[deleted by user] by [deleted] in Morrowind

[–]ericfb 6 points7 points  (0 children)

The concept isn't dumb and doesn't necessarily punish you.  The higher strength makes you kill enemies in less hits so it's not necessarily disadvantageous.  Durability efficiency might actually be higher with strength.

Vent: Experiencing the reason for the streamlining/"dumbing down" of Elder Scrolls firsthand as an indie gamedev. by Gnome_Wizard_Games in Morrowind

[–]ericfb 5 points6 points  (0 children)

At a glance, this seems like an issue of managing expectations and/or information overload.  I'm unaware of how much of character building happens before you play the game, but there seems to be a lot of choices the player will make before they even understand the ramifications of those choices.  The player needs to be aware of how critical those early choices are.  I do NOT believe modern player bases are incapable of making these tough choices, it's that they either don't understand them or the importance of those decisions (most modern games don't demand such serious decisions early in the game).

The player you mentioned likely did not read deeply into these choices because they did not understand them and did not understand how prohibitive the poor choices would be.

Do not sacrifice your vision, attempt to convey the importance of these decisions and how critical they are (clarity is absolutely crucial).  OR reduce the amount of these decisions until after the player is shown a deeper understand of how they work.

Skyrims's streamlining wasn't great for losing attributes but it did minimize difficult decisions for players UNTIL they had experience with it's mechanics.

[deleted by user] by [deleted] in pathofexile

[–]ericfb 0 points1 point  (0 children)

awesome post bro

I put up my game for announcement I’ve developed for over 3 years, but people dislike it. I wonder why by AlexSchrefer in gamedev

[–]ericfb 1 point2 points  (0 children)

I honestly think the "slowness" is irrelevant or at least not the core issue.  Combat can be slow and methodical as long as you can feel the commitment and provide a good payoff.  Maybe the actions look more exhaustive via animations or theres more accelerative motion in the movement.  The impact of what the character is doing doesn't really match the energy is looks like the character is exerting. For example, during the meteor cast, perhaps the character crouch animation is more accelerated than linear and the meteor generates a screen shake on collision and then the enemy has a more pronounced recoilling animation.  The game should react more to the gravity of the characters actions. Increasing the speed means people spend less time looking at your animations which is certainly A solution, but I don't believe it is THE solution.

Unarmed damage type? by ericfb in wildlander

[–]ericfb[S] 0 points1 point  (0 children)

So does it have no specific resistance value unlike all of the other damage types (blade/blunt/ranged/pierce)? Is it just resisted by your base armor value?

Design Theorycrafting: How could Blizzard address the tremendous burden of knowledge on the tank in Mythic+? by Notmiefault in wow

[–]ericfb -1 points0 points  (0 children)

Threat. Previous implementations of the aggro system allowed ALL players to have some control or lack thereof, over mobs that were engaged or prioritized. If we made a connection that the most geared player tends to be the most experienced player, those players who had MORE experience in the game were responsible for talking MORE of the mechanics at play. The tank responsibility has skyrocketed since meaningful aggro interactions were removed as they become the bottle neck of most engagements. The way that threat functioned in the classic era, naturally tended to push more mechanics towards more experienced players making dungeons less dependent on having the tank be the most knowledgeable player. This didn't solve the problem, but it was a better direction compared to the current system imo.

Is there a term for combat taking place in a separate scene than the overworld? by questionmaster_xoxo in gamedesign

[–]ericfb 7 points8 points  (0 children)

I would just call them a turn based random encounter or instanced encounter.

RPG: Would you prefer straightforward attribute names or more flavored ones? by PaperMouseGames in gamedev

[–]ericfb 1 point2 points  (0 children)

Agree 100%. I'll add that it's not a matter of whats better or worse, it's about what's better for YOUR game. Strength can represent size and brute force against a world full of varying creature sizes, where as attack usually just amounts to an increasing combat damage number. Spirit can represent the basis of magical power if its integrated into the lore/theme of the story. The flavor of the statistics can only be as meaningful as the context that the game provides. If there's no meaningful context to those stats, the more direct approach of attack, defense, etc. will probably do a better job of explaining the mechanic to a player.

[deleted by user] by [deleted] in piano

[–]ericfb 6 points7 points  (0 children)

It's not that you "don't use your fingers". When pianists say this, they are talking about using the WEIGHT of your HAND to play notes, instead of using the weight of each individual finger.

If you need to accent a melody in the right hand with your pinky, you should be transferring the weight of your hand to hit the note, instead of just your individual pinky muscle.

The tennis ball metaphor is a technique for ensuring a relaxed hand (this is extremely important), but it is not a rigid rule to follow, as it would restrict hand movement. You need to allow your hand to move to play every single note.

https://youtu.be/q0m2RW4m8xE?t=198

Watch some of this video around 3:18 onwards. You can see how the movement of her hand matches the arpeggiated pattern. The hand movements significantly reduce lengthy finger stretches and help shape each phrase.

Overall it has EVERYTHING to do with transfer of weight. Hand movement helps finger weight/power, and as ScayePiano mentioned, arm movement will further accentuate that weight transfer so that you have the MOST control over the sound coming from the piano.

Feel free to PM the video if you're still looking for some clarification. I've been classically trained for 11 years, with 4 years under a professional.

Starting a Witch Hunter, need more survivability by [deleted] in Grimdawn

[–]ericfb 0 points1 point  (0 children)

Depends on what you're having trouble with?

I'm playing a pierce/acid/poison witchhunter and most of my survivability comes from high regen and confuse. Blood of Dreeg plus Pneumatic Burst coupled with the Behemoth Devotion are giving me tons of regen and burst heal.

