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Archaven replied to Osvir's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I would say more towards consoles than tablets or mobile. That's one of biggest if not possible reason to reduce the party members to 5 so that's it looks more simplified and easier to play on a big screen TV & controller. If anyone notice that window logo beside steam on the supported platform, I believe this may be available on Windows 10 and Xbox crossplay. If I'm Feargus I probably do what like Brian did with Numenera. Devs are not your friend. It's all about the moneh. -
If Obsidian came up with you about their very valid reason on why they should go with 4 party characters.. or even 1 party character are you still okay with that? Of course you still can. It means it doesn't really matter to you. I don't really have a problem if it's a big deal to others or not but it is a BIG deal to me. Reduction to 5 characters means you don't have the options for 6. But with 6 you have the options to go 5 or less. This is a fact. I don't agree on the reasons provided by Obsidian at all. They can default the party to 5, but i would really appreciate that they put an option in the settings to unlock 6. Then we can all compare how much big of difference it make for the need to reduce it to 5? Oh wait they can't.. the reason is the UI being designed to work with 5. What a brilliant reason they got there!.
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Bringing down the number of party characters will make encounters more challenging. You have 1 less party character for utility/CC/support or even DPS. What's more you can bring 1 lesser characters to your party and you miss out his/her party interaction. They could possibly reduce the number of enemies in the encounter and bloat the HP, up the defense and offense of individual enemy OR they can overwhelm you with even more enemies that you couldn't handle. This is much easier to do than said making AI more "smarter". In Dragon Age Inquisition, It takes me so many castings of immolations nukes from my mage and other source of damage from other party members.. just to bring 1 bandit down. This is so unrealistic and frustrated in combat and making battles unnecessary long. There's nothing tactical about it. Is this the game you wanted to play? The issue i see with first PoE encounter design was that the tank able hold the line too well. All the encounters became "tank and spam" and hence it became boring "trash" when you can rinse and repeat it infinitum. It has nothing to do with number of trash there. Earlier game was much harder simply because Eder wouldn't be able to tank and hold the line that efficiently because of deflection. Imagine with engagement and those simple 2-3 trash mob is in the face of your mage or rogue. Your party character will drop like flies. To solve this engagement issue, Obsidian would probably follow Dragon Age footsteps. Tank would be able to taunt and draw aggro for just a couple of seconds and during that window of opportunity, other party characters can safely land some hits. For those enemies where your tank wouldn't able to draw their attention, all other party members will need "escape mechanism" and even kite to win the battle. This is not what i want to see the direction of how combat should be in PoE. Also, with the reduction to 5 characters Obsidian assume "everyone" would multi-class so more or less you may combine some beefier classes with a caster. So in that sense, they think it's OK to reduce the party character to 5. Actualy it's even OK to reduce to 4. But what happens to those who doesn't want to? 6 party characters is first and foremost my personal preference. Don't even need to argue with me about what my preference should be. To me reduction of 5 characters is the MOST disappointing design feature that Obsidian has chosen. For whatever their reason. Don't ever think devs make no mistakes in their decision. Just because you agree with them, doesn't mean they do not.
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The fatigue system was overhauled in one of the later patches. You no longer gain fatigue from travelling or from battles, instead fatigue is one of several injuries a character can pick up when they are knocked out. This is great news. I have already bought both expansions quite some time ago. Still haven't get the time to play it yet. I'm currently forcing myself to complete Farcry 4 so that i can do a fresh start for a new playthrough of PoE with all the expansions. I'm seriously going to miss PoE as it seems PoE2 has many significant changes. Some that i really like such as this change and also multi-classing and dual-classing. There is also a very significant change i really hate.. and you should know what that is. At this point, i really like that they show us some UI screen, gameplay with combat and inventory screen. I really like UI design of first PoE. But i'm getting a feeling that it may look significantly different or "simplified" and possibly end up bad for my taste. Also.. regarding empowerment that ties to per rest.. I'm not sure if this is going to be "situational" or maybe on higher difficulties, this spell empowerment is simply required when encounters are way too tough. Then this spell empowerment basically end up as per rest annoyance.
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I really like this change. It's such an annoyance that my wizard/priest/druid couldn't catch up with the pace of my cipher. Not only that, if you were in ruins where there's aplenty of wraiths and the best spells against it is fire based spell, and with just 1-2 encounter you could possibly end up using most of them. If you don't rest, your wizards just isn't going to be able to do anything at all. And i refused to rest because i have many, many non-fire based spell being unused yet and resting seems putting those to waste. Per encounter is great because it's the same as per rest, it's just eliminate the annoyance. Since per rest also ties to camping supplies, it only make frustration even worst. You end up traveling back from a dungeon to a town simply to replenish your supplies to go back down and continue. However, i hope they don't put this feature to waste if fatigue and injuries may still imposed the same annoyance. I'm not sure if this was improved in the expansion, as i didn't play them. Basically, if i'm still required to rest by just traveling 1-2 maps or 1-2 battles, this per encounter wouldn't have helped much.
