View619
Members-
Posts
569 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by View619
-
You can already rest for free, use the console. Before you ask, it's either cheating or achievements so choose one.
-
Yeah, the word that comes to my mind whenever I think of current POE isn't "fun" but "potential". I'm running through on and off using the IE mod, but if patch 1.05 doesn't do something drastic regarding difficulty balance and the overall feel of combat, I may be joining the wait for the expansion as well.
-
Well, the original pitch (iirc) was that players would not hit max level unless they did a lot of side content. Otherwise, they would be around level 9/10 if they stuck to the main patch which is why the end game encounters seem balanced for a party of that level. Instead, we get lop-sided xp gain that completely contradicts the intended design goals.
- 63 replies
-
- 1
-
- mod
- experience
-
(and 1 more)
Tagged with:
-
Enemies will intelligently switch targets if you start kiting in SCS, but it's still pretty exploitative since you can just dance out of range with each new character. I like the fact that engagement penalizes recklessly running out of melee range like that, it's just that the punishment is pretty heavy handed. An increased accuracy, interrupting disengagement attack with a chance to Hobble would have been better, then the enemy could actually stick to you to prevent kiting. An instant, free, interrupting, increased accuracy and increased damage melee strike is way too steep. Hell, variable enemy disengagement attacks would have been nice too.
-
Unnecessary features
View619 replied to Awathorn's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hell, I remember a picture of a Cipher soul-reading an item in one of the backer updates. Another feature that was planned but scrapped due to circumstances? -
Unnecessary features
View619 replied to Awathorn's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Using the Infinite Stash is optional, I limit myself to character inventory for everything except quest items/crafting supplies with no major problems. Of course, I also use the IE mod's Drop Item function so I'm not forced to keep whatever I want to replace. Also, avoiding enchantments to make found items a little more meaningful (itemization still needs work). Limited camping supplies is a great idea, I honestly think there should be greater restrictions on where you can camp (no resting with enemies about ala IE games). Custom companions are also great, since not everybody wants to use Obsidian's companions. -
Honestly, we are awarded for every action taken already: Exploration - the joy of finding a new area Combat - the joy (bear with me) of combat and filling beastiary lore. Traps - proceeding safely AND gaining a trap. There's literally zero reason for this other than trying to appeal to everybody, which is a mistake IMO. Niche titles and decisions are fine, look at the BG/IWD series and PS:T. Regarding the IE mod with xp requirement increase, it feels a lot better now. Outside of the ****ty AI, battles are proving to be more interesting in Act 2 and I may actually need to do side content to get my characters to "god" status.
-
I'll be surprised if the devs ever look at the General Discussion threads again, this is truly sad. Also, funny that the thread this was made in response to will probably be ignored, resulting in that creator being forced to post as a part of an on-going discussion anyway. I hope somebody learned an important lesson from this. @Sensuki Out of curiosity, what are you thoughts on Serpent in the Staglands so far?
-
The Custom Portraits Thread
View619 replied to Namutree's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Somebody should send that to Sawyer ASAP. xD -
It looks like I'm in the wrong line of work! One review and immediate profit, time to learn from the industry leaders! I'm sure people who haven't played the game are: Reading multiple reviews and seeing a combination of positives and negatives, like any game. Are able to form their own opinion regarding whether the game is good or bad. Unless they are from the Codex, have no idea who Roxxor (spelling) even is. Honestly, it sounds like you're afraid that this review will negatively impact sales or something. It's not important, just move along. I have to give props to that review writer though, he has a 40+ page thread of complaints and even made individuals go out of their way to make new threads in response. Forum manipulation at it's finest. I wonder what will happen when further negative reviews come out. Anyway feel free to continue feeding him, I'm sure others will follow soon.
-
I had to, or else my words would end up buried in 45something pages of poster vs poster arguments. And there isn't a matter of importance, rather than every man stating their views and be criticised for them. So, when somebody wants to add to an on-going discussion, they should create a new thread? That makes sense.
-
Information on IE Mod
View619 replied to View619's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
IEMod is a great start but I'd love to see a full blown ShadowKeeper for this game. It's fun to create your own multi-class spec to solo and mess around with but it's a hassle to do it through the console. Well, I really use it for the quality of life improvements + that amazing solid UI. Haven't really messed around with the console, but no modding sub-forum means its existence gets lost beneath all the nonsense general discussion topics. -
Why create another thread for this review? Why is a random forum poster's review so important to you? Will this happen for every Codex-based review that isn't positive?
- 58 replies
-
- 10
-
Why not leave interrupt on Perception? You could make a squishy, ranged character focused on interrupts, so it has its uses. Or you could do increased ability range (for single target abilities) and interrupts, so it still applies to spell casters/units that don't care about interrupting. I like the spread overall, just Resolve seems weird with the endurance tacked on. If it could be attached to your Athletics skill, then that would be cool; Resolve may become a dump stat for tanks but 5/6 isn't bad.
-
You could make "5 Foot Rule" a class talent that you can select at level 1 and on-wards for specific classes; Fighter, Barbarian, Rogue, Ranger, Paladin, Chanter, Monk. It could be assumed that some level of martial training is required to maintain a defensive posture while moving in battle. I would go for a modal with reduced movement here and eliminate the possibility of eating disengagement attacks, maybe even a nice animation of the unit walking backwards while it's active. This would prevent any potential issues due to AI path-finding as well, where the unit just decides to break the safety zone on a whim. For the other classes, just implement more general talents for improving defense vs disengagement attacks. This way if you wanted to build something like a hit and run Rogue who never stays still long enough to fully engage, the "5 Foot Rule" wouldn't completely invalidate the other talents.
-
Full agreement, it feels like the system in place is designed to prevent hard, meaningful choices. Do I go all in with Deflection at the expense of Will\Reflex or do I select a more balanced initial spread and supplement it through the use of defensive talents? Well, I don't need to worry about it since I can improve all of those defenses through two attributes! Do I want a front-line melee character who focuses more on dealing damage (Might) or is about holding his ground with higher fortitude (Constitution)? Great, I don't need to choose there either!
-
RPGCodex Review #1 - Hŵrpa Dwrp
View619 replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
The worst part is that this is one of many reviews that will be linked. Will we get 40 pages of this for every review? Also, the "Hard Mode is Too Easy" thread may have been longer. -
You can make a Musketeer already. Equipping multiple pistols and switching between them to get multiple shots (maybe take talents for quick switch and additional weapon slots) isn't good enough? You would still have to deal with reloading, so not sure what this would change. Also, the "Archer" role is already handled by the talents you choose, it was never really class-oriented. Regarding the OP, if you take away the Ranger's pet and allow any class to use it then is there any point in having the class? Maybe the class name should be changed to emphasize the importance of the pet to its play-style? I've personally always thought of a Ranger as the Hunter, not necessarily the Archer. Regarding the (frequent) complaint that animal companions are too weak/fall in battle all the time, you're not using it properly. Unless you build a defensive bear, it was never meant to hold the line.
- 20 replies
-
- feedback
- suggestions
-
(and 4 more)
Tagged with: