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Pelmaleon

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About Pelmaleon

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    (2) Evoker
  1. Occasionally when I hover over items or spells and the tooltip pops up, the tooltip vibrates very rapidly for the duration of the tooltip being up.
  2. This has probably been said multiple times before, but each time you come back to the game multiple months later, make sure to go through your spells one by one and reread them. It helps a ton to know what exactly is in your arsenal so you can better overcome unique, tough battles. If you come back and only remember a few of them, your party potency will be greatly diminished, subsequently making the battles much more difficult. For a general combat tip, crowd control spells that confuse or sleep the enemy are great to give your party much more time to cast buff, debuff, and damaging spells. A
  3. Video in question: He brings up a lot of good points. Should balance in single player rpgs be more important than forging an immersive, unique semi-sandbox experience? I for one hope to see more ludicrous and idiosyncratic equipment in Pillars 2. Are we losing too much of the special something that makes a "great" rpg versus just a "good" rpg by making the game beginner-friendly (i.e. having fewer and tamer choices and mechanics) even while multiple difficulty levels exist? What are your thoughts?
  4. It wasn't meant to be boring and bare-bones, but they had a release date (limited time) and limited funds so they couldn't accomplish everything they and their fans desired. Shigeru Miyamoto (creator of Mario and Zelda, etc) once said, "A delayed game is eventually good, but a rushed game is forever bad." Now obviously things are not so black or white, but this quote veritably holds true for elements of a game (which make up a game), such as Pillars of Eternity's stronghold. I remember hearing in an interview that Pillars 2's stronghold will be more fleshed out.
  5. Doesn't the IEMod break with every new patch? I haven't experimented with it yet, but I thought I remember reading that.
  6. I entered White March at level 5 with my PotD party and beat all of it except the (SPOILERS) Alpine Dragon and Cragholdt area. I went from level 5 to level 9, and am about to attempt Cragholdt. The evidence is in my vods at twitch.tv/Pelmaleon.
  7. I think the devs may have shot themselves in the foot with their leveling system. In the infinity engine games the experience required for mid-late game levels would start to ramp up into extremely large figures, while in this game each subsequent level barely increases the amount of exp required to ding. This causes players who do every side quest and area to be way too overleveled for future encounters/quests because each quest completion gives a large portion of the exp required to level up - enough of these large portions by completing side quests and you become overleveled. They need to t
  8. Definitely PotD for crpg vets. I regret my first play through on hard on account of so many encounters being too effortless.
  9. Difficulty settings should be a function of difficulty settings, not one of metagame self-restrictions. This is especially true when options are presented behind a veneer of equivalency, which PoE's are. Saying balance is unimportant in a game where spells are divided up by tiers of power is absurd - balance concerns are inherent to and inseparable from the very mechanics of the game. Moreover, the pejorative and unjustified claim that anyone who cares about balance is a "minmaxing mook," betrays a complete misunderstanding of game balance as a concept. A well-balanced game has a variety of
  10. Yea, let's just make the game even easier for the small playerbase of tactical adventure fans by buffing all other classes. /s. Stop endeavoring to force feed the devs and other players your perfect world scenario where everyone is equal and the land is filled with sunshine and rainbows as you traverse across the land one-shotting dragons and solving all the problems of every village. Classes should be different with varied power curves. Races should be very different and make people react extremely differently to you. Villages should still have unsolvable problems after you are done attem
  11. Your rationalization is an act of grasping at straws. None of the spells you named are particularly OP, particularly at the levels you gain them. and none you mentioned are broken. The fact that they become OP once you can use them per encounter speaks to the problems with the per encounter use and not the relative power of those spells. Truth is that all RPG systems start getting funky at higher levels because keeping power curves reasonable is very difficult. The per encounter spell system needs to be addressed because it so heavily favors 3 classes at the moment, that Obsidian's on
  12. Your rationalization is an act of grasping at straws. None of the spells you named are particularly OP, particularly at the levels you gain them. and none you mentioned are broken. The fact that they become OP once you can use them per encounter speaks to the problems with the per encounter use and not the relative power of those spells. Truth is that all RPG systems start getting funky at higher levels because keeping power curves reasonable is very difficult. The per encounter spell system needs to be addressed because it so heavily favors 3 classes at the moment, that Obsidian's on
  13. Maybe I am attributing the underlying issues that you list here as being caused by the per encounter mechanic when it is a few specific spells than need to be adjusted. Or not. Yes, the issue lies mostly with the spells themselves, not the per encounter mechanic which (imo) makes the game more fun to play. I suppose there could be an entire removal of per encounter spells, and in exchange give the players a lot more uses per rest for these previously per encounter spells, but they still wouldn't make broken spells not broken, which subsequently remove an excessive amount of challenge a
  14. Well, then do whatever you want im gonna still use per encounter spells even if i have to use a mod to achieve it OK, have fun. Nobody else ever cared about that, you know. Sounds like a case of "the thing I like, everybody likes it, the thing I don't like is the real problem". Isn't it just as valid for someone to complain the other way round? Anyway, I brought up the talents option, but I"m not sure either how big a problem per encounter spells are. They obviously do become quite significant as the levels go up, because they start making the entire class non-vancia
  15. Because badly balanced SP is a sign of poor game design. Ok, but a minute sign or hint of worse things to come does not automatically make the rest of the game's elements and mechanics poorly designed. Perhaps one of the devs in charge of the balancing is just not as experienced or bright as the other devs who made other parts of the game? Or maybe he was rushed because of a relatively larger workload during his designing process and didn't get enough time to balance-check the spells' numbers?
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