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61  Media / Multiplayer RPGs / Re: Diablo 3? on: April 09, 2014, 08:30:18 PM
I think I've finally come to terms with the fact that I don't really like playing the melee characters in D3.  They're fun when you're leveling, but eventually you hit a wall in terms of damage vs healing and have to really plan out your gear.  Might have to go back to my DH and WD, since those playstyles just gel with my approach to the game. 
62  Media / Multiplayer RPGs / Re: Diablo 3? on: April 06, 2014, 08:44:06 PM
Totally agree with Stephen.  Adventure mode might be the best damn thing about the game.  Quick level gains with friends while hunting loot is a real blast.  Currently working on a WD as my main, Monk as my alt, and just started a Crusader (though I'm not really digging him that much).  My DH started to really bore me.  There are some skills that I just don't gel with, so I use the same build over and over.  

My only real problem is that the loot seems to have dried up a bit for my WD.  Been playing Torment I all damn weekend and only found a few pieces of gear to raise my damage by 10%.  Maybe it's just a bad luck spree, but I'm looking at Stephen's damage rating with a huge level of envy right now...

Edit-
Correction, the Crusader is all sorts of awesome, but he's a bit squishier than I'd like.  He can die really freakin' fast if you aren't healing properly, which makes one of the passive skills kind of necessary.  I think he'll get a few passes in order to get him up to snuff. 
63  Media / Multiplayer RPGs / Re: Diablo 3? on: March 28, 2014, 08:36:25 AM
Had a major breakthrough before bed last night.  For those having trouble, turn the difficulty down until you reach level 70.  As soon as I maxed out my demon hunter, loot started to pour out of mobs like candy and I doubled my toughness in about five minutes.  It makes sense when you think about it; you can't get the high level loot until you're high level.  Unfortunately, the enemies don't appear to scale to your level and loot despite everything I read during the big patch a few weeks ago.  Maybe they only scale to an extent and they actually have hard values as checks?  Who knows, but it was really pissing me off until I finally reached 70.

Oh, and adventure mode is a fucking blast!  Easily the best addition in the game.  It's a whole new economy with tons of things to see and do.  Should extend the life of the game almost indefinitely if they're smart about it.  Hope they have event weekends and stuff to really keep this aspect going. 
64  Media / Multiplayer RPGs / Re: Diablo 3? on: March 27, 2014, 10:50:04 PM
Had to lower the difficulty down to expert.  Sorry, this is shit.  Four fucking hours on Act V and I'm barely finding anything to keep me afloat.  Maybe you're supposed to play it the first time on normal or hard and then work up to the higher modes, but the fact that we've all played this game up and down is fucking the difficulty royally.  There's no difficulty curve, just a straight cliff of, "Fuck you, find better equipment."  

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Don't get me wrong, I'm sure everything is fine when you take a fresh character through loot 2.0 and get equipment as it's supposed to come now.  I'm sure that fixes the difficulty curve.  But I'm having the exact same problem I had when 2.0 came out, where the difficulty is crazy hard but the drops even things out.  Problem is the higher level drops just aren't happening, and now I've lowered it to the point that they probably won't come.  I get that this is a no-win scenario considering how many hours people have put into the game, but right now things are just not fun and it feels like old school inferno where a fucking number wall is keeping me from having fun.  I love the new boss and enemy designs and how they force me to stay mobile, but sections like The Ram just feel like artificial equipment barriers.  
65  Media / Multiplayer RPGs / Re: Diablo 3? on: March 27, 2014, 07:01:08 PM
Oh, I totally get why the difficulty is the way it is, Stephen, don't get me wrong.  They have to craft a level of challenge that satisfies people that have been playing for possibly hundreds of hours, have incredible gear, and maybe tore through all of the levels of torment easily.  I'm just saying that there have been areas that feel damn near gated with the gear that I have and things aren't dropping fast enough for me to be competitive on that level.  I have to put time into the lower difficulty levels in order to get somewhere on the higher levels of torment.  I understand it, but it kinda sucks.  The good loot is finally starting to appear, so it shouldn't take too much longer. 

And, who would have thought?  Stephen has no problem with the difficulty level of a game...
66  Media / Multiplayer RPGs / Re: Diablo 3? on: March 27, 2014, 04:58:35 PM
Yeah, I kind of feel like the difficulty in Act V is a mess.  Had it on Torment II for a while, but then had to knock it down to I at the halfway point because I was doing nothing against certain mobs.  I'm just about at the end and I've hit another wall and will probably have to go down another difficulty level.  It's hard because of the new difficulty levels, monsters, and crazy gear some people have from playing vanilla for so long, but this thing feels horribly balanced and all over the place.  Hopefully things will get better after a few more hours looking for better loot, or maybe being able to find high level equipment on the previous acts helps.  Not quite sure...
67  The Rest / General Discussions / Re: RPGFan Podcast (Random Encounter) Thread on: March 25, 2014, 10:11:01 PM
Damn straight!  Reaper of Souls is fucking brilliant.  Can't wait to talk about it.

