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Stoner

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Everything posted by Stoner

  1. Human Barbarian Wood Elf Wizard Why there's "non of these" option in class section? There aren't custom classes in this game, right? Doesn't it break poll?... No sense to me...
  2. I totally don't see any point in crafting/enchaniting in this game, maybe because it's done bad, I'm not sure, but here's the situation: The only time where you might need to enchant your gear is endgame, because best attributes comes for VERY rare materials and there's no farming locations, no respawning mobs (which is VERY good in truth), and you have to be 100% sure that item you about to enchant is really best you can find or that would be just wasted materials. Making minor enchantments requiring low tier common mats is useless because it doesn't give you any signinficant boost and still wasted stuff that could be used later, on better equipment. I wished that was done better, or removed at all... Still, it's very minor case not even worth mentioning, doesn't spoil the game a bit.
  3. I turn off music in every game I play, especially ones requiring lots of reading, distracts alot + music mostly sucks in games (no idea if this is true for PoE). No problems with immersion that way.
  4. Noob question but still: those Dragons can't resist scrolls? Because when I tried to cast cc spells by mages it worked maybe on third or fifth attempt when most of my group was already on the floor biting the dust...
  5. I agree that this is rather abstract and fresh, interesting concept but it also lazy simplification and only way to make use of all the stats for developers, like making easy pool which will affect every character, but in a long term it led to obvious issues like writing and ridiculous firearms damage explanation (or lack thereof). Some players already stated here (me included) that while it seems that game has no dumpstats and utilize them all in equal manner, that's still not completely true. We get priorities for ones over the others, and pretty obvious ones. This could be handled better by increasing penalty of lowering certain stats or adding something logically appealing for player to get them. Not simple MIG - Damage, CON - Health, PER - Accuracy and etc for each class. That's just too simple though might not seem that way for all, but for me it certainly is. No logic or real life experience can be applied to fantasy universe, but you have to agree that most people (from books and games of that genre) got used to idea that magic is controlled by sheer willpower backed by memory (intellect) or some more vague traits like charisma, but still, on the surface it makes much more sense than soul power branded as Might. I still believe that magic damage could be handled way better by RES and INT combination as MIG serving for body or mental protection, like lowering chance of interrupt, kockdown and etc, and that would be pretty helpfull and nice since AI built around attacking weak casters, so mages really NEED those attributes, that still wouldn't be dump. But eh, it won't change anyway and I'm somehow already wrapped my head around present attribute system.
  6. Actually I don't feel like modifing this threads' name since I'm pretty happy about how discussion went. Some very interesting ideas and theories revealed here by some people. Still, this is very obvious that we don't completely dump any stats on every character but having low and high priorities are still there. All I'm saying is making Might less usefull for damage based casters and switch it to INT or RES would make it more fluffy and automatically solve any writing based issues. MIG may get some additional bonus but I honestly don't see problem with it being less usefull like CON or RES are still for Wizard.
  7. @Ink Blot I did that on my last playthrough on Normal, kept notes on these locations, but since I have only 2 slots that would be overkill and very time consuming... I'll will simply abandon most of those camps in my journey it seems.
  8. @jsaving Well, giving me copper (or anything) for those supplies would be brilliant, sad that devs didn't implemented it... @Ink Blot That's what I'm doing right now since this is the only option aside from abandoning it, but it really takes away fun for me because, as I mentioned above, I don't really like to rest often, engaging in combat with tired group and some burned skills is much more satisfying than hitting everything with fresh party.
  9. I understand it as rather odd topic but still... This is actually not for making gameplay easier, I'm just a hoarding maniac, can't overcome myself and it troubles me to leave things around which I can't pick. It became worst since I play on Hard now and can carry only 2 supplies, would much appreciate if there's some mod or workaround so I can pick them up (and even if they vanish and don't stack up it's fine for me). Thing is, we have unlimited inventory (stash) which is my dream came true, I can grab everything I come across, but resting supply limit decision I just don't understand, why not make an option same way as with inventory? It doesn't really make this game much difficult since we can freely go from place to place without penalty and rest, those supplies are very cheap and most merchants have them so they basically everywhere. As for my part I rest way too rarely, and only when I absolutely have to, mostly in inns for special bonuses, so having like 20 camps vs. 2 wouldn't make any real difference, would it?
