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About FreeKaner

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  1. The reference to Hellblade: Senua's Sacrifice seems to be in terms of budget, rather than anything else. Games can have greater length with less budget, it just depends how its spread.
  2. Naturally I don't want to write an essay on this regarding each of the companions, but they are flavours of similar archetypes. Individually, there wouldn't be much wrong with them, but together they suffocate the cast with overlapping personality traits that are also not displayed in an intricate way. The latter issue I think being more tied to mechanical reputation system they tried to do than anything else. If you compare and contrast your available companions in either New Vegas and Tyranny, it shouldn't be hard to see how varied they are in terms of character but also intricate representations of their traits compared to Deadfire.
  3. Characters that aren't one-dimensional representations of a set of traits. I assume the reputation system at large caused this, which I think is a bad system to have for companions in a RPG but that's a different problem for another time. Also it isn't about the characters themselves not being one-dimensional, but also there being a varied cast of characters too, which is also lacking with somehow the available companions at your disposal being various shades of chaotic good despite being a highly competitive, pirate-infested colonial frontier. This game's companions feel like cast of Pirates of the Caribbean, basically.
  4. Those aren't characters, those are identifies. The characters of the companions are not varied, despite the best efforts of the setting which begs for variance and identities you mention which should pave way to varied character design. Nope, the companions aren't even close to being varied expect maybe for Serefan. Sidekicks aren't bad but they don't really count as they are essentially hired adventurers with a background.
  5. OP is wrong, but everyone else trying to prove otherwise by claiming Deadfire is filled to brim with varied characters are also wrong. Obsidian did a piss poor job of reflecting a range of people, especially in terms of companions. This game is not even close to New Vegas in diversity of personalities, it's also worse than even Tyranny which was a much shorter game with way fewer important individuals. Also regarding your other critique such as visuals claiming Divos2 looks better just because it's 3D is simply tasteless. This game is the prettiest game I played in a long while.
  6. Wearing two weapons reducing reloading time must be one of the stupidest design decisions ever both mechanically and thematically. Also as it is if you are wearing two weapons it's better to also wear the heaviest armour since you'll very easily get to speed cap, this is also very silly.
  7. Certain abilities and spells, especially aoe spells should graze. Everything else should not, especially not regular attacks.
  8. It seems after these changes, which are very good, enemies on the whole would need a bit of HP increase to compensate. The combat seems to end too fast. Even in the base game I think encounters could use a bit more HP.
  9. It might be best to just remove the damage bonus for excess penetration.
  10. Again. I simply beg to differ. And has nothing to do with my point. A Minsc or Dorn is a much easier, straight forward build in BG. It isn't impossible in PoE, but it is a more complex issue. Joe It isn't complex at all, you pump 3 stats and ignore the rest in either case. You are literally complaining about having options here as opposed to your knowledge you acquired in D&D.
  11. To me that is a big minus. It shouldn't take an applied mathematics masters degree to figure out to make a fighter who is strong enough wielding the weapon of their choice to do massive damage and take damage, AKA either Minsc or Dorn. Or how to make a wizard on par with either Edwin or Dynaheir. This is a simplicity that doesn't even exist in PoE I. Not that you can't build them, but it is a simpler design in BG/D&D. Well, but building a melee combat specialist who hits hard, and can take a lot of hits is still easy - favour strength, resolve and constitution. Same with casters - resolve will give you the biggest boom. But they will suffer in other areas. Why have attribute system at all, if your class defines what attributes you have to take? At this point you might tie attributes to classes and not allow players to distribute them at all. A big boon of PoE system is that, like me, you can create character by your roleplaying desires and have him work fine, even on a hard difficulty. I will leave min-maxing to rocket engineers. All I am going to say is I pretty much disagree with everything you've said there. I don't see how it is less roleplaying with a slightly dimwitted gorilla who loves his hamster. Seems the heart of roleplaying to me. Joe It means when there is only a single optimal path of stat distribution to any given class. Why do you have stat distribution at all since it's not a question of flexibility and roleplaying but rather a checklist you have to get? It makes no sense in a game where you do not roll for stats. PoE aims, ideally with varying success, that the stats should have different impact that is useful asymmetrically, you use stats to build a character idea instead of aspiring to correct numbers to the required values. Meaning that you can make a fighter with high dexterity and high perception, and taking appropriate abilities on level up that you conceptualise as a more of a duellist or you can make a fighter that pumps strength and constitution completely as a heavy hitter who also can take a blow like Dorn. This means that there is no simple solution to stat distribution which makes it more complex but it provides also depth and variety, which I think is a good reason for its inherent complexity. This also means better roleplay elements because you can tailor your character to what you envision them as without necessarily striving from the optimal distribution.
  12. Perhaps it could be made that ciphers have fast casting times for most of their spells, especially debuffs, if CC lost so much impact.
  13. I agree completely that armour/penetration system is very needlessly abstracted. This is also considering that a flat reduction system works good in conjuncture with roll based system of defence rolls. I will never ever understand the removal of DR, especially since it was a minor issue with flat reductions in DR. A system where armour is flat reduction and penetration is percentage would just work better. You simply can't approach the asymmetric reaction of DR to damage/speed with a percentage based system. They should also bring back grazes for spells.
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