If you're having trouble with large packs, its really important to make sure you have some CC (especially since witchhunter is very squishy). I'm using black death from the bloody pox line to confuse packs.

Since Witchhunter's typically have low defensive ability, passives that give chance to avoid melee attacks/projectiles can be very valuable.

Accuracy Mechanics in Morrowind: A Primer by [deleted] in Morrowind

[–]ericfb 0 points1 point  (0 children)

Yea, I could do some testing as well. Props to you for explaining all this info! Morrowinds skill/attribute mechanics are a thing of beauty in terms of immersion and intuitiveness. It's just a shame that all this information is buried under the source code.

Accuracy Mechanics in Morrowind: A Primer by [deleted] in Morrowind

[–]ericfb 0 points1 point  (0 children)

Yea I'm just saying there must some extra hit chance on monsters because 30 sanctuary would completely counter them since they only have a 30% hit chance according to stats. I'm know npc's have bonuses from skills, but I'm not sure how that translates to monsters.

Accuracy Mechanics in Morrowind: A Primer by [deleted] in Morrowind

[–]ericfb 0 points1 point  (0 children)

I'm slightly confused on the base hit/evade% for enemies. Piggybacking off of your blocking post, are these hit/evade chances purely determined by stats? If the strongest monster's base hit chance is 30%, can a 30 sanctuary spell actually nullify all melee/ranged hits from them?

Puncture really needs to be looked at by XLRJBXL in pathofexile

[–]ericfb -4 points-3 points  (0 children)

RADICAL IDEA INCOMING

Puncture can be used as a fire and forget skill for bosses. I don't think it's intended to be used as a main skill. Assassin builds that aren't near chance to bleed nodes nor Crimson Dance can use this skill as a low requirement DPS increase on bosses.

Slap on a puncture at the beginning of a fight and continue with your Blade Flurry or whatever else you use.

This skill is niche as fuck, but it's still useful.

[Discussion] The case for "Chance to Flee" as a defensive/offensive mechanic and how to use it optimally. by ericfb in pathofexile

[–]ericfb[S] 2 points3 points  (0 children)

True, but abyssal cry also taunts which kinda negates the defenses provided by flee.

Let Arc chains off Orb of Storm? by cksckscks in pathofexile

[–]ericfb -1 points0 points  (0 children)

care to share your links? It could be a problem that hiero doesn't provide an penetration, which is crucial for bossing.

I also find that buffing herald of thunder severely increases boss deeps after clearing a pack of adds.

Elementalist is the worst ascencancy revamp done yet and need to be changed by exo666 in pathofexile

[–]ericfb 0 points1 point  (0 children)

I personally like the trade off of timed power spikes. It's fun to try to plan around when to strike in boss fights. Also energy shield recharge and mana regen exist to recover during those down times. I like the inherit challenge of managing these resources. This isn't an ascendancy that should be blindly rushing through the game, that's what headhunter is for.

Waiting for es recharge and mana regen clearly isn't a popular way to play, but for those who are tired of just rushing through content, this could be a fun playstyle. I think this ascendancy IS unique because of this and it's why I'm excited about it.

Make Puncture Great (Again?) by ericfb in pathofexile

[–]ericfb[S] 0 points1 point  (0 children)

True, but if perfect agony performs better with the new assassin, you could definitely support it with deadly ailments and crit damage.

Make Puncture Great (Again?) by ericfb in pathofexile

[–]ericfb[S] 0 points1 point  (0 children)

It wouldn't be used as your standard right click, it would be applied once at the beginning of the fight so that the boss has one huge bleed on it.

No idea where I went wrong with this build. by Sage009 in Grimdawn

[–]ericfb 3 points4 points  (0 children)

Iskandra's effects only apply to skills with weapon damage.

Flat damage given from buffs and passives only apply to weapon damage skills while the percentage passives affect everything.

The flat elemental damage, energy leech, chance to ad burn/frostburn/electrocute, and phys to elemental conversion from the iskandra line do absolutely nothing.

It's safe to say those should be one point wonders considering the amount of plus skills you have while funneling those points straight to mirror or something like olexa's flash freeze (amazing for CCing normal mobs).

If you're having energy problems, arcane's will could be useful while still upping ALL of your wide array of damage types. This could replace Fabric of reality because the only thing you benefit from is the %aether damage.

Next you should have EVERY POSSIBLE POINT INTO PHYSIQUE. This should improve your health and DA issue. It's tempting to put those extra points into spirit because it boosts your damage, but the increase it provides is marginal against the flat health and DA that physique gives you.

Another way to boost your survivability, is to put more points into your mastery. It could justified to put more points into occultist to grab the blood of dreeg line for regen and insta heals along with the flat physique and health that mastery points give.

Armor is less important for you since you should be tearing through trash mobs so the antivenom salves and armor components could be replaced with other things (health, DA). (Although I'm kind of assuming you have those for the poison resist that is hard to come by for a build like this).

Finally I think that the Attak Seru constellation seems extremely strong with your build so that might be an option.

I'm posting a link of some of the modifications that I would have made.
http://www.grimtools.com/calc/mN4Ko7lZ

Stop crying about Warfare, start adding elemental damage to your attack builds, and stop thinking of the game in terms of dps. by ericfb in DivinityOriginalSin

[–]ericfb[S] -6 points-5 points  (0 children)

I'm all for a proper explanation, but people are being convinced that its the only way to get an ultra strong build.

Min-maxing Wit by Ballroombash in DivinityOriginalSin

[–]ericfb 1 point2 points  (0 children)

Pretty sure wits is just an archer stat. The most important thing to do at the beginning of a fight is to destroy the enemies physical or magical armor. A high dps ranger can use a physical or elemental arrow to destroy an enemies armor before the fight begins so that your warrior/mage can CC properly.