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About barafundle

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  1. Pondering over the right names for these 55 combinations turns out to be a strangely riveting endeavor. Here are some suggestions: druid fighter - earth guardian druid priest - pantheist druid wizard - elementalist wizard cipher - psionic druid monk - hermit ranger monk - wayfarer fighter monk - pugilist priest monk - seeker/aspirant priest ranger - mendicant rogue paladin - holy avenger monk paladin - zealot rogue priest - apostate cipher monk - psimonk wizard priest - heirophant
  2. "I've played a lot of no-heal, permanent-death, weapon-degradation, reset-levels, etc. games in my life. It's not like this is a gameplay style that is new or untouched to me." I also dislike permadeath, no-save roguelikes. The suggestion was not exactly to have a no-heal, no-save rogue-like challenge. I enjoy the oldschool rpg experience where you save after every battle, come up with tactics to ensure your party takes as little damage as possible, carefully manage your limited spells and resources and fight your way out. I enjoy reloading and trying out different strategies to solve a difficult battle without sacrificing too much hp. Managing the health of your party across a dungeon run with limited heal spells and potions is a fun aspect that is missing in pillars. I guess this has been discussed before. Being able to go back to your stronghold and rest whenever your health is low takes away all the challenge. I can micromanage and optimize strategy for a challenging battle, but why bother when I can just throw all my spells at them, soak up all the damage and then stroll back home for a snooze if i'm out of camp supplies. There is no incentive to perform well in battle, and no sense that I am ever in danger. Instead of full-heal camp supplies, I would prefer limited healing spells, potions and food (for health, not endurance), and some dungeons that do not allow you to return to base as and when you like, or a difficulty setting that enables this.
  3. 1) In PoE1, most battles play out the same way over and over again, it gets boring. We should have less battles, but more interestingly-designed encounters with more variety. Hope to see more enemies with more pronounced strengths and weaknesses, e.g. extremely high hp and regen, low hp but extremely hard to hit, oozes that multiply, glass cannons, a huge army of weak enemies etc, that will require different strategies and gear, even on easier difficulty settings. Another aspect is to create interesting battle scenarios, e.g. split your party into groups to defend different entrances, escort a caravan, protect a fragile character. Perhaps a few epic battle scenarios which allow a 10 member party. 2) PoE's artwork is the best out there. However the maps and dungeons all follow very similar and predictable designs, the same thing in different skins. Please do not limit maps to the same dimensions. Create more variety, each dungeon should have a unique distinct archiecture, e.g. a huge open cavern, a claustrophobic labyrinth. For good map/dungeon design, please check out Wizardry 7/8 and Dark Heart of Uukrul. Good dungeon design is a lost art. 3) Create some challenging dungeons where we cannot rest or escape, forcing us to prepare carefully, test our limits and come up with strategies to survive. 4) PoE1 had too much text and uninteresting details. Just 1 interesting line will do, rather than 10 monotonous ones. 5) Rename enchanted items, customize look of item, more enchantment options such as stun and crit. 6) A workshop where we can craft various golems, which we can deploy in battle, or to carry out tasks. 7) Allow more traps to be set. Deploy temporary defensive structures such as ballistas, cannons or magic totems. Tower defense-like battle scenarios where we need to build up defenses and withstand waves of enemies.
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