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Posts posted by Dark_Ansem
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Great Job, but I was hoping for more new things
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it needs to be joined to a higher level cap tho, and potentially unlimited (not like NWN, which had 3, at least 6-7).
Also, it would require newer classes, the good old "prestige" ones.
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All very reasonable points. worthy of expansion, even if post-release, if such support is planned.
how customizable are those elementns, by the way? this game appears to be very difficult to mod without official Dev tools.
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I'm surprised that you're giving most every spell a uniform casting time. With the weapon system design you have, wouldn't it be more more consistent to have spells with graduated casting times? In that way, casting duration and recovery would be proportionate to the power/level of a spell.
I strongly second this.
Uniform casting times for all spells? I just assumed casting times hadn't been adjusted for the beta so far.
That would make reacting to a powerful spell being cast rather tricky, no?
my support makes it a +5. uniform casting time like dragon age does not make any sense.
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I am not sure if the comment about per rest spells being on reserve is really all that important. People play as they like to. Some of us use that the resource often and some of us don't. Finally, it's a tactical choice everyone makes. There always have been extreme players who tend to minimize their resource consumption. It would be a folly to base the gameplay after their behavior.
As for time, yeah. You are right. I guess it is too late to change the current "vancian" system to something else.
too bad. I am still rooting for Spell Recharge ala Unearthed Arcana and modal spells
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J.E. Sawyer, on 19 Nov 2014 - 11:05 PM, said:
On a related note, if you want to play Wizards Are Cool: The Game, I do recommend Ars Magica 5E.
Next kickstarter pls
I was really disappointed that the Ars Magica Kickstarter didn't take off.
I want to play Pillars. I don't want to play another game.
I still percieve a certain degree of anger. aimed at me, none the less, who did nothing
I don't have anger toward anyone on these forums, but it does bother me that people think I'm trying to sabotage their favorite class, class feature, game feature, etc. It is not possible for us to make everyone's vision of this game come true. It's not even possible for us to make everyone's vision of an individual class, race, etc. come true. When I make decisions about how to balance parts of the game, it's based on the feedback that people give me and how I observe them playing the game (and previous games I've worked on). I don't place value judgments on how a person plays a game (at least I don't think I do!). If you want to play the game solo, or with all wizards, or murdering everyone, that's all fine. It's still my responsibility to make sure that all of these options maintain a good level of player engagement and enjoyment across the spectrum. Balancing and tuning is an ongoing process, but that's what I'm trying to do.
that is true. but still, you could consider us and our opinions a bit more. a bit more satisfaction and interaction go a long way. if people are left to speculate, it is inevitable someone gets the blame.
and if you don't implement the things in-game, at least consider keeping that part of the engine unlocked in case we want to change it.
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May I ask the reason of so much hostility towards spellcasting?
I don't have any hostility toward spellcasters/spellcasting. In A/D&D, I usually play clerics. For the past year and a half, I've been playing in one Ars Magica game and running another. Magic is a big part of most FRPGs. The difference between a game like Ars Magica, where magi are explicitly stated to be insanely powerful compared to mundanes, and a game like D&D or PoE, where wizards are ostensibly roughly on par with other classes, is the expectation of viability and relative difficulty. You should have fun playing a wizard, I should have fun playing a priest, Gfted should have fun playing paladin, Volourn should have fun playing a dwarf, etc. It's impossible to make everyone happy, but viability and relative balance are a big part of ensuring that the character you choose to play is going to feel good throughout the game, beginning to end.
I believe there is a healthy place between "balance is irrelevant" and "perfect balance is necessary". I don't want wizards to receive the exact same number of powers as a fighter -- or even the same number of powers as a priest -- because having access to a boatload of spells is part of the fantasy of playing a wizard. Obviously having a lot of options that feel weak is bad, so we need to find the right level of power per spell, speed of casting spells, number of spells available, casts available per rest/per encounter, etc. But it's also important that when someone plays a rogue, a druid, a cipher, a fighter, etc., they shouldn't feel like they dead-end with the character or run out of steam while other classes easily sail by every challenge in the game.
We want people to have different experiences when they play different classes, but we want all of those experiences to feature the same relative level of challenge and power growth (which are strongly connected). This is a difficult thing to do and it takes a lot of iteration, but that is the onoing goal.
On a related note, if you want to play Wizards Are Cool: The Game, I do recommend Ars Magica 5E. It has a lot of cool things going for it, most obviously the magic system but also the general downtime system. Also, Pendragon seems to be Knights Are Actually Cooler and Wizards are Terrible: The Game, so check that out if you want to be a glory hound, manage a manor, and brutally destroy Saxons from horseback.
I want to play Pillars. I don't want to play another game.
