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Franknstein

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Posts posted by Franknstein

  1. I maintain that the loot should scale up accordingly to keep you engaged. It's not fun when you are still fighting in the same gear as you had 100 hours ago. 

     

    That's the culprit. See, Deadfire follows a complete opposite design philosophy from the "grind for new gear every X levels", which comes from the MMO games, where one has to be engaged in the grind for years, and ARPG's. There the grind is the game, and the gear, often times, substitutes for the build.

     

    So, yeah, in Deadfire your first favored sword might carry you through all the game, no problem. A unique "low level" brigandine stays relevant at any level. Is it universally no fun? No way. Does the booty suck? Nope. It's just not your thing.

    • Like 3
  2. But concerning the first half of your post: Very much so, yes. I find it quite interesting that it's entirely possible to play a spell-casting-dependent wizard without actually ever having to cast any buffs, i.e. simply focusing on the offensive, either in the damaging or in the incapacitating sense. Whilst not wanting to start a fight, games like BG2 would hardly give you that option, at least on higher difficulties. (Again: not complaining. I just find it curious.)

     

    Yo, I see no reason for a fight here. Deadfire is cool and awesome, speaking volumes for a good balance, were there is no clear "best" option and one can do as one likes and be efficient at that.

     

    BG is old. Game mechanics design went a long way from there.

     

    And tangents are the flesh and blood of these forums! The most epic stuff! =)

    • Like 1
  3. Franknstein: Here's an interesting fact. I've never once self-buffed a wizard in this game, nor in the previous one. Despite playing on a high difficulty, there is simply no need.

     

    Well, that is play-style dependent, obviously. One could arm a wizard with a bow and ignore his casting completely. On PoTD. Solo. I guess...

     

    Yet, if one does the buffing routine, – the script is a godsend. The same goes for the priest (and if there is no need for the priest buffs, there simply is no need for a priest in the party).

    • Like 1
  4. Stop using AI altogether and give the commands yourself.

     

    This is likely to be the only solution, and even if there's an AI solution, this is still a lot better.

     

    Self-buffing the wizards with all their buffs is better done with a script, or the tedium would be unbearable. It's ~6 same casts every combat...

     

     

    Hi!

    I want Xoti to buff my character, but I can't find a solution, so I need your help to get her job done ;)

     

    A workaround would be to give the character an affliction, or inspiration, that nobody else in the party has. And than target the buff at that character.

    For example, with a monk, one can scrip to use swift strikes whenever not under an dexterity inspiration. And script Xoti to target the buff at the ally with the dexterity inspiration.

  5. it seems prudent to at least wait for beta to be over, because there are certain mechanics that seem way too abusable and likely to be patched (free action spamming mostly).

     

     This.

     

    I mean, there is big talk about how the "turns" are implemented wrong, and it all has to be changed. If it gets changed as proposed, all slugs with their 3 Dex + Heavy Armor are going to be screwed. My drunk and high orlan corps-eater/bellower will definitely be screwed.

     

    Have to wait.

  6.  

    Unlike Cleave, in case of HoF and WotW, descriptions do not mention "melee weapons". But hey am completely fine if they would. Actually I would be quite glad, and I mean it)

    With the only possible exception being sceptres and wands. Since they don't have reload, nor need to draw, don't have AoE, and are not as wonky in melee as a bow.

     

    There could also be a middle ground. E.g:

    - cleave can be done even with 2H ranged weapons, let's say arquebus. But it is used as a mundane club.

    - whispers of the wind, can work with bows, pistols, blundersbusses... but such ranged weapons fire only once. Or are used as mundane clubs.

     

     

    It goes like that:

    - to be an AoE attack the ammo has to explosive

    - the warrior, in slow-mo, Max Payne style, tumbles between the smucks and sticks the ammo onto (into?) them

    - than with a single (!) well aimed shot that warrior causes an explosive chain reaction

    - BOOM!!!

     

    Edit: best class – none. To much context dependency to develop some relevant ranking, I say.

  7.  

    • Eothas' Challenge: creates a sense of urgency implied by the narrative but not previously reflected in gameplay, and forces players to plan and prioritise rather than swanning about every corner of the map, much like they would in a tabletop RPG.

