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sivasdahling

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About sivasdahling

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    RPGs!!! Game design, Indian History
  1. I do think you have to base everything on normal mode. That should always be the most balanced mode for the most players. Or else it wouldn't be normal The problem with basing things on normal mode is that it is easy enough that you can get by with misusing classes, or do things like Eder + everyone else with a gun, which works in normal (and hard) but is really inefficient! A ranger + their pet + ranger skills like marking will do more dps then a rogue (at least at range). The ranger is a bit more flexible, because it can use its pet to off tank without much penalty. I find th
  2. Another thing to remember is that faster weapons take better advantage of buffs and debuffs than slower weapons, as you get more attacks in the time frame of the spell. I'd say bows aren't gimped, but they are only useable for rangers and rogues. Rangers use Marked Prey to drastically lower DR (a good Ranger strategy on high health enemies is the combo Marked Prey + Blunderbuss + hunters bow) and of course Rogues use sneak attack.
  3. You have to remember that PoE maps are rendered at a much much higher resolution than BG maps! And every pixel of map data requires more memory since Pillars has things like light maps that BG does not. In total, the number of distinct levels in PoE is about 3/4 that of BG2, but most levels are significantly smaller and take up significantly more hard drive.
  4. Its not just the Prologue! The two best dungeons in the game are Raedric's hold and the temple of Eothas. You have some light puzzles, clever stories scripted interactions, etc. Both are also quite large! The second act dungeons (the Skaen temple and Ila) are much less vivid. And the third act dungeons are cool areas but are small and far too simple. You would think that they ran out of time, but Raedric's hold was one of the last areas built!
  5. Crafting can certainly be useful in PoE, but I find that it detracts from the game as a whole, as it makes the unique items in the game, less... unique! I think this is a general problem with a number of the stretch goals. Caed Nua is pretty cool, but I think it would be better if it were divided up and the same levels were used to expand the other dungeons in the game (this might also help with xp balance). The keep is totally pointless, and all the coding used for it would be better spent adding to other parts of the game. The area would have better just as a third village, or a maybe
  6. I thi In one word: consoles. After 2002 there was a huge move by western developers away from the PC onto consoles, and games like PoE don't work without a mouse and keyboard. Dragon Age: Origin for instance is a completely different game on the PC, and much more comparable to PoE.
  7. i'm overstating it... deflection is great you have one tank engaging lots of enemies. But if you want to use a tank to soak up enemy attacks while other melee characters also engage, deflection gets in the way
  8. When a monster can target multiple characters without breaking engagement, it will always target the one with the lowest deflection (which is the smart thing to do). So to keep on a tank, you have to lower its deflection (by for instance switching to a two handed weapon) and raise deflection on your rogue (by for instance equipping a shield or drinking a potion). An interesting implication of this is that deflection is not necessarily a good stat on a tank!
  9. In other words, we go from "It's not Baldurs Gate, therefore it sucks" to.... "It's not D&D, therefore it's awesome." Ok, is there supposed to be some sort of profound difference between your stance and that of the "complainers"? Because I don't see any. Both positions are equally shallow and they're both tainted by the exact same type of worthless, meaningless bias that leads nowhere in a debate. On the other hand, some of the criticism I'm seeing does not actually fall into either stance. For example, complaints about the Engagement mechanic. I can describe the ways it goes against
  10. This fix is also not so simple for another more subtle reason. It would require enemy units to move in curves around the tank in order to not get into engagement again! This is surprisingly difficult to do; you generally want enemies moving in straight lines. Between any two points there are a large number of possible curves. The AI would have to calculate these curves, and figure out which was the best, every AI cycle, so we'd be increasing the amount of work the AI needed to do by A LOT. There is only one line between any two points, so moving in a straight line is simpler. In turn base
  11. What's the problem with your range characters being naked? It's a totally valid choice, and one that has some actual costs in the game (i.e. with spirits) Are you just sitting around watching the game play itself or are you fighting for your life by using your abilities? That's the question. When you're at a hard fight with over leveled enemies I find the combat in this game really great. You have to keep repositioning your forces, chaining abilities together (move your wizard behind the enemy line, dump a potion of eldrich aim, spam fan of flames, but only if you've already engaged all t
  12. Tank and spank does work for: I used Tank and Spank with the spirits in the light house. I know how to do it now to some degree. Last fight in Skaen Temple. Don't know what you mean by the trap and didn't use the door as a choke point. Worm fights in Searing Bluffs. I even showed a video where the drakes ignore your back line while flying through your back line. Ogre Matron fight. Don't know about Evil playhouse or last battle as I haven't got up to that yet. I should clarify that by tank and spank not working I mean naive tanking and spanking, where you merely use the same
  13. @Namutree By the way you're defining tank and spank, then yes every battle can be won by that strategy, but there can be so much variety within that paradigm. I mean, every CRPG and for that matter PnP combat system would be "tank and spank!" In BG2 you send forward your fighters, who do fairly little damage but hold back the monsters from killing your mages and clerics, who either dump spells or arrows on your feckless opponents. I think the more pertinent issue is that you feel you don't have to react in combat, that you never need to change up how you tank or spank. The game seems to
  14. The red dots are endurance; every 20% lost erases one dot. For your own party it is redundant, but that's hardly a bad thing. To find which weapons are effective against which creatures, pause the game, hover your mouse pointer over the enemy, and look at the upper left hand corner. The DRs are arranged next to symbols for each type. Generally swords do slash, spears do pierce and maces do crush. Most characters pick 2 types of damage they can do, so you'll have to choose. Fighters don't make particularly good DPS builds. In general might and dex are the non-magical DPS stats, so I'd
  15. There is most definitely a connection between your character and Thaos! In the past you betrayed a woman who you cared about deeply on Thaos' orders because she claimed the gods did not exist. If she was right, you're actions had meaning, were horrible! You tried to ask Thaos this question but were refused an answer, and this haunted you till you died. Meeting Thaos in the context of the Biawac reignited this question in your soul, which is why you ultimately needed to find him and ask it to him, in order to get some closure. PoE I think is like Torment, in that it is based around a
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