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Baron Pampa

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Everything posted by Baron Pampa

  1. Haven't been expecting an answer from the narrative team; ). Thanks! In my secound playthrough I'll try to pay more attention and think about this - for the first time it was too exciting, and there were more interesting things to the story than such details: )
  2. It depends on what you consider to be evil, but Durance is a murderous psycopath, Pallegina cares for nothing except her country, Devil is quite mean, Grieving Mother an almost compulsive liar and manipulator with cipher abilities and Maneha, although nice, is making a living from killing people.
  3. When Ondra speaks about Eyeless, she says that she "reprogrammed" them to fit her purpose, and that they are a perfect tool because they are mindless, relentless and obedient. From what I understood, they mindlessness is important because they don't remember what they do and destroy, so when they bury a secret, the secret stays buried. However, when you talk to them after destroying the crystal, they are obviously a thinking entity with the ability to remember things(although not remembering what happened between Abydon's death and the destruction of crystal). Is it some kind of internal inconsistency for the sake of narrative, or have I misunderstood something?
  4. I think I recall from the dialogue that because of Abydon's sacrifice Ondra didn't suceed at destroying Engwithians...at that time. And I think that Durance mentions that Abydon got some help from Magran in reforging himself.
  5. I've got a personal preference for the first option:). What's funny - it's actually more 'gamey'.
  6. @Gromnir TL;DR Stash is neither crucial nor immersion breaking, it's just annoying and contributes in a slightly negative way. Personal reasons for why I find it bad. Statement: Totality of details might enhance atmosphere.
  7. That's indeed true. Coordinate positionning is a nice and fun ability, with a lot of potential uses. However, I still think it is quite situationnal. You have 2 effects at the same time ; this is an additional constraint ; 1 effect may be nice, but the other one may not be adapted to the situation. For example, if your wizard or priest is engaged, you may swap position with him. But then, you will just replace your squishy caster by a melee attacker who is quite squishy too. Not exactly that great. I am far from saying it's useless. But the very narrow range is an additional constraint that makes possible effective uses even more limited. I think this additional range constraint is a little bit too much, and in my opinion, it is an unecessary restriction. That's why I'm suggesting a scaling range. Base range of 5m would be another (more simple) solution by the way. And it will increase the fun without being OP. Also consider that wizard can do this too at level 7 (the same as coordinated positionning), with a far greater range and a stunning additional effect as a level 4 spell (except it doesnt' work on enemy... but wizard has a lot of other spells to use on this level that gives him at least equivalent versatility.)... Wizard doesn't get it per 2/encounter. If it were deemed that an improvement is necessary, I'd rather see some debuff like daze or maybe short stun when it is used against an enemy - with too big range the ability would get pretty crazy. When saving a squishy, usually a melee rogue can outdamage anyone in 1vs1 fight, especially with his debuffing full attacks, and even moreso with some disable-on-crit weapon. But if that's not the case you can always switch position with the enemy.
  8. In my gameplay experience coordinated positioning is one of the most interesting and fun abilities of the rogue, which can be used to: -escaping from troublesome places -putting your enemy between your meleers easily -saving your wizard -putting your tank in the right spot And you get it twice per encounter! What's not to love here?
  9. Hello! Despite that Devil's immune to poison, and the log lists only misses by the poisonous cloud on the lower level of Durgan's Battery west watchtower, Devil keeps getting damage. I suppose it's a bug
  10. It seems that we agree that the current stash is unexplainable, that it was a pragmatic decision, and that they have to be made. For you this one is of no significance, for me it has little. So...yes;). agreed. only reason we respond is 'cause genesis poster observed that the absence o' an explanation destroyed immersion and you observed that, "details like this are crucial in building general atmoshpere of the game." am not gonna get into all the things wrong with immersion complaints, but our point simple were that the degree to which the stash destroys immersion is highly subjective. is such details crucial? not universal. HA! Good Fun! Wouldn't you agree that the while every single little detail can be deemed unimportant and dismissed, the totality of them is important in building atmosphere? At least for me a high polish brings a feeling of coherence and believability into a work of fiction. And a large amount of poorly treated little things creates a somewhat repelling feel. An example of that, I think, is the case of using multiple languages in a movie. Making every character speak the language he should speak requires a lot of work for the creators of the movie, and often can be safely ignored because the audience won't miss it very much. But when it is actually introduced, it's something that matters - at least to me. Are there any "general immersion theories" out there? A thought ocurred to me that people have different claims on what makes a game immersive, and whether "immersion" is important or not. But probably many, possibly including me, don't *know* what they really want;). PS. I've got a better example. Running everywhere in video games is annoying. There has to be some kind of fast travel system. But if it's well integrated with the lore and incorporated into the game mechanics, it contributes to the game. The example is Morrowind - how awkard the directions sometimes were, and flawed the journal, the combination of silk striders, boats and teleports surely deepend the famous "immersion"...especially in comparison with Oblivion, in which Bethesta took a more pragmatic approach.