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So this class combination will end up as 1 class.. eg. Fighter/Mage = Battlemage. I'm wondering how this works... Let's say Fighter advanced to Warrior and Mage advance to Archmage? so Warrior / Archmage will end up as = ?? Then this combination could actually create a whole new classes and abilities that only exclusively available for both? (Well maybe this will be in PoE3 or PoE2 expansion )
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It is a bad idea, because, all set up like Class 1 - class 19, the "class 1" will have a very bad accuracy... The only reason i see why class could end up just 1 level probably due to it's base skill/talent. But due to power level, I think it make no sense for a 1/17 or 17/1 builds. Because one of the multi-class ended up "too weak". Unless the 2nd class can augment the other class, then it make sense to have builds that are 17/1 or 1/17. I think most classes would end up with 14/4, 15/3, 10/8, 9/9? It all depends on what available skill or talents that available for that minimum level requirement that players want to build upon. But the power level seems to discourage this as it's really pointless to just have a few levels and mid-late game, those spells/talents may not be so "signifcantly" good and ended up being a "bad character".
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I think power source / level are kinda the same? Basically to really develop the characters you want, we really have to spoil ourselves on the full potential of skills/spells that were available for both classes. It's also very interesting folks will start many thread about their "favorite builds" or probably some folks will be making a poecalc.com ? Some sort of character development/progression calculator how you will end up with your characters. It's all new and great IMO. Also.. there's spell empowerment as well.
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I also find this "multi-classing" lore or immersion breaker on companions. Eder out a sudden became such a "good" spellcaster or Aloth more of a Priest than he is a wizard. I'd rather they remain as their "pure class" and new companions have their own multi-class / sub-class which heavily tie to their identity or origins. Basically, options are great. Props to them that they allowing this so that players have the freedom to develop who Eder or Aloth really is. But same cannot be said for party characters limit
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Someone pointed out to Feargus on figstarter page about this HEAD stuff (health, endurance, accuracy, deflection?).. so you can have the following combinations: fighter / wizard or wizard / fighter both class will end up being the same battlemage. but not truly the same. basically if fighter were to be picked first, basically it means Eder possibly could have better stats than said Aloth.. which he can as well multi-class as a wizard / fighter. so because of companions must have their first base class, then it would possibly mean Aloth could be a much "weaker" battlemage than Eder. it's interesting to see how they can balance this up.
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I'm getting the feeling that they are following suit on Divinity Original Sins footsteps as well. Environment plays a big role in DOS. It would be similar too in PoE2 if i'm reading it right. Casting rain in a targeted area and then a simple lightning would stun everyone in the area. This will only benefits range classes to get a few hits from those few seconds of stun. But it wont seem to benefit melee characters.
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I see no point in arguing what's the preferred size of individual players. Some prefer 5.. some 4 and some 6.. or more so someone go for 1 (solo). This is simple common sense. You restrict it to 5.. then 5 is the max you can achieve. Now let's go further.. restrict it to 4. Sure if you still feel the party size don't matter, then it probably means you don't really care about it. Why do you care posting in this thread if it doesn't even matter? If people feel 5 is the best, they can always go for it. Why do you need someone aka dev to force or convince you that 5 is better? Or even 4? If you asked me personally, since the availability of multi-classing features, 4 would actually covered all classes. We don't need 5 there. 5 it's because Obsidian knew, they would even disappoint far more players. I have no problem with anyone's party size or their preferences even their opinion. The whole reason why 6 is not possible is because dev admitted themselves the UI was build and design for just a party of 5. Since UI and customizations stretch goals were already hit, why would it be so hard for players to customize themselves so that they are not able to add in 1 more party character? They even go to the extend that no you can't mod 1 extra character in simply because the engine they use were difficult to mod. But then they say they would provide more flexibility to mod this time around, but not the party characters? My wild guess is the UI is going to look very different from the first PoE. I want to say that i love the UI design of the first PoE. Not only that it can fit 6 characters, it can even fit 8 if there's a mod to allow it. I'm trying to be positive here but i suspect the UI would be kind of big this time. Everything should looks bigger as you are reducing 1 character from the UI. If not all, i would say it would look more simplified. Maybe we can make a plea that if we can use the "classic" PoE UI for the main screen?
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This system looks interesting.. I'm eager to wait and see how it plays out. But i think 75% is too high or too good for multi-class. If you are going pure-class then basically there's not much initiative in doing so. Maybe it would be something like: Fighter/Mage would be equal in power 75% / 55% if you max out to level 18 vs Fighter Or Mage at 100/% at level 18
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Yeah right... Clumsy UI Bad pathfinding Too many abilities.. too chaos.. too complicated. Why resort with 5? Go up all the way to 4 and don't stop there. I believe with 4 the above will perfectly.. o'perfect solve this complicated, clumsily, chaotic old school pathetic cRPGs. The more i see Obsidian wanted to casualize this.. the more my hype and hope lost for this game. Sure you all waiting this game to end up with 4 characters right? Good for you. I'm out. If that IGN interview with Feargus didn't hint something.. i don't want to say more.