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Skor

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Posts posted by Skor

  1. Sorry but it's really really really terrible! You have to rest everytime you have been in combat just to regenerate your spells. So basically, you need to run around with 8000 campfire kits in your stash? You even run out of spells DURING combat!!! What kind of amateur wizard has to take a nap after casting 4 spells?

     

    Wtf, man? Why couldn't you just make the spell system work like Neverwinter Nights or something like that? What's the point of this? I did one hour of playing wizard and got so annoyed and tired of it that I rage-quit the game.

     

    Lame, lame, lame.

     

    The 1st and 2nd level kind.  What ever you do, don't play any classic table top role playing games.  I'd hate to see your head explode.

    • Like 1
  2. I did some more testing with Charm Beast.

     

    - as long as at least one hostile beast remains uncharmed during a combat scenario, the duration works properly

    - if every beast gets charmed, the duration is less than a second, regardless of missing/grazing/hitting/critting

     

    For example, if you're fighting two bears:

     

    - charm both bears - duration is less than a second

    - charm one bear - duration lasts as advertised

    - charm one bear and kill the other while the Charm effect is still ongoing - the effect ends immediately

     

    It seems that the game, for some reason, requires having at least one enemy in a combat scenario. Basically, it doesn't let you charm/dominate every foe.

     

    I don't know if this is intended or not.

     

    EDIT: I believe I know what might be causing the problem:

     

    - Charm Beast is a combat-only spell

    - if you charm every beast, the combat state ends (since there are no more enemies (charmed beasts count as allies))

    - because the combat state ends, the spell stops working (because it's combat-only)

     

    Thoughts?

     

    My thoughts are that way too many spells in this game are tied to 'must be in combat'.

  3.  

    Playing PoTD with 4 chanters and with the longer tougher fights using chanters is almost cheating, you can just spam summons for the entire fight once you survive the first 12 seconds (dont know where you are getting the number 18 from you need 3 charges and each chant lasts 4, 4x3=12), the chants are also pretty cool, the speed buff makes kiting possible!

     

    The Arrow song is also OP, and some areas the corpse-explosion invocation can just be brutal.

     

    Chanter is easily my favorite class in this game. 

     

     

    I used a stop watch with both a 20 int and 10 int chanter and the time to get 3 chant markers was identical:  18 seconds.

  4. You know, I'm not bringing up this issue to try and get the devs to all of a sudden change this game.  I know that's just not going to happen.  I'm talking about it now to give feedback so when they make a sequel or another similar game, that they take some of these things into greater consideration.  If they see it as a hot button issue with a lot of good points being made, then maybe this type of feedback will help future development.

    • Like 1
  5. .

     

     

    the problem is the definition of 'might' with which you're working. which is perfectly understandable.
     
    in Pillars, might is not physical power, but rather the strength of the soul, an idea which is highly flavourful and appropriate to the specific setting they've concocted.

    To note "Might" does denote physical strength in-game.

    In an early dungeon the Might attribute is used to determine if a character can break down a stone wall.

     

     

    I'm getting the idea that those who defend might in its current form use the 'Chuck Norris' definition of might.  When you succeed in a might check such for that crumbling wall, its more like 'Chuck norris doesn't break down walls, they just fall to pieces in his presence'.

    • Like 1
  6. I also don't consider might to be physical bulk and can usually remember I'm playing a game and that some things have to be abstracted or some disbelief suspended.

     

    In my humble opinion (30+ years of running table top rpgs), I would have done something more along the lines of this:

     

    • Might:  + melee damage, + fortitude, + might requirement for equiping various weapons and armor
    • Intelligence:  + Area of effect, + Will, + Damage (spells)

     

    I'll take obsidian;s large team of professional designers/coders with numerous successful games bought by hundreds of thousands of players over your 30 years of doing things your own way with a few friends.  Or over what any armchair nobody wannabe designer/developer (modder) thinks the game should be like (in fact I'd go so far as to say I find many modders who think they know how to balance games created by other people better than those people to be very annoying most of the time)  /shrug

     

    Plus, the idea of having strength be the only stat melee dps cares about along with int being the only stat casters care about (in your system) is part of the problem.  No mage needs strength in D&D or typical systems and no melee needs int.  At least in the PoE system there is SOME degree of need for more stats for more characters and more options for builds.

     

    PoE may not be perfect but it's refreshing to see some different ideas and approaches rather than just the generic, and I like that the game isn't D&D since as much as I love D&D and grew up playing pnp D&D it's not a perfect system by any means either.  Some people are overly attached to it and are having troubles accepting a different take, that much seems to be happening.

     

    You obviously lack creativity in designing characters for pnp then.  Besides, I never said str was the only stat a melee would care or int for casters.  You obviously didn't really read what I wrote.  Dex, con, and resolve might be considered important for a melee damage dealer in the variant that I gave as an example.  I've played many many MANY other game systems than just D&D.  I don't know why so many people automatically assume that's the only measuring stick.

    • Like 1
  7. You know, we can have negative critiques about things or even reviews that highlight things we don't like and still enjoy or love the game.  There are several issues I have, that I know will not be changed for this game.  But maybe the designers will take some of these critiques seriously and think about changes in the future for other games.  And let me be clear, I want them to make more games like this and I will support them, financially, even if I don't like certain aspects.  And as soon as they fix those damn game breaking bugs (like double click), I'll start playing the game again.  :yes:

  8.  

     

    the problem is the definition of 'might' with which you're working. which is perfectly understandable.