  11. It seems that we agree that the current stash is unexplainable, that it was a pragmatic decision, and that they have to be made. For you this one is of no significance, for me it has little. So...yes;).
  12. I'd like to object. While I understand that there are better things to spend resources on, a neglected and bad(in terms of immersion, not functionality) aspect of the game stays bad regardless of the reasons . Moreover, details like this are crucial in building general atmoshpere of the game. I don't mean that the stash issue makes the game bad, but it's one of the minor annoyances. The mule in Dungeon Siege, on the other hand, had a suprisingly strong and positive effect on general feel of the game.Personally, I'd cut resources spent on creating dozens of meaningless trash fights; ).
  13. Personally I appreciated Dungeon Siege approach - a mule following your party, and a spell which transformed loot into gold:)
  14. I must completely disagree with the OP. Both wiki and my gameplay experience suggest that the spread is pretty even, so you can choose any weapon you like and find at least a decent unique. Morningstar are trouble some, that's true, but you get one in the main quest in the middle of the game. I see other issue: while it's great that the "no trap builds" concept has been succesfuly introduced into the game, with this frequency of finding uniques they start to feel less...well, unique. Guess it's difficult to hit the sweet spot.
  15. The stash is a symptom of a minor flaw in the game's design, and I guess that's the definite answer xD. I too find the ability to collect every single xaurip's spear and sell it to nearest infinetely rich junk-collecting merchant immersion-bending, and largely contributing to the issue of swimming in money by the end of the game. More meaningful system of collecting and selling loot would have improved the game. On the other hand - I prefer that lackluster approach over IE games equipment minigames...
  16. As far as I remember, solo runs weren't a consideration. It has been said that if they will be possible, it will be by chance and not design. I think I remember statements for a short time before or after the release that solo is impossible in the game, but players have shown that it can be done very fast. Post-release tweaks also don't seem to indicate that there is emphasis on solo runs.
  17. And here I was thinking that most people would like to see multiclassing introduced . I must strongly agree that current system is really flexible, with design goals achieved, at least those that I remember. And that means no trap builds, so every class, race and stat distribution is viable and fun, making each attribute meaningful for every class and allowing for a range diversity of builds within any given class. At the same time POTD mode is challenging enough, at least for me. If only level experience threshold was exponential...but that's offtopic. Those things make up for lack multiclassing, but I'm still interested if you have any ideas about sensible ways of doing it, if it had to be done for some reason?
  18. I completely understand people who feel disappointed because of the changes after the release. None of my characters became broken because of them(In fact, I've made my first playthrough before any significant change, and the second one much later), but it's always a little sad for me that the first, unique contact with the game would be much better had I waited with it. However, I think that the gameplay mechanics are currently superior because of the tweaks, and it's great that the changes have been made. Long story short - it's always better when the games get improved with time, but I won't play POE2 immediately after the release .
  19. What about the new lvl 7 ability, giving knockdown vs fortitude in every disengagement attack? Doesn't it allow for a defensively oriented, engagement-focused build? Would have checked it myself, but my GPU burned in hell;(
  20. Have anyone checked the fighter's lvl 7 ability which allows him to knock prone on disengagement attack? Sounds like it's possible to build pure fighter tanks again :D.
  21. I don't know whether they are not too strong, but the concept is good. It would bring more colours to the game - I like idea of the Eothasian priest being surrounded by an aura of calmness and optimism, same as Wael's messing with the enemy's perception. A differentiated spell set would have done it much better, but even one meaningful ability is a nice touch. By the way, weren't the priests supposed to have different spell list in the early concepts?
  22. Hello! Multi and dual classing was a strange thing in IE games. On the one hand dual and multi classes were usually stronger than single classes(Fighter 7/sth anyone?), on the other they brought a lot of variety and fun possibilities into the game. Currently, the classes of PoE are well distinguished both in terms of their feeling and their role in the team, and at the same time every single one has it's way of pulling its weight in a team, so they are all fun. However, a very meaningful factor in class design is it's level one ability, i.e. rogue's sneak attack. Any attempt at combining two or more classes would have to bring a fraction of the first level powers to the character, without making the character useless or significantly more powerfull than single classes. Sounds like it's not a trivial task. I remember that Josh Sawyer said that he was thinking about ways of introducing multiclassing in PoE 2. Do you think it's possible and viable to introduce it to the current system? Do you have ideas on how to do that in a sensible way? Would you like it in the game(A rhetorical question, I guess;>)?
  23. Personally, instead of baby versions of spells, I'd prefer a baby version of talents. They seem to be more meaningful in the game, and therefore bring more flavour to the class. I mean that Skaen's Prey On The Weak can be a base for building your character, and I'd prefere other priests had abilities of similar impact.
  24. I used to consider the lich to be the hardest fight in game, as it took me several reloads and required trying quite a few tactics(lvl 12, POTD). Now I see that I've skipped room with weapons, as I couldn't beat it. I'm also a CC lover, in most games. Do you have any suggestions on what to do with them?
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