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Gidpo

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  1. The older system IMO, made casters even more one-dimensional. All you need was some affliction and then spam Fireball, Noxious Burst and Iconic Projection and you would instantly win any fight without having a single dent in your resources. What you state there isnt changed in the new system. Of all the things you could say the new system changed that part of your post is not one of them. Also your whole post seems to miss that there is much in the game that indicates to the player they should use resources sparingly. There is almost nothing stating that any given moment is the time
  2. I dont think thats the real issue. I think the issue is as of a week ago of the 11 classes none of them were truly Vancian casters, and now there is 3 that pretty much are. I think there was a fix for a problem that didnt exist. (were an overwhelming majority of players dropping every non caster from their party after level 9 or so?) And did this fix really improve game play or just make it more tedious? Meaningful strategic choices are not "tedious", but more to the point, this problem very much existed. The enormous bi-level power spikes of post-level-9 casters was always an i
  3. But you didn't have to cast all four every fight! Now you don't have a choice. If the fight was that easy just and you didn't want to be bothered, before you could have just auto attacked or let the AI clear it
  4. I dont think thats the real issue. I think the issue is as of a week ago of the 11 classes none of them were truly Vancian casters, and now there is 3 that pretty much are. I think there was a fix for a problem that didnt exist. (were an overwhelming majority of players dropping every non caster from their party after level 9 or so?) And did this fix really improve game play or just make it more tedious?
  5. Even though I don't feel that casters were so overpowered that a nerf was needed, my biggest disappointment with the change is not the lack of per encounter casts. My biggest disappointment comes with the lack of variety. Now every fight my casters are casting the same 3-4 spells, regardless of the make up of the encounter. If this change absolutely had to made to balance a single player game, I would hope spell mastery could be adjusted to allow for any, instead of a particular, spell to be cast at least once per encounter. That would at bring some variety back and satisfy those
  6. This is the big problem with per rest, and limiting how many times one can rest. Unless you have meta knowledge every battle does take place in a vacuum essentially. The planning the vancian camp advocates sounds a lot like the "not using your spells because you're saving them for emergencies" approach those in the per encounter camp hate being forced into. Not so much planning just auto-attacking Whats the big deal if a caster does sling or spam spells? That's their role. Also resting because a party member is injured doesn't seem weird or out of place, same for resting becau
  7. Load times were never short, I know. I have been playing White March part 2 since release with no noticeable change in load times. However as of last night every load screen is over 3 minutes long. I have deleted all but 3 saves (auto, quick, and pre-end game) for my 5 characters, but still no improvement. Anyone have any suggestions?
  8. I haven't been able to actually find patch notes that say this, only a few posters talking about the change in beta. From what I gather spells switching from per rest to per encounter at later levels is gone. In place is a system that allows for mastery of one particular spell that can but used per encounter and other spells remain per rest. I apologize in advance for not having the time to write out a very detailed post on the pros and cons of per rest vs per encounter. It has been debated at length on this forum though and of the argument put forth I would like to simple add this. I agr
  9. Yeah thanks. This game is really great. I am about 30 hours in. Please make more!
  10. Yeah, which means it's like D&D, and which means it's a sensible system where you need to think and use resources. Couple this with how resting works in this game (an attempt and preventing players from dumping everything they have ever battle then resting for 8 hours between each fight) and overall you have to manage your party's resources a wee bit or spend a ton of time waking too/from town. The opposite IMO is a system like DAI/DA2 where you can basically cast nonstop (they do kind of limit you with a cheesey mana/stam pool that recharges fast during combat) such that you basicall
  11. I spent pretty much all weekend playing this game, what a blast. I wasn’t part of the beta, but I followed it closely. There were some points when I was worried this might be a disaster, but it turns out it was just hyperbole from forum posters. The story so far is great, and is really engaging. The world is really interesting, creating a strong desire to dive right into the lore. The gameplay is more forgiving than some would have you believe. I understand that one of the design principles was to make an IE for the way people play IE games, not the way the rules say is was meant to be
  12. Yeah you sum it up really nicely. I would like to point out that the augments for the spells for rest system don’t really add up, both the "its tradition" and the resource mechanic. To be efficient with your spell casters you have to have meta knowledge, like “I know what mobs and how many I will be fighting in the next two maps." Roleplaying, or simply on the first play through, will leave the player without this info. The resource limiting aspect is meaningless if I am not given a good indication that I should cast a spell at a certain point and I am not going to be severely imp
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