     

    in Pillars, might is not physical power, but rather the strength of the soul, an idea which is highly flavourful and appropriate to the specific setting they've concocted.

     

    Which must be why my mage and priest can both bend the bars with their bare hands to get into the castle.  LOL, yeah makes sense.

     

    And by your logic a keen eye will magically make arrows, bolts, and bullets fly faster or be shot with more force... right! Call the stats whatever you like, I know names don't always make perfect sense but your version would make it yet another DnD game where we have 3 dump stats for each class with little to no variety.

     

    Edit: and to make you understand what might means... think of it as an equation, like P = U x I. Lets convert this to Might = Muscle strength x Will power. Might = 10 can be achieved in many ways, like 2x5, or 1x10, or 10x1.

     

     

    I'd say having a better aim with a fire arm or bow would definitely result in better placement and thus more damage.  Makes perfect sense to me.  And yes each class would be more inclined to dump a couple stats, but at least they would differ depending on the class.  Right now, con/dex/resolve are almost universal dump stats.  There would be even more variety.

     

    Redefining something just to make it different does not equate to being better.  All change does not equal good change.  I don't care if something is formulaic.  I care that it makes sense and that I don't have to look up some arbitrary redefinition to understand its basic fundamental application.

    • Like 1
  9.  

     As a result most characters focus on might and int, except for a couple of builds.  Why should all potent mages, priests, ciphers, archers, all damage dealers look like arnold schwartzenhager? 

    Here's your problem. Might is not strength. Having a high might does not mean you have big, hardcore muscles.

     

    But thats not how the game plays it out, like in scripted events such as the one I mentioned above.  Despite the appreciated conan referrence above,  Physical str is different than mental fortitude and one stat to represent two concepts that are normally diametrically opposed is clunky.

    • Like 2
  10. the problem is the definition of 'might' with which you're working. which is perfectly understandable.

     

    in Pillars, might is not physical power, but rather the strength of the soul, an idea which is highly flavourful and appropriate to the specific setting they've concocted.

     

    Which must be why my mage and priest can both bend the bars with their bare hands to get into the castle.  LOL, yeah makes sense.

    • Like 3
  11. These are what the current ability score bonuses are:

     

    • Might:  + all damage (spell/melee/ranged), +fortitude
    • Constitution:  + Endurance, + Health, + Fortitude
    • Dexterity:  + Action speed, + Reflex
    • Perception: + Interrupt, + Deflection, +Reflex
    • Intelligence:  + Area of effect (all abilities), + Duration (all abilities regardless of physical, mental, or magical), + Will
    • Resolve:  + Concentration, + Deflection, + Will

     As a result most characters focus on might and int, except for a couple of builds.  Why should all potent mages, priests, ciphers, archers, all damage dealers look like arnold schwartzenhager?  They shouldn't, its absurd.  Why should any character who wants to maximize their abilities durations, regardless of physical or magical orientation have to max out intelligence?  Why do all potent barbarians, priests, etc... have Einstien like intelligence?  They shouldn't, its absurd.  That doesn't mean you shouldn't be able to make that kind of character if you want (at the expense of other areas), but it should definitely NOT be the norm for those classes. 

     

    The current allocation of bonuses are unintuitive, lack common sense, and go against most RPG mechanic norms.  Deflection is a measurement of not being hit and DR is a measurement of shrugging off some of the damage after being hit.  Why then does resolve affect deflection, but not dexterity?  This current system fails on so many levels.  I'd never play a table top pnp rpg with this at the core of its character creation.

     

    In my humble opinion (30+ years of running table top rpgs), I would have done something more along the lines of this:

     

    • Might:  + melee damage, + fortitude, + might requirement for equiping various weapons and armor
    • Constitution:  + Endurance (not a %, but actual integer per level bonus), + Health, + Fortitude
    • Dexterity:  + Action speed, + Reflex, + Deflection
    • Perception:  + Interrupt, + Defelction, + Ranged physical damage (guns/bows, basically your aim), +Reflex
    • Intelligence:  + Area of effect, + Will, + Damage (spells)
    • Resove:  + Concentration, + Will, + Duration

     

    The current system creates a lot of dump stats for most character builds.  It should give each stat considerable weight so people don't want to dump them without taking a big hit, but still allow for unique builds that are not mainstream.

     

    To be honest, I was really disappointed with the basic ability score mechanics in the game.  I've been looking forward to this game for 2 years.  And I know the developers are big time pnp gamers.  So why then did they utilize mechanics from the worst version of D&D ever made (4th ed), and why did the ability score mechanics fall so flat?  Seems crazy to me.

    • Like 3
  12. I see a lot of complaints here along the lines of "I get killed a lot, therefore the system sucks." That's what's technically known as a "non sequitur." You get killed a lot because you suck at playing this game. That alone says nothing at all about the system in question.

     

    Figure out how it works. Then criticize it. You can take notes from Sensuki.

     

    Thats not what I'm seeing at all.  I see a lot of detailed reasons why certain aspects are significantly wonky and don't make sense.

    • Like 1
  13. I like to play the game with the toggle on that highlights interactable objects, so I don't have to continuously hit the key to look.  One of the things it highlights is the tag of your pet such as "The Black Hound".  While adventuring it will ocassionally duplicate that tag and apply it to a fixed location on your screen.  Eventually several of these tags will get spawned.  Turning off the toggle will not clear them from your screen.  Only a reload or zone will wipe them away.  But because of this bug, I don't play with a pet out.  It would also be nice if it just didn't highlight your pet tag when using the highlight interactable objects mode.

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