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Everything posted by Wormerine
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It's fun but takes too long.
Wormerine replied to Gniel's topic in Beta Feedback for Turn-Based Mode
I don't see misses to occur that often. The thing is: PoE combat is about rolls, hits and misses. The difficulty of encounters is figuring out how to best avoid damage and how to effectively disable enemies. Analysing stats is gameplay. Not that I would oppose an RPG designed differently - things like Invisible Inc. or Into the Breach make for excellent turn based games while providing reliable results. But entire system of PoE would be broken if hits were guaranteed - make attacks more likely to hit, and the main aspect of decision making is gone. However, I do think that fights can go one forever if one lands in the spot of fighting with wrong equipement or just makes wrong decisions. Just yesterday, I was making my way through the Old city and on my first attempt on the "ambush" encounter I found it a slog. I also lost. For a second attempt I switched my equippemend and things went much more smoothly - in terms of success and in how many hits enemies would die. EDIT: I feel maybe a bit of HP could be cut from both my party and enemies. It might not work as I would hope, but Pallegina herself is able to talk turns worth of damage. Similarly some of the boss fights (fought grub yesterday) comes down to waiting for HP to end. It is an issue the RTwP suffered from as well, but its much more noticable when player confirms each attack manually. -
Gorecci street is one of the hardest encounters in the game on PotD if attempted before leaving the Isle - the powercreep doesn't kick in at this point yet. I didn't try it in Turn-Based but I never managed to beat it before recruiting Aloth and finding animancers. As above I do feel Turn-Based to be easier than RTwP as it's easier to play efficiently.
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- Combat
- Unbalanced
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Violinist in an orchestra.
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Urgent request (DLC turn base option)!
Wormerine replied to Pillars of fan's topic in Beta Feedback for Turn-Based Mode
xD. If you can do it once you can do it whenever you want. That's a silly suggestion. It's no that they don't allow you to switch between mods to forbid players abusing the system or something - it's probably just completely another thing to create a single system which can switch between the two. -
I do t think it’s explained more that that. It’s possible to conjure beings out of soul energy, see: previous two DLC and Chanters. I remember she came with the instrument/crossbow thingy. I just assumed she was some kind of ultra powerful disturbed chanter.
- 15 replies
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- Forgotten Sanctum
- Frightened Child
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Stepping in puddles of "water" in the old city makes characters sickened, which in turn makes combat UI pop up: Think makes saving and looting impossible while you stay in the puddle. Here is save from the Old City for you convenience: https://drive.google.com/file/d/12UnPxN0lr8PekMC080mFcIuOgojx9VeN/view?usp=sharing
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Good post and I agree with the majority of your points. As a side not RTwP combat and encounters has been heavily improved upon since initial release, so the game is much more satisfying to play in a traditional way. I feel that turn-based system brings out the best and the worst out of the combat design. The tougher fights are an absolute joy (certainly will do a later playthrough with some Berath challenges and Deadly Deadfire mod, if it works/will be updated for turn-based) and I can't wait to reach expansions, were I found the difficulty level to be the most satisfying. However, when fight is too easy, or doesn't have an interesting enemy conposition then it really turns into a slog.
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Let's talk about ability duration
Wormerine replied to ballad's topic in Beta Feedback for Turn-Based Mode
If strick turn system were ditched and units were to act in order and frequency dictated by Initiative, inteligence buff could be a bit more flexible expanding duration by aound of actions (how many units take their turns before it expires) rather than current "per turn" duration - and extra turn is a lot of milage, and some spells have been buffed to accout for "shorter" duration. I do believe the bigger issue is inteligence not adding much beyond defences. -
Let's talk about ability duration
Wormerine replied to ballad's topic in Beta Feedback for Turn-Based Mode
I do get quite a but if milage out of 1 turn spells - more than I expected. One turn doesn't sound like much, but as it lasts all the way until that unit takes his/her turn means there are quite a few action inbetween to take an advantage of the spell. I think with proper data, Obsidian should be able to see if it is enough or if they need to last longer. -
Xoti
Wormerine replied to daven's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Everyone has his/her preferences. I personally really can’t stomach Takehu. -
Entire turn before enemies react?
Wormerine replied to Wormerine's topic in Beta Feedback for Turn-Based Mode
I think this is what is exactly happening; the monster that "spots" you gets a turn, your team gets a turn, and then everyone else as usual. I was wondering why the battles in PotD seemed so much easier than the regular game mode. Yeah, at this rate I am being able to kill spellcasters before the combat proper really begins. -
Are you sure you don't have uniue armors you can upgrade? Half of the companions come with unique armors (Eder, Pallegina, Maia), and I on level 6 and already have most of my party equipped in upgratable armors. Your party seems solid enough, and at that level single class characters are effective. It's been a while since I fought kraken so he might got buffed lately - on my last PotD playthrough I didn't fight him, as my PC was fond of Galawain.
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Like any marriage it will be good for a year or two and after that it will fall apart and lead to a divorce or to a slow but steady destruction. Just kidding, business aquisitions are nothing like marriages. I hope it will work out for both parties!
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Multi-round spell AOEs not working correctly
Wormerine replied to FleetFeet's topic in Beta Feedback for Turn-Based Mode
Seems like a worthy bug report. -
Again, I have been using slicker as a mass intrupt and lock in place spell. Being knocked down eats up movement point but still allows to take an action. “Skip” turn would be quite powerful for such a low level ability. Stun and higher will prevent enemies from making an action.
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On regular basis it take about a full turn before enemies get to react. Almost always the very first turn consist of my party only, maybe with one enemy. My guess is that it is due to activation?: One enemy spots the party and combat includes him, and adds his friends only in the following turn. expected behaviour: Everyone gets to act from turn 1.
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interupt serves similar function as it did in RTwP - interupting casting of skills - with a well placed interupt you can prevent an enemy from casting a spell.
