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Everything posted by Eos
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Wrong. The way the math behind defenses works makes the defensive attributes extremely impactful. This is not an opinion, its mathematically provable. Each point of defense get stronger and stronger. So while there may be little difference betwneen 1 defense and 0 defense that 1 point difference becomes literally 100 times more impactful on the high end of the mitigation/effective health curve. The difference betwen 17 and 18 might is not that big and follows an obvious linear curve. Defenses do not. Except that this thinking is wrong. It only shows that relative impact grows towards the end of the scale, nothing else. One attribute point contributes just as much absolute value in the low value range as it does in the high value range. This whole 'at high values every gain has exponentially more impact than the one before"-argument only shows that some people don't understand percentages really well
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What do you mean by "the same"? I don't suggest to remove any of the shadow abilities. I'm just saying that they don't need to be so extremely annoying. Shadow can blink directly to your back-line dudes ignoring the tank - and that's fine. They can apply Dazed debuff as a secondary effect of their attacks - it's fine too - but not always, not on every hit. It simply doesn't look fun. Another example - you are also facing will-o-wisps early in the game - it can make your goon Confused (a powerful controlling effect) - but only periodically, not permanently - it gives you a window to make some actions between - to improve your Will defense for example - this game mechanic looks fun and balanced to me. In the same way Shadows require a certain tactic. You can outrange their teleport, for example. Or you can use disable and focus fire to burn down those that teleport to your back lines. Or you adapt your strategy by turning your tank+X group into a more balanced one where your back line doesn't fall over when a mob looks at them funny.
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You don't really state why it's wrong for them to be low level mobs. You just sorta imply it as if it were some natural law that low level mobs need to be push-overs. They are tough enemies and should be treated like that. Just because they kick your butt, doesn't mean that it's a bad design. Challenges make a game engaging and more fun
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My Two Cents - A thorough look at PoE
Eos replied to Snayff's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Seems like we had a similar experience with the game. Found myself agreeing with you on pretty much every point. Well written -
Not that I doubt- but if that is the case- why so many people say that Paladins are garbage in this game. I mean being able to solo Endless Paths for me is best to show which class rocks, which do not. If Paladin can outlast Endless Paths- then why people still say that they suck. I do not understand this... :/ In the end, the turtle outran the hare, but no one would use that as an example and say that a turtle is a good runner, now would they?
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Linearity usually refers to the narrative of a game, not to the amount of variance (or randomness) in its mechanics. Most RPGs are linear because you need linearity to tell a complex story. The more choices you leave to the player, the more different story branches you need to develop. And it's already quiet difficult to come up with one story that is compelling, imaginative, complex, interesting and engaging. Leaving room in it for random player decisions blows the required work for it out of the water. Also some player choices just wouldn't make for a good story. In terms for randomness: have you played a game which has high variance? It's not fun. It's not engaging. It's just random. Manly results in many, many tries until all the little random elements fall into place. If you want random, play lottery D:
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Most fun char for solo?
Eos replied to petrivanzyl's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Depends on what's 'fun' to you, I guess. To me, 'doing stuff' is fun. So I rather enjoy classes which offer a lot of different active abilities in a fight, but don't require the hassle of constant resting: so basically Cipher and Monk. The rest either requires too much preparation outside of combat (the casters) or has too little stuff to do during the fight (the brawlers) -
You are a strange man. You barely back up any of your statements with even the slightest hint of reasoning and most of your assumptions are simply false. A bad combination I dare say :/
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The crafting system is very straightforward: every weapon is a base weapon plus some optional enchantments. And every weapon of the same base weapon type is identical. There are no hidden stats or anything. The only thing you really care about are special modificators like +1.2 attack speed on weapons, which you cannot enchant yourself. If you find a weapon with that, take it and fill the rest of its enchantment points with your own enchantments. Otherwise there's no difference between a fine, burning lash weapon from a shop and one you crafted yourself
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Interesting choice of examples for 'old RPGs'. My bucket list of old school RPGs: Baldur's Gate, Baldur's Gate 2, Fallout, Fallout 2, Planescape Torment. Compared to those? Pretty much up there. Very well crafted world, good writing, good story-telling, intriguing main story, for the most part well crafted side quests, very good dialogues. On top of that a new rule system which is rock solid and spawned a couple of new and interesting classes/mechanics. Well balanced, challenging combat, average crafting system/items. If you enjoyed the Baldur's Gate saga, go for it. And Dungeon Siege isn't an RPG. Please D:
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Does pain equal damage?
Eos replied to omgFIREBALLS's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Ignore Pain just sounds cooler than Ignore Wounds -
So much strange information in this thread.. I'm a bit confused. OP, just stick with the first couple of posts. After those it started to go downhill a bit :D
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Only really used two of the level 1 spells. Mind Wave - the AoE knockdown: which is totally overpowered.. little no to focus cost, great range, quick cast speed and almost always knocks down several/all of the opponents.. if you'd feel so you can trivialize many encounters just by spamming this level 1 spell and disabling pretty much all enemies throughout the whole fight Soul Shock - the AoE nuke: cast on your main tank and melt down your opposition, my go-to AoE until Silent Scream becomes available All the other level 1 powers seemed weaker than their alternatives or tried to fulfill roles better filled by other characters
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Guess that would be a thing. Fighter could have a modal for offense and defense (which he already has) which changes the way he generates his resource: i.e. the defensive one makes him generate resource on being attacked, the offensive one on attacking. Much like the Monk who works with getting wounded, or the Cypher who works with making damage, or the Chanter who needs to sing. Seems like a fun, combat-oriented way to design class mechanics and gets rid of the "I don't want to cast my spells because I don't want to rest again :("-dilemma
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He'll want Penetrating Shot either way, but I agree that it's more important for Blunderbi than for Pistols. For a Pistol? Not sure if you're right about that one.. 5 more damage vs. 20% less attack speed. Your rogue would need to hit like a limp noodle (i.e. for 25 damage or less on average) for it to be worth the trade off. Ar least in that range (haven't bothered to read into the whole attack speed, reload speed, recovery speed discussion). My Rogues on PotD on level 9 hit for 40-50 damage per attack making Penetrating Shot is very much not worth it Good point, actually. A ranged rogue probably shouldn't even be a wood elf or take Marksman. Well, depending on what one wants to do, anyway. Again.. what? :D Your ranged Rogue shouldn't be a Wood Elf or have Marksman? Should he also not wield a ranged weapon and engage enemies in.. you know.. melee? What in the world would you give your ranged physical DPS class if not (ranged) accuracy bonuses?
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Stags got teeth?
Eos replied to PeteNewell's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I like how Obsidian employees reply to the tough, hard-hitting questions :D -
It does in a way. The Wood Elf racial and the talent Marksman don't work in melee and seeing how most melee weapons are good at interrupting while most ranged weapons are vulnerable to interrupts, there is a sort of built-in drawback to having a gun in your hand when someones flails at you violently in close range
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Depends on the Damage Reduction of your targets. Blunderbuss has to punch through your target's Damage Reduction six times, Pistol only once. If you play on Hard or Path of the Damned, go with the pistol because every mob has a lot of Damage Reduction. If you play on Normal or Easy, you'll want the Pistol for the tougher enemies, the Blunderbuss for the softer targets. And if you go Blunderbuss, you want the Penetrating Shot talent, as its effect is basically applied six times for the Blunderbuss while still only getting the attack speed malus once.
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