Cookies Disclaimer

I agree Our site saves small pieces of text information (cookies) on your device in order to authenticate logins, deliver better content and provide statistical analysis. You can adjust your browser settings to prevent our site from using cookies, but doing so will prevent some aspects of the site from functioning properly.

All posts created by Seraph

Seraph
You could join an active settlement, get involved somewhere. Other players do exist and we have a pretty steady group that's on day after day finding things to do.

The foremost reason I'm still playing is because I like the people I'm gaming with. If I really didn't have anyone to play with and I was the only one around, I'd 100% agree with you and stop playing in favor of something else. Hope alone isn't enough.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
While it did take longer than we thought, Midnight, I see no reason to not be cheerful about this very positive announcement. Salvation was coming and is coming, only the timeline was wrong.

I'm playing the game more now than I was then, and I'm excited to see it starting to evolve again.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Bringslite
Edit: Oh, that's right. The Usties popped again in our crater hex. Praise Iomedae! The mysterious esc killers can't keep The Righteous down. ;P

I'd be careful about advertising that.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Great work, Bob, looking forward to getting in game later today!
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I think there's a very good chance that Obsidian is NewCorp. But in my book that's a good thing – KotOR II, Neverwinter Nights 2, and Fallout New Vegas are some of my favorite RPGs.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
These are interesting numbers. I had no idea that Brighthaven/Hammerfall/BWG combine to over 500 characters.

Optimistically looking forward to the day that we might have that number of active ones.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Having them on separate cooldowns would effectively double the amount of power you have available in a play session as long as you have access to one, whether your session is 1 hour or 6. I don't think that's what we're going for.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Alright alright. As one of the most outspoken proponents of Auspicious Critical in the past, I might as well share my thoughts.

Like I always said, I didn't really want Auspicious Critical to remain broken, I wanted clear input or game mechanics that regulated the amount of power that is supposed to be available to us. Best case, I could continue my current style of gameplay, one where I'm not afraid to soften an encounter up with Improved Holy Light or Divine Blaze before diving in. I thought back to before I had the feat and all the time I spent at the inn every session with disdain.

Now we have clear dev input, thanks to Bob. Use power in tough fights, only occasionally or skip in easier fights. I.e., only use them when you need to in order to win, and here, take this camp upgrade so you have more than you used to without using the broken feat. I think that's a fair standpoint, I'll definitely urge the crafters to equip us with camps to take advantage of this new feature, and as I play I'll get a feel for the new system and see what kind of play style is sustainable. I'll probably keep the feat slotted for now and see what kind of power returns I get – what kind of crit rate I manage in the wild. A little awkward that power regen will scale with my attack rate, but that happened with the broken feat too.

All that said, I think this is really just an intermediate step to open up the next stage of dialogue about expendable balance. Personally, I like using Improved Holy Light right now to zap the first mob in an encounter or weaken it, but to be honest, most of the times I use it I don't need it – it doesn't make the difference of living or dying. Now, Greater Cure just about always makes that kind of difference. I need power available so I can always cast Greater Cure in a fight. I may not do it every pull, but that capability needs to be there in case I get more random aggro than normal.

So here's the point I'm trying to make – if we're only supposed to use expendables in the tough fights to make them beatable, every expendable (of an appropriate tier) needs to be able to make that difference in the right kind of fight.

Unless I crit a lot more than I think I do, chances are my new playstyle will be only spending power on heals. Which is sad. But while now I might pop Divine Power before a tough fight, it's so hard to measure its actual impact on combat that I assume I will stop casting it. Improved Holy Light does great damage, but the net impact on a fight is that maybe that mage will last 2-3 seconds less than it would if I didn't use it, and that's usually not an outcome changer.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I agree with Duffy here. His idea, as long as there are plenty of things to spend influence on (there should probably be an additional "peacetime" sink if you're in a position where you're not actively engaging in PvP against another settlement), means that there's less manipulation of moving people around just to manage your caps. Every character generates the same amount wherever they are, so across your organization your influence flow should be pretty constant.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
There's such a fine line between irrelevance and overpoweredness when it comes to expendables and power consumption that I think the only way to make things right is to redesign the system. Someone needs to decide exactly how much access we're intended to have to expendables on a per-day or per-fight basis and then make a system that grants that level of access. Our discussion here is greatly hindered by the fact that we don't seem to have any clear idea what GW's intent was.

Needless to say I'm interested to see what NewCorp does with it.
Seraph
Cleric of Sarenrae
Brighthaven