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DKDArtagnan

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About DKDArtagnan

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  1. complete untrue. there is very little in common between the poe cypher and the paladin. the mechanics o' gameplay is extreme different with cypher's being adept at striking, but also capable at debuffing and having cc capabilities as well while needing to build focus through combat. on the other hand, paladins are a Relative low maintenance support class that is durable enough to fulfill the primary tank role in the party. making both classes balanced so that each is offering roughly equivalent contributions to your party is not diminishing diversity. heck, as this ain't a mmo with pvp
  2. The thing about these builds you're talking about is that there are hundreds of them. There's no "ultimate" build - that's a myth. Some people will claim to have found the one true build - but they can never agree on which it really is. Also, people constantly seem to forget that any new and complex system will take time to exploit. The core of D&D has existed since the 70s. It's hardly a surprise that some powerful combinations have been discovered. But I recommend looking up some build guides available around the web. You'd be surprised at just how many "ultra" builds exist out t
  3. complete untrue. there is very little in common between the poe cypher and the paladin. the mechanics o' gameplay is extreme different with cypher's being adept at striking, but also capable at debuffing and having cc capabilities as well while needing to build focus through combat. on the other hand, paladins are a Relative low maintenance support class that is durable enough to fulfill the primary tank role in the party. making both classes balanced so that each is offering roughly equivalent contributions to your party is not diminishing diversity. heck, as this ain't a mmo with pvp
  4. Overly balanced means too much balance and too little diversity. The thing about "broken" builds is that they take time to find - and the journey can be great fun. It's rarely about the destination. Some of us enjoy the strategy of developing a strong combination of classes and race, with the right stats, feats, gear and skills. To me, it's rich flavor on top of all the other good things in a solid RPG. I think some people forget that D&D is a very, very old and established system. Any system of sufficient complexity will end up exploited and "broken" - but it takes time to find th
  5. The thing about balance is that you can't have perfect balance between classes and enemies without utterly sacrificing diversity. There's simply no way around the fact that more balance means less diversity. It's logically inevitable. However, balance != fun and diversity != fun. It's the right combination for the right person that's fun. To me, PoE went too far trying to maintain balance - especially considering the entirely singleplayer nature of the game. However, that's not really about the patches or fixes. It's more about the core mechanics and systems that simply don't suppo
  6. I should probably point out that I don't think pathfinding in BG was ever good - far from it. Navigating complex dungeons was a nightmare. I, however, am talking about combat AI AND pathfinding together. In BG - pathfinding during combat was a non-issue because it was happening on one screen with few or no obstacles - and BG wasn't rigid with its collision boxes. Also, BG didn't have engagement rules because D&D doesn't have them. Actually, I really like the engagement system in theory - it's just that it's not executed very well. Reason being a combination of bad combat AI, la
  7. That's a weak solution, but certainly better than not having the option. Personally, I love challenging combat - but I dislike having to micromanage everything in every single trash encounter, because I don't want to have to run back and restock. The ideal solution would be functional combat AI, decent pathfinding and stronger custom scripts. People who're not looking for a decent challenge can just pick a lower difficulty level. But people who, like myself, DO want a decent challenge don't really have a choice except to suck it up and drown in tedium. I dont get what you mea
  8. That's a weak solution, but certainly better than not having the option. Personally, I love challenging combat - but I dislike having to micromanage everything in every single trash encounter, because I don't want to have to run back and restock. The ideal solution would be functional combat AI, decent pathfinding and stronger custom scripts. People who're not looking for a decent challenge can just pick a lower difficulty level. But people who, like myself, DO want a decent challenge don't really have a choice except to suck it up and drown in tedium.
  9. …and continually chugging potions that restore hit points and/or reconnect severed limbs is? The health plus fatigue system is one of the more believable damage mechanisms I've encountered in RPGs yet it's still fun to play. As of v3 the party no longer gets fatigued by travel so we can assume the *camping* supplies are actually the extraordinary stuff that allow rapid health recovery rather than basic food and fire making kit. I don't know about you, but I never felt drinking a health potion when needed was "tedium". In any case, tedium means different things to different peo
  10. I love multiclassing in 3.0 and 3.5 - but I don't think the current designers would want to provide that kind of fun. Seems to me PoE was largely designed around taking most of the fun away from D&D and turning it into an overly balanced and needlessly fiddly system.
  11. Personally, I'd simply prefer the game was less rigid when blocking movement. Just a little flexibility would go a long way to make the whole thing more playable.
  12. I'm not a fan of the mechanic myself. Then again, I never felt the need to have a designer tell me whether or not I should be rest-spamming. I like to believe I'm fully capable of deciding if I want to "exploit" the rest system or not. In that same way, I enjoy the ability to quick load and quick save. I don't enjoy games that enforce check point saving or constant caution even through trivial/trash encounters. That said, if the combat AI and pathfinding weren't both quite atrocious - and the UI/sound feedback was a lot better, then it wouldn't be as big of an annoyance. But since
  13. Is the combat pathfinding improved? I've lost countless trivial battles because my guys would go back and forth forever as they couldn't reach an enemy despite having a huge space to move through. It's due to the glitchy engagement rules that are otherwise a nice idea - they just don't work too well in practice. In the patch notes, it says AI will be smarter about this. Well, it sounds like it could be about this.
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