View619
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Hard mode is too easy.
View619 replied to Mazisky's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
We should not need to gimp ourselves in order to make the "difficult" modes a challenge. I can understand the argument for Normal, but Hard and POTD make the claim that a challenge will be provided throughout the campaign, which is currently false. At this point, I'm starting to wish that melee units would just take the disengagement attack from the tank instead of sticking to him like glue. -
Hard mode is too easy.
View619 replied to Mazisky's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Could just as easily be spell, talent and class balancing. No real guarantee that difficulty will be touched at all, which would be a shame since an easy game kills all replay-ability imo. I really hope they look into difficulty balancing though because the descriptions for Hard and POTD don't match up to the actually challenge levels at all, I don't think BG2 core difficulty was this easy to trivialize without cheesing the system. -
Hard mode is too easy.
View619 replied to Mazisky's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
My faith is restored. -
Hard mode is too easy.
View619 replied to Mazisky's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't know, it may help if we had an idea of what levels the developers balanced the crit path around. For all we know, they balanced Dryford Village around level 4 parties. -
Ygritte, Barbarian Archer build?
View619 replied to Triga's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Or make a custom Ranger named Jon Snow with a wolf named Ghost. Give him low int and lore because "you know nothing, Jon Snow". -
Ygritte, Barbarian Archer build?
View619 replied to Triga's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Only problem with Ranger is that Ygritte isn't a warg, so the animal companion wouldn't really match up. She's essentially a dexterous fighter specializing in archery, as far as I can see. -
Ygritte, Barbarian Archer build?
View619 replied to Triga's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Use a Rogue or Fighter specializing in bows. Put her in hide armour and boom, instant Ygritte. -
So, a better formula for experience limits when compared to : ((currentLevel * (currentLevel + 1)) * 500) would be what in your opinion Matt? You do seem to be the Matthematician. Edit Beat me to the response. Yeah, it's really just curiosity at the moment, looking at how different things work, etc. I'll let you know, though.
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Yeah, it looks like the quest files are referencing some id values to determine how much experience should be awarded. I'm trying to figure out exactly where the exp tables are; if it's something that can be modified in VS then that would make it a lot easier. A good start would be linking the different quest files to their in-game counterparts. From there, you could start playing with the "ExperienceType" and "ExperienceLevel" values. Or, just create a script that ensures that no quest outside of the crit_path has an ExperienceLevel greater than some number. So i asked one knowledgeable dude, and apparently there is no xp table. But there is a formula located in PillarsOfEternity_Data\Managed\Assembly-CSharp.dll in CharacterStats class ExperienceNeededForNextLevel method. It is : ((currentLevel * (currentLevel + 1)) * 500). Also the guys that made iemod already made some framework to change that kind of stuff https://bitbucket.org/Bester/poe-modding-framework A shame its not in xml, i'm not sure i'm up to getting visual studio with all the additional stuff required just to change this. Also i wouldn't be surprised if its very easy to f something up with that decompiling stuff... Yeah, it's a shame that it's a hard-coded formula in the dll, especially since it sounded like the game would be mod-friendly. Decompiling probably won't be an option, hopefully something comes up that makes it easier. Just looking at the formula though, you can see why levels are so easy to gain. Many thanks though, I'll definitely give this a look.
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I hope one or two devs give this a look, at least. Very good representation of some of the major issues with the game currently.
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Hard mode is too easy.
View619 replied to Mazisky's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think changing the camping supply capacity depending on difficulty would actually be a really good way to up the challenge on higher difficulties. Make it 3 on hard and 2 on PotD. It's already two on hard and POTD. -
Hard mode is too easy.
View619 replied to Mazisky's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Not really. Being forced to do tons of side content is oppressive game design. The better route is to scale back bounty xp rewards and possibly scale back xp rewards on minor (read easy) side quests and side quests that you have massively out-leveled. Forced to do tons of side content in order to beat critical path with low difficulties so that if you wanna rush it, it will be very hard. Actually, even doing only critical path, is too easy (i skipped WHOLE Caed Nua and WHOLE Twin Elms), I wonder how it is when doing also all side content. What difficulty are you playing on? And are you using death over maiming? I've been playing on normal and I definitely see the inverted difficulty curve (going to play hard next, then PotD, and then mess about with trials of iron and death instead of maiming), but I have to wonder how people are having such an easy time with hard or PotD without xp grinding, or cheesing and/or min/maxing. And I have to wonder if they are using death over maiming. Death over maiming doesn't really matter if your units are never at risk of losing all hp. Acts 2 and 3 are just tuned badly, no matter what difficulty you play on; I hit Dyrford at level 6 on Hard twice and it feels like I'm over-levelled both times, even more-so the second time since I know what I'm doing in combat now. It just gets easier as you progress, even without xp grinding or cheese. -
Hard mode is too easy.
View619 replied to Mazisky's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Hmm, it could be a case where the devs didn't have enough time to properly tune Acts 2 and 3. The final stretch could have been focused on squashing bugs and not difficulty balance, which would be a good reason as to why mid to late game mobs scale so poorly overall. Many teams seem to have this problem when deadlines are looming. Early to mid-game is great, then you just become gods walking among mortals; at least it fits with POE lore! -
The Gamespot review
View619 replied to sim-h's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I enjoy POE too, but let's not delude ourselves. =/