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MacesB

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Everything posted by MacesB

  1. You seem pretty set on your preference and that's okay. I strongly disagree, and that's okay too. The real question is why you don't keep your games from patching if this is such a big deal for you? Steam has the option to opt out with like 3 clicks and there are numerous guides availiable on how to patch down to an older version if you downloaded a patch accidentally or reinstalled it. Might be worth looking into, for you. I am reasonably sure there is a similar feature for other platforms as well.
  2. Actually a great idea. It would make the crit-system abit more complicated (currently its just duration and damage, no matter the spell), but might be worth it considering the increased depth in regards to defensive values/stats. I would still leave the counter/inspiration mechanics as is. It would also solve a few problems with the turn-based mode, where for most CC-Spells it doesnt matter at all whether you roll a 1 or a 150 (after calculations ofc).
  3. Generally speaking I really love that aspect of the game. The idea of creating a somewhat standardized tier system of debuffs relating to a certain attribute, being countered by a buff targeting that same attribute is just genius. So much more original and immersive than "spell x stuns/immobilizes/whatever for x seconds". It is rather easy to understand and yet offers just the right amount of depth. However, I do agree that resistences are too easily obtained through items. Being resistant to lets say stuns because you are a certain race should be a distinct perk, allowing you to maybe create a certain strategy around it (like a charmed-immune paladin who can clear those effects from others, ...). What I would love to see in future installments is the exact same system, but without easily obtainably resistences through items as suggested by OP, but instead with more reliable and maybe spread out (t3 might inspiration on priest, t3 dex on chanter, t3 int on pala, t3con on druid ...) counterplay options. Maybe those inpirations could be tiered aswell - basically being the same spell, but functioning a little like spell shaping - increasing cost (zeal, chants ...) for a higher tier inspiration (which you get access to at a certain level - with the powerful aoe inspiration maybe being only accessable for single class).
  4. Hello there! After sinking a couple hundred hours into and enjoying the hell out of Deadfire, I feel like I should share a few of my impressions. For me Deadfire is a huge step-up to an already amazing first installment. I still like the Dyrwood's setting and story-line more, but the combat in Deadfire is just so goddamn engaging and fun. Multiclassing is a also dream come true. And the companions are overall a bit more rounded I think. However, instead of focusing on praise (which i could do all day), I instead want to offer a bit of criticism about two systems that - in my opinion - do not work well: 1: XP-Sharing Meaning, party members outside your group get less xp. I do not see it adding anything to immersion, while being a rather large restriction for the majority of the game (right up until your last character hits the cap). I discourages trying different setups and swapping companions. I would love to see this feature simply removed. 2: Economy (& Buying/Enchanting) First off, I like the idea of enchanting items - even adding different tiers. In practice it barely works however, because: At the start of the game you have no money and no way to generate significant amounts After some point you have so much money that is becomes rather meaningless I believe one of the main reasons for ths is the steep increase in value of items (normal buckler: 7c, fine: 207). I suggest dialing this down a bit (a lot actually), maybe adjusting it to fit the increasing expenses for enchanting (though I would love to see them toned down as well). Also, I suggest reintroducing level requirements for entchantments, like in the original PoE. Let me give you and example: You just hit level 7 and are finally able to advance to the next tier of enchanting. You have some cash saved (which you can now do, since fine equipment is not worth 30x the normal one) and can enchant some of your stuff immediately, but you have to prioritize still. Is your party now strong enough to push into higher level territory, maybe find more/superior unique items? Or should you better explore a bit more and do some bounties to get more upgrades first? Well, thats what I would love to see anyway. If you have any thoughts on this, please share them. Thank you for reading!
  5. Hello, discovered a text error during a dialogue with Hiravias: "..., Wael would make use of old ruined thing." Simply missing a "the". Screenshot attached.
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