works and your team gains a temporary member or it bugs and the mob is "stuck", not attacking, not moving untill the effect wears off.
Knock-down effect (fighter) seems useless at first glance, unless you manage to hit a mob which hasn't had its turn yet. Because they auto get backk on their feet as soon as the turn is over. But sometimes, it bugs. I had a boar stuck into 'I'm down' frame and the poor thing stayed that way for the whole fight, not able to attack but, at the same time, couldn't be "backstabed".
And I'm still trying to figure out if Dex has any impact on how far you can move+attack.
That's why it's a beta genius.
Can't agree more. The 'everyone gets one turn each round' system is too flawed to properly transfer the base game mechanics into turn based. Maybe if they remove the rounds system and give everyone calculated time units to calculate when their turn comes up (spell/buff/debuff durations need a bit the same kind of calculation), it could actually work. BUT.... then initiative becomes worthless (or give initiative somekind of reduction in calculated wait time?).
Good luck Obsidian. Again I applaud you to at least try it and give players the option cause there are a lof of em who DO enjoy the Turn Based in PoE2
Even it does. That's no match for real time where every 0.1 sec counts.
Totally big gap.
Like Kref above says, at turn base, it just works within One turn ( one round ).
Not successive.
Then, all speed factor should be Totally reconcidered as a aspect of Balance.
I'll never know. RTwP will always be more tactical and have way more depth.