I really need to finish Sleeping Dogs and Strider before tackling another game.  I'm thinking either Yazuka 4 or Deception IV (but I don't know whether I should get the PS3 or Vita version of that game). 
68  The Rest / General Discussions / Re: RPGFan Podcast (Random Encounter) Thread on: March 24, 2014, 07:45:48 PM
Episode 77 is live.  Enjoy!! 
69  Media / Single-Player RPGs / Re: Dark Souls 2 on: March 18, 2014, 05:26:41 PM
I was using a great shield for the whole game, and there were certain enemies and bosses that were somehow damaging me through the shield even though they weren't using an elemental attack.  We're talking huge chunks of HP despite having 100% damage reduction, and it was only happening occasionally.  As I was telling Stephen yesterday, I think this game has a bit more jank than the others, but its still quite good.  I'm really hoping some of the issues with hit boxes and hit detection are addressed in future patches.  These were minor annoyances in the regular game, but they WILL get you killed on NG+.  Some enemies seem to shrug off their stun animation faster than you can combo, meaning lots of death despite appearing to be able to get an extra hit in. 
70  Media / Single-Player RPGs / Re: Dark Souls 2 on: March 17, 2014, 02:13:23 PM
Ugh, NG+ red phantoms need to be addressed.  Not talking about actual players, just the NPCs that populate areas.  They break animation frames like crazy and feel incredibly cheap.  Really hoping they patch that and the fact that certain attacks can hit you through a shield if you're on an incline.  It doesn't feel intentional and makes some of the late game areas feel quite broken.

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Seriously, what the fuck with that last section of Dragon Shrine?  The giant knights with hammers never stop attacking to the point that it feels glitched, the dragon enemies can just break an animation whenever they feel like, and the giant shield dudes are just all sorts of fucked.  I think you can run straight through if you want, but this section had me cursing like a fucking sailor.  This was the worst part of the game for me by far.  The giant knights with swords were randomly hurting me while fighting on the giant staircase and it got me killed quite a few times.  Feels like their engine can't handle inclined plane fighting (remember, I'm a physics teacher!) and it needs to be addressed with a patch.  
71  Media / Single-Player RPGs / Re: Dark Souls 2 on: March 17, 2014, 09:17:37 AM
Finished it last night too, and I think the game picked up quite a bit in the last few areas.  I think I know exactly which place you're talking about, Cyril....

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Shrine of Amana and those mages, yes?  I had to kite the shit out of them with my bow.  Feels like arrows are necessary for tricky parts like this and the fucking ogres in Aldia's Keep.  God, that hallway was a bitch, especially with the red phantom who showed up because I'm an idiot and won't listen!

The difficulty in the last few zones is absolutely crazy.  Most enemies will kill you in one hit or stun lock you, but there are some nice tricks to beating them.  I'm really concerned about the ability to summon in NG+, however.  I stopped leveling at 112, which is a bit over what I should have done but dammit I wanted my great club to smash shit.  The soul memory thing could also prove disastrous if they don't relax the requirement for summoning ranges. 
72  Media / Single-Player RPGs / Re: Dark Souls 2 on: March 16, 2014, 10:12:44 AM
There's a lot of debate right now about whether you're supposed to turn human again after using a white soapstone and clearing a boss.  That's the way it works in Demon's Souls, but it seems to be completely random in this one.  I've turned human after clearing a boss, after dying, and even after the host died.  Then I've had situations where I've helped five people in a row with no change.  I can't tell if it's bugged or if it's supposed to be random. 
73  Media / Single-Player RPGs / Re: Dark Souls 2 on: March 14, 2014, 05:40:21 PM
To Deufo:

Code:
You can actually eliminate the poison lake when you fight that Medusa-wannabe.  Near one of the bonfires is a slightly hidden path that leads up to the main windmill.  Look for one of those fast ninja-like things right near an open area you can easily fall down.  You have the option to set fire to it if you have a lit torch.  Makes that fight way easier. 
74  Media / Single-Player RPGs / Re: Dark Souls 2 on: March 14, 2014, 02:07:37 PM
See, that animation was in Dark Souls, but it certainly didn't last as long.  Thankfully, I went with a heavy shield and bastard sword combo with light armor to keep me maneuverable.  I can roll when I have to and my damage output is pretty nice.  Just got to +8 with 31 strength and I'm doing about 310 damage per hit.  Keep in mind that elemental damages now scale with attributes (lightning with faith, for example), so you really can go just about any direction with your character without ending up screwed provided you focus on a couple of attributes.  I put my adaptability around 25 so my speed is around 96.  I can't really notice a difference, but I'm sure it's there when it comes to attack animations.  Also, you can roll faster after a swing than raising your shield, which I have to constantly remember on certain boss fights. 
75  Media / Single-Player RPGs / Re: Dark Souls 2 on: March 14, 2014, 08:42:46 AM
The biggest change in the combat mechanics IMO is how you don't immediately raise your shield anymore.  You have to be so damn careful now because it's almost an action now, as there's some animation frames you have to go through in order to reach blocking status.  That was killing me over and over again at the start, but I've gotten pretty used to it so far. 
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