-
Posts
5581 -
Joined
-
Last visited
-
Days Won
34
Content Type
Profiles
Forums
Blogs
Everything posted by Wormerine
-
I like engaging with the system. Through years I found that playing on easier difficulties only reinforces bad habits and cheese tactics which I had to relearn later. While I am not a masochist, I do want to understand mechanics and nuances of the game I am playing. In addition, making things too easy messes storytelling. I dislike games which present protagonist with a challenge and yet give me as a player easy enjoyable time. Such absurd situation happened in Tomb Raider reboot, which starts Lara lost in a hopeless, dangerous situation, yet you as a player play through heavily guilted, linear scenario with no real threat or suspension. As a veteran of IE games I found the hard (now called Veteran) to be just right - not difficult enough to get stuck, but forcing me to engage with games systems. Judging from Beta I will go for veteran again for my first play through. I am wary of all difficulty settings which mess with the core ruleset. PotD ended up being much more reasonable than I expected (frankly I didn’t feel much gap between veteran and PotD) but I dislike when enemies suddenly have way to much health or do ridiculous amount of damage. Difficulty should be about mastering a ruleset, not having to abuse the only few tools given at your disposal.
-
ekhm... humans are mammals but they are not animals. The fact you have written this post should be enough of a proof.
-
To be honest I just want a well designed game. You can't have everything. I am all for per-rest and I am all for per-encounter. I like singleplayer and I like multiplayer. But those require dedicted design. You can't do both well at the same time. There is no "best of both worlds" because those two mechanics work differently and pace game differently. I know some people prefer a wider range of playstyles, over tight experience but I am just not one of those. I prefer good, over a lot. To have a good per-rest system you have to design around that - with economy, level design, story structure. I would say you need a procedural generation to make planning and choice make sense.
-
I do think he has a point, and by PoE3 I did mean Obsidians 3rd game set in Pillars’ world. A franchise brings expectations, doing same over again can be just as dangerous as doing something too different. For me, personally, BGs, Mass effects or PoE have never been about protagonists. They and avatar through which I explore those worlds and whenever it is the same avatar or a different one I really don’t care. But I feel that making different protagonists does solve a lot of issue - different character motivations, no restrictions as to who you are or what your role is, lvl up from the start withou odd explanations like dying, getting your soul sick out out (again) or whatever Deadfire will come up with. Setting reactivity based on prior games should be easier etc.
-
The reason I like per-encounter more is that I use tools at my disposal. Per rest system encourages using as little spells per combat as possible - well I do just that. In most cases that means not using any spells at all. I just find toning down spellcaster potency and making them use spell more often to be a much more entertaining proposition. This whole "spreading out resources" doesn't really speak to me because: 1) resources are too easily regained 2) resources are rarely needed to win a fight, therefore I don't use them unless its a big fight. In addition, as Deadfire casters are limited as to what spells they can learn I will probably make more use of scrolls.
-
Her subclass is based on her PoE1 ending, and you can't edit an impoted save.
-
Is the regular graze really needed?
Wormerine replied to Clean&Clear's topic in Backer Beta Discussion
I think it could work both ways. I don't mind grazes and I am not sure how more attacks in shorter amount of time would make things more readable - whenever it is a hit/graze/miss/or crit results still need to be analyzed. beta1 was awful. I think we either have grazes or we don't have them at all. The reason is: grazes are powerful. The problem the 1st beta had was that dire blessing was just too good to pass. Half damage is still good (especially on AoE attack) and is super good if its a debuff. Any ability which grants you a graze was a must have. Didn't fighters get grazes as well? A multiclass fighter/wizard would be simply better than pure wizard in hitting spells. It seems there were (are?) more people who share your opinion and that's why Obsidian removed grazes. In the way it was implimented it didn't feel good and I much prefer the current system. Is it the best as it could have been? eh, I dunno, probably not. But I can't think of an easy fix. -
Frankly to me its less about desire of continuing the same character or creating a new one, and more that traditionally 3rd installments really suck (a notable exception is Witcher series, where is some regards the low point was 2nd game and in some it was getting better with every game). Since original StarWars everyone feels a need to make a trilogy ignoring the fact that even Return of the Jedi fell flat on its face for the most part.
-
in regards to BG2, players who haven‘t made a playthrough of BG2 with a sorcerer do not understand that per-rest system can be extremely fun for players who like to play casters. BG2 plays entirely different with a sorcerer in your party. I would be very surprised if anyone at Obsidian has actually made a playthrough with a sorcerer in BG2 (including Josh Sawyer). This class was basically introduced in BG2 because the role/importance of magic increased by leaps and bounds compared to the prequel. I am pretty sure they did as PoE1 casters system has more similarities to sorcerer than a D&D wizard. IMO sorcerer was the most enjoyable spellcaster in BG2, though balance wise it traded overall flexibility for being less a pain in the butt to manage.