     

    Erm. In a TT RPG one can be whatever one wants to be, and can literally do whatever one wants to do, imagination the only limitation. Railroading is like vampires. It sucks.

  8. 1. Realism.

     

    Why do we have stats? Well, back in the time the guys who wanted to play their TT wargames wanted to express IRL soldier squads in the rules. So they gave them squad stats. Than demilich Gygax came and sad "Let's make this stuff personal!" Ditched the squads for individual combatants. Those individual combatants had stats that expressed IRL fighting capabilities AND the their capabilities to do magic stuff, and it was playable as TT game. Chainmail was born, we had our OG RPG.  So the legend goes. All praise Gary Gygax!

     

    Point is – RPG character stats try to simulate reality. In a playable way. With magic. So, more realism is good, yet ain't crucial, and one has to do a good job explaining how the unrealistic stuff functions and has to be consistent about that.

     

    2. Intuitiveness.

     

    The dictionary tells me that's "based on what one feels to be true even without conscious reasoning; instinctive". So, I'd say, stats are counter intuitive. One has to explain, that the Strength stat does this and that, and one's expectations might be strongly contradicted (edge alignment and footwork have not so much to do with strength, but contribute to sword damage tremendously). Yet, this explanation has been done a lot of times by all the D&D games. And one's expectations about what's true about a stat without conscious reasoning might very well by dictated by that. All hail Gary Gygax! So, is PoE's Might intuitive in this way? I'd say no, it isn't.

     

    3. Might in PoE is not strength!

     

    But it is. It's in the description of the stat: "a character's *physical* and spiritual strength, *brute force* as well as their ability to channel powerful magic". It's just not only that, but also a lot more. Yup, in Eora one has to be strong as an ox to add that extra punch to one's fireball. Magic works that way in Eora. Physical power works that way in Eora. And that's OK, I say.

     

    Side note about guns and strength and Might. One needs a steady arm to aim. Body weight is good to. The influence is more subtle than with a giant mashing stuff with a club, yet it's far less so with a decent sword fighter. There is so much more required to be effective with a sword than only strength. So, if we say strength governs melee damage, we might as well say strength governs ranged damage. The influence is there.

     

    And Might being the expression of ones bloody raw will to destruction somehow reminded me of the King's gunslingers: "I do not shoot with my hand; he who shoots with his hand has forgotten the face of his father. I shoot with my mind."

     

    And this tread is epic. Love you folks. Cheers.

  9.  

    Some debuff to the defence(s) of a prone target and consuming movement to get up sounds right.

    Noticed that the upgraded knockdown (mulekick) adds flanked status. Completely removing movement points or cutting them in half would be a useful feature though.

     

    You know what's good? Fighter stance which knockdown enemies on engagement ending Thier turn.

     

     

    Should only work while armed with a polearm, I assume? =)

  10. I have nothing against your perception that "might" means simply power, regardless on if physical or sorcerous.

     

    I certainly do NOT want to have my _powerful, but powerful in magic_ *W*I*T*C*H* performing amazing _physical_ feats! She is supposed to be _WEAK_ physically!

     

    Actually, it's in the description. "Might contributes to blah-blah-blah. It represents a character's *physical* and spiritual strength, *brute force* as well as their ability to channel powerful magic". It doesn't mean simply power.

     

    So, dump Might. Go control-freak route. Be a powerful caster, be physical weak.

  11. If someone gives you a bat that you can barely lift off the ground, you're not hitting anything.  On the flip side, if you have the strength to whip a bat around like a toothpick, you will be able to manipulate it with ease, thus greatly increasing your chances of hitting your target.

     

    What you are writing about (as I understand it) are penalties for insufficient strength. After some point, when you are able to manipulate the weapon no problem, more strength won't help your accuracy as much.

     

    And it seems that even the weakest kith in Eora at 2 MIG and 3 CON are tough and strong enough to wear Full Plate Armor and a Zweihänder with ease.

  12. In my opinion Tyranny had problems of mechanics kind... Quirky attack resolution, ability to one-shot bosses, and limited amount of optimal builds. After only one playthrough you could spot the strongest build, and everything else would just be subpar to it, so there was little incentive to experiment further.

    This.

     

    The story is OK, ends abruptly thou. I did like my playthrough, but culdn't force myself for a second one. And the game is kinda meant to be played more than once.

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