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Posts posted by tinysalamander
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Of course, they could go a bit gamey and apply the curse of being unable to recharge per rest resources to everyone in the party, after a set number of resting sessions, making abandonment and stat debuffs unnecessary.
Which makes no difference for “per-encounter” classes.
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If penalties will be too bothersome main hero will likely become some sort of defensive bard who doesn't need to do anything. If that doesn't work – a liability, who is sent somewhere out of the battle areas.
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Boarding the turn-based train.
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Why do you write thousands of words on multiple sites about a game you hate, haven't finished and no longer play?
Why not? Personally, I enjoy reading them.
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The only one I'd avoid is Beast, as those are the most tame of the monster types.
And dragons.
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Looking through the cc immunity list of enemies in 2.03, in my next playthrough I better have every one of my party get enough lore to cast Scrolls of Paralysis. Er... so.... next will be to nerf Scrolls of Paralysis?
Say hello to paralysis immunity.
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So if Wizards can trivialize any encounter via CC-spam, they're too powerful; but if CC immunities are introduced to make that trickier…
… gap between casters and non-casters increases.
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I'm not getting it. Playing on hard i never need to rest more than once during a map/level. Is there realy a problem such as "being force to rest"?
In general, casters want to feel like spellcasters, not poor man's crossbowmen, and you need to recover those slots somehow…
It doesn't mean you can't finish the game using Blast with you wizard most of the time aside from boss battles, but it's just not as fun.
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The more in depth one studies the Arcane the highest the risks involved there should be some diminishing returns to balance the fact that casters, wizard in this case are considered to be "OP" in late-game. Perhaps all this mental focus will have it's toll on some aspect of the individuals life... insanity levels/tests for example after a wizard casts a high level spell he could be "tested" for fatigue or some other condition etc...(something similar to Dragonlance's casting conditions)
IMO, you are unlikely to find a good balancing point for this. If the difference between safe and unsafe options is minimal it does not really matter. If it is a high risk – high reward scenario players will likely use those options if they can ignore or heavily mitigate the penalties (say hello to Suppress Affliction) as odds are against you.
Your foes' combat life is 1 encounter so it doesn't matter that much if enemy caster is paralyzed/loses all endurance/drops deads. You, however, do not have that luxury as your expected combat life is the whole game, which is quite a number of encounters and you are bound to fail sometime even if the chance is low. If the chance is high and not easily ignorable it promotes save-load behavior.
Personally I'm fine with the mechanics as they are already but since people complain about "rest spamming" a possible solution could be to have a cool-down on resting say... max 8 hours per day of in game time. Again for me personally it works just as fine as is at the moment.
Will not work because someone who wants to rest will. Double time speed and wait. You can push your players only so far before they'll start hating you, and I think this is pushing it into that direction.
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Well wouldn't be better if they made magic cause much more fatigue? Even with per-encounter spells mages would need to rest. It would fit with "Vancian casting being demanding on the body" DnD cliche?
Do we seriously need more rests?
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^ But that would make unique items a lot more mundane. A weapon with the Speed enchantment wouldn't be half as special if I could bestow Speed on any weapon I found (for example.)
Not necessarily, if you can't add Speed enchantment manually. Unique weapons will get unique built-in enchantments, just as it is now. Or, say, some unique weapon can be enchanted with Speed, but most others and all non-uniques cannot.
There could be enchantments that are exclusive to player enchantment too.
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I'd like more enchantments to apply at the very least. Variety isn't exactly a strong point currently.
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Do you know what would make Brighthollow an appealing place to visit and rest?
A bonus Camping Supply slot.
Resting at Brighthollow allows you to prepare and pack up your travel goods more meticulously, allowing you to carry one extra Camping Supply package whenever you depart from there after resting.
Which you'll immediatelly burn on arrival from there because of travel time *cough*
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Maybe the user who soloed Caed Nua all levels using one monk was thinking that too.
Which means, since the whole game can be soloed on hardest settings, that there are no problems at all, right?
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EXACTLY my point. Enchanting items should be removed. It takes the fun out of finding "rare" and " unique " items.
You can choose to not use item enchantments. I can't, however, use an enchantment even if I want to if it's not in the game.
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So...it's okay for casters to curb stomp every easy fight, and curb stomp the few hard battles as well? Is that our consensus here on the issue? As that's what exactly what per casts do. That's the current state.
It's like the old “we wish that nobody is poor” vs “we wish that nobody is rich” thing. Guess which side you are on If non-casters are underwhelming they should be fixed, not others brought down to them.
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Not that I don't agree that adding is better that removing, but “too balanced to be of any real use,” that's just not what “balanced” means.
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Not really. The mess that piles up when you sell items to them, however…
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Because it supports rest spam - something OEI wants to avoid.
Clearly, they have failed then Although, if the goal was to please both sides of this battle, they did pretty fine.
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^Then they could spend those unused talent points on different talents?
Exactly like they can do now.
EDIT: What I'm saying is just because someone gets less it does not mean you get more.
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This is why I think having per encounter spells would function best as a talent that casters have to take. It limits other abilities that they can take on and gives people the option not to take it if they don't want to.
Which means those who want it now have to spend talents on it, and those who don't got nothing. This fixes… what exactly?
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This whole Crägholdt thing was tad more PITA than I expected it to be on Normal. What's player's expected defense values, I wonder.
Priests and fire immunities don't mesh quite well %) At least you can still buff.
I wished Hope Eternal was some sort of good AoE in that last battle. Or an aura
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I need to check weather in Hell, brb.
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I had to redownload base game and an expansion fully on Linux (there wasn't a patch for an expansion anyway), as after applying supposed patch game's version didn't change for me…
A query on combat gameplay
in Pillars of Eternity: General Discussion (NO SPOILERS)
Posted
What that has to do with distaste of resting?