-
Overall yes, some spells could use a shorter cast time I think (see MaxQuest mod: https://forums.obsidian.net/topic/96158-beta-speed-mod/) I am not sure that not getting interrupted to be a good reason for that. Move you caster away before casting a big spell or boost concentration. Use other characters to protect the mage. This is a key mechanic for you and your enemies to use to get an advantage.
-
You are still taking away fruit which the farmer was saving to prevent starvation in the future. In PoE obvious answers aren’t always the right ones. This one won’t change her mind as it was Lagufaeth’s that sparkled her hatred toward them, so this line of argumentation won’t convince her. There are couple other ways to change her mind, and if that won’t work there is always stealth + lockoicking or pickpocketing.
-
Sure, that’s why I said I hope they will wrap up Watcher’s storyline in Deadfire and go forward from there. Whenever it’s called Pillars of Eternity 3, or Pillars of Eternity: Origins, or whatever else I don’t really care. Changing creative director might go well with changing a direction for the franchise.
-
There is no way for a "good" ending of that quest. Actually, what bothers me is that you have to give the fruit back and the only choice is to accuse someone falsy "for the greater good" or to catch the real thief. What bothers me is why there is not option to leave the fruit with the guy who stole it and just leave things be.
-
I think it all comes down to what role health/endurance was supposed to fill. Its biggest advantage over current system was that health was a resource that was drained during each fight - you can heal all you want, but if you tank too much with one character he will run out of health. I thought it was a cool mechanic but the question is: what was it supposed to achieve? What I like about new injury system that it does force resting but only if you fail - let your people get knocked out. If health/endurace's role was to provide some kind of token perma death system and encourage resting if you get some serious not intended beating than injuries are a better way of doing it. However, I did like extra nuance that health added to each combat encounter. The question is: was it intended, and would bigger structure of Deadfire still support it. In PoE there were a lot of save zones - backtracking was save, traveling was save. Not so much in PoE. I don't know if random encounters were scrapped, of if they are still a thing in full release. If they are it makes sense for you team to always be on full or almost full health.
-
I was hoping for a new protagonist/story this time too. Always good to start freash and rpgs )and Obsidian rpg especially) are long games, enough to tell and conclude a complex story in a single game. You know what could be cool? If obs took Pillars the way Bioware takes Dragon Age: Each game is different and it moves the timeline forward and picks a different place. Yeah, same here. I was surprised that they a continuing story. While it's crearly an easier sell, I think it's also confining in a way. Still, looking forward to see what Obsidian will do with do with a direct sequel. Considering how many people dislike the spellcasting change, it would be cool if for the next game they would went other direction - design their game around limited resting and spell management and all that stuff.
-
I would say the easiest comparison would be first Pillars, except instead of containing all spells you can cast, they expand what spells you can cast. Just like in PoE1 you can have multiple Girmoires equipped in "quick access" slot. "memorized" spells can be only changed by retraining your character. They are in fact skills you pick when leveling up. I was also about to edit my previous post because I also might have misunderstood your question. All of that before is about repertoire - how many spells you can choose from. However, yes, to balance the change that spells aren't per-rest resource anymore, you are limited to casting two spells per spell level every combat - so you have to decide which ones from the ones you can cast will be the most useful in current engagement. There is per-rest empower mechanics - its a consumable resource which get restored when resting which you can use once per engagement to: 1) empower a spell - make this spell more powerful, increasing its damage, duration etc. 2) restore half of your per encounter resource - in case of a spellcaster, that means getting an extra spell per spell level to cast, if you feel you could use another one from the same spell level.
-
I think he just doesn't know what you are talking about, just as I don't. Every quest in the beta is completable. I have over 30 hours in beta, completed it multipletimes with various characters, including Cipher, and I can't figure out whenever you talk about beta's critical path quest (calming the storm) or a stolen fruit one.
-
Half-truths all: For wizards, it is true, right now you can pick two spells per spell level to "memorize" when you level up (always in your repertoire). This number will increase to 3, as singleclass characters will be able to pick 2 abilities when reaching new power level, just like multiclass characters can right now. So: wizards get 3 "memorized" spells + extra 2 per spell level depending on Grimoire equipped (up to 5 per spell level). This time around Grimoires can't be edited, so how many extra spells such Grimoire provides depends on if its spells overlap with your memorized ones or if they contain ones a wizard can't cast when a subclass is chosen). There is nothing as of yet indicating that it will be possible to craft customized grimoires. Druids and Priests get one "free" spell per spell level based on their subclass + currently up to 2 (with future change 3) per spell level.