I still percieve a certain degree of anger. aimed at me, none the less, who did nothing
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Casting times have been adjusted downward for all standard casts (from 3 seconds to 2 seconds). You should see this in the next Backer Beta update (I don't think it's in the version you have). I do think that the traditional caster classes (wizard, priest, druid) do need more casts per rest. I also certainly agree that we need to find a better balance between the number of per rest uses and the power of individual spells. Most spells take longer to cast and recover from than weapon-based attacks, and they're linked to a per rest resources, so they should have some kick to them.
A big issue we found in our play week is that wizards do not find enough grimoires with additional spells. This is supposed to be a big part of playing a wizard, so we're trying to address it now.
I do not think we need to move to a point based system for wizards and I don't think that wizards need to be able to do everything. What they do does need to be expansive IMO, with many potential good spells to choose from, and those spells should feel appropriately powerful for the limited per rest use the wizards get out of them (and the time they take to cast).
but we can still, potentially, enhance them via mods? or, in any case, alter it if we want to make, say, a rebalance?
wizards feel very weak right now I fear.
May I ask the reason of so much hostility towards spellcasting?
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Also, in doing away with pre-battle metagaming tactics, PoE also does away with many of the strategies that one could employ in the IE games using stealth to pre-scout an encounter. That isn't metagaming at all - it is making use of stealth to be better prepared. It made the IE games more interesting.
You realize this game has a stealth system as well, one that is far superior to that of the IE games?
what? how?
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Obsidian could always pull a HotU with Pillars, and allow us to go on the epic levels later on. and do not lock it for us, together with an extensible GUI and feat system.
about timestop: maybe not necessary, but I want it! LOL
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we might also be getting ahed of ourselves. maybe they listen and implement, but they don't communicate.
MAYBE, eh. this is just me having faith, no logical basis.
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Yeah, well maybe if his designs weren't ****, he would get praised instead.
it's not a matter of being bad or not. different design, different choices. but if you go crowdfunding, listen to the feedback.
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but he does answer every now and then, right?
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The beta only shows a small portion of the game. The spells that are available in conjunction with the gear that we don't have yet is indicative of a test tube game style, rather than an actual chunk of game play. Adding new spells, changing current ones, and having them available at hand picked levels for the average encounters respectively are all part of the plan and it's offensive to suggest the developers aren't aware of these things already.
You are patently incorrect in your statement. Outside of the restricted narrative and areas, what you are seeing in the beta is the sum of PoE's systems. The exception would be towards the talent selection, as they were deliberately waiting to implement those. What's offensive is how many of the implementations are explicitly to Josh Sawyer's personal preferences, rather than to the expectations they sold this game on.
I would like Sawyer to make a statement here, in fact. this is true and unacceptable.
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The beta only shows a small portion of the game. The spells that are available in conjunction with the gear that we don't have yet is indicative of a test tube game style, rather than an actual chunk of game play. Adding new spells, changing current ones, and having them available at hand picked levels for the average encounters respectively are all part of the plan and it's offensive to suggest the developers aren't aware of these things already.
Offensive or not, what the beta shows, the beta users comment on. since we don't have access to the full build!
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inventory management without a space system! now that's rich!
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why not have both? stash at rest\inn\stronghold and carry weight the same.
that way we could also add amazing items like the Bag of Holding
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Wizard duels are brilliant!
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^I never had the 'back and forth to town' nor the stashing stuff in containers problem in IE games - I just made a decision of what to take and what to leave (though I'll admit that the gem-bags were handy ) Larger stacks of ammo tweak was good too (though PoE is no-ammo anyway)
me too I have to admit. only a couple times in BG, but not much more.
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underpowered does not just mean that can't deal damage. it also means lack of versatility
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And by the way, 1 mage, 1 warrior, 1 cleric and 1 rogue - it's the hallmark of a d&d party, it's the classics, it's a very significant fact of all IE games. Each of those classes is almost a must, each of them fills a certain role. And yet in PoE why would I even consider taking a mage? No role and no use. What a great game design.
that's not entirely true. I like the principles of the mage class, and the grimoire thing is a nice take on the "spellbook" hint: allow us to get more powerful\special grimoires...
it's just hampered by being very weak. it definitely is not like the Baldur's gate mage, which at level 3 was very, very useful.
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It didn't happen even in Planescape Torment, with the most powerful mage ever!
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+1 to that. that magic system seems amazing.
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I liked the carry weight. Devs, add it to the wishlist. you could make it dependant on might....
For Stash CW, it will be the sum of all single carry weight values / number of people in party.
PoE Suggestions\Question\Wishlist
in Pillars of Eternity: Stories (Spoiler Warning!)
Posted
I dunno, I don't think that could really work. it would also feel too limiting, aye?