  10. Well, good to know about serious attribute revamp in 2.0 (haven't checked it myself yet) but that's pretty much seem like a bad news for me, gotta check it out to be sure. Main problem here, as many mentioned above, is that these attributes go through pretty obvious checks in dialogues and other interactions reflecting Might (for example) as ordinary physical strength, that seems like mostly writing problem, yes, but at the same time hurts overall attribute representation IMO. I chose and admire PoE because it gives me back my long desired classics of BG, IWD, NWN gameplay with fresh looks, like a good old character classes doing what they supposed to do, so I can build tank or damage doer and it will do it's job since the beginning. Not like Divinity OS which builds upon exploits of certain classes with cheesy combinations and some of them plain useless, or DAO where character development is gimped to completely retarded level with non-existent class functionality where naked mage actually tanks way better than any warrior in heavy armor and combat yet again built upon dumb AI and cc timing exploiting... ehh, sorry for this little rant, but that's true in my book. Pillars excels to unbelivable heights in these matter, and I hoped it would secure more of those classic feelings, but I can't deny that some fresh ideas are good, but not this particular matter IMO, I believe it could be done a bit better.
  11. I agree with most part of what was said here but not quite agree with "dump stat" argument. When we build specific class there's always some must have attributes and low priority ones, when we build Wizard many guides suggest to max Might and Intellect even by removing points from, say, Costitution or Perception. Thus it virtually becomes "dump stat". If devs would switch Might function with Resolve some players may still get Might for Fortitude or some dialog/intercation options like roleplay bulky agressive mage, but switching that would sit well with more fluffy mage builds and would provide not so wierd roleplaying experience in the process IMO. We cannot seriously say that every single stat works well for any class. Yes, there can be some exotic builds and game system does pretty good job at utilization of most attributes but tanky warrior would go for max Constitution than Might, they won't get Intellect no matter what and since those two attributes (MIG & CON) are very commonly used by most fighter classes also applying it to casters transforms it into must have stat for almost everyone when Intellect goes exclusive for casters, making it somewhat dump... I hope my ideas are rather clear on this one.
  12. Maybe it was discussed somewhere earlier but I'm curious to hear fresh thought and opinions about it. I have finished vanilla game with 2 main characters Wizard and Barbarian, Barb was fine by all accounts but WIz is my favorite and his build bugs me to death. Can someone plaese explain me who in his or her mad and twisted imagination came to conclusion that Might must affect magical damage attacks? I try to figure out any logical explanation, but simply can't grasp it... When I roleplay my bulky, half-naked, angry Barbarian it feels right and true in every aspect to threaten and demonstrate brute force both in dialog and while swinging huge, two-handed sword in combat, but when my skinny elf-mage threatning people all around, lifting then up and show muscles exacltly the same way as Barbarian does feels completely mad and out of place... Why it was even designed that way? Let's face it, most players who build Wizard will focus on DPS, maxing Might and Intellect as much as they can, but why exactly Might should affect power of casted fireball, lightning or chage off the wand? Why not make classic Intellect - spell power, Resolve - radius/duration/etc or vice versa? Resolve seriously feels like a must Atrribute for any caster, but somehow it feels underused. Mage doesn't need fortitude, it feels like wasted stat, but will and concentration would fit just right in, no? It mostly affects immersion and roleplaying feeling much more than combat system itself because despite of Might being described as "spiritual strength" we get same dialog options as if we roleplay some brute warrior, and that doesn't sit well with me. All in all Pillars' both roleplaying and combat systems are almost perfect IMO, only this one little thing drives me a bit off the rails, I do not hope for any changes and I understand this is design choice but I'm curious what others think about this.
  13. I probably did something wrong but I honestly didn't understand those fights myself... Entire game felt like a milkrun, I almost auto-combat through most enemies with rare moment when I had to think about positioning and skills that I use, but that was also pretty easy and satisfying at the same time, when I hit Adra Dragon with my max lvl party (wizard, warrior, priest, paladin, ranger, cipher) with probably best gear that I could find, on first attack (which is pretty far reaching and AoE) it oneshot killed all but warrior and paladin, second attack finished them off too... This is absolutely insane because my warrior have been built as pure tank and been able to hold out against number of hard hitting enemies for very long time without healing and never dying. I tried drinking posions, food, buffs and etc, but nothing changed, Dragons' attacks are simply too powerfull and status effects had very low chance to trigger, I beat it after maybe 15th attempt when I somehow inficted paralize before wipe and then Dragon bugged, just stood there not attacking, I have no idea how else I could kill it. That's funny tho, I watched some gameplay videos, in most encounters my party performed almost like ones showed in those vids, but in Adra fight vids it felt like Dragon was somehow heavily underpowered, you seriously can't inflict much damage when party wipes after 2-3 attacks which is like 3-5 seconds, but in videos guys survived those hard hits, no idea how though. Also there are plently videos of ladder exploit, which is too cheap IMO. If that fight was balanced, I don't think any exploits would be necessary.
  14. I'm sure it was mentioned somewhere but cannot find any info on The White March part 2 ETA, can someone please point me in the right direction on this? Also, is it ok to start playing part 1 before part 2 released? I might be wrong but I really don't like the idea to get stuck in the middle of a story while waiting for continuation...
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