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whiskiz

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Posts posted by whiskiz

  1. Letting the players essentially craft their own AI via this interface is great, but I feel it's missing some crucial options:

     

    1. Include items such as potions instead of just abilities. This would reduce the burden of item micromanagement. Example: If [self: Health < 30%], [Consume: Potion Of Moderate Healing] or [self: Threatened by Multiple Enemies], [Consume: Potion Of Ultimate Badassery]

    2. Allow the switching of weapon sets. Example: [self: Enemies in Melee Range > 1], [switch to Weapon Set 1]. This is for the purpose of switching between ranged and melee automatically, and why not for other purposes such as switching between different melee weapons as well. 

    3. Make an automated auto-attack behavior type that makes a character attempt to keep their distance from enemies, i.e a ranged character fleeing from melee enemies.

     

    All of this—and much more—was possible in Dragon Age: Origins, which this system was inspired by. With the Even More Advanced Tactics mod, by carefully designing the AI behavior, it was possible to finish the entire game on the hardest difficulty without ever manually commanding anyone, and I did that. It became by far my favorite way to play the game; it became its own game within the game, a very unique experience. 

     

    With you for all but setting up your characters to be able to for example ranged auto kite melee, seems a bit gimmicky and potentially OP/imbalanced/exploitable.

     

    Edit: I personally believe and wonder if they feel the same, that ai settings are there to take out some of the repeated tedious micro management, not to be able to play your combat for you or do gimmicky things. 

     

    Think of it more for quality of life purposes, not something you become dependent on. :p

  2. What do you guys think about this? Was it done right? Or did they screw it up? What would you change?

     

    Personally I find it a bit frustrating. I prefer for roleplaying reasons not to multiclass, because it cheapens/dilutes the class fantasy. But sticking with an individual class now feels like a handicap, because they get so fewer spells & abilities per level. Especially if you choose a subclass like Fury or Evoker, which take away even more spells from your arsenal. This really bums me out.

     

    I'm happy that multiclassing was done so well. Obsidian did a great job there. But I really wish that single-classing had gotten treated better.

     

    I thought of a solution to the balancing predicament: Offer players superior subclasses that are exclusive to single-class characters (i.e., can't be used in multiclass combinations). That way they could be tuned to compete with multiclass awesomeness without being limited the necessary balancing restrictions of multiclass-capable subclasses. 

     

    This could be as simple as, for example, adding a "POE1 version" of wizards, who were able to learn all of their class spells in the original game. That's fair, right? If you don't multiclass, you should be allowed to totally master the entirety of your class. The limitation of picking and choosing spells should be reserved for multiclass characters.

     

    What do you guys think? Does something need to change or are you happy with how it is? Let me know below!

     

    "I prefer for roleplaying reasons not to multiclass"

     

    Imo gameplay > ( > > > > > > > ) roleplay

     

    Though i do think it's a good and fair idea to make non multiclass subclasses to balance soloclass, like your example of a subclass for soloclass that opens up all wizards spells, etc.

     

    I guess that's where the Tier 8 and 9 abilities come into play, but that's basically end game before you see any compensation, which is unfortunate.

     

    But only caring about it for roleplay reasons and not trying this awesome and new feature instead, is kinda..

     

    Edit: Nvm apparently there's a few more benefits to soloclassing than just access to T8 and T9, it's just those other benefits seem much more subtle - unless expressly stated like here on the forums.

  3.  

     

     

    Even if it wasn't PotD or a challenge at all, having abilities you can only use a few times at most, per rest, is not fun.

     

    Having all spells of classes like Druid/Mage, be made up entirely of these, is just /facepalm

    This is highly subjective. I like 4 per-rest spells better than 2 per encounter - because it's more powerful when you need the power - and in trash fights I need no spells. So I would be cautious with the random facepalms. ;)

     

     So per-rest having more power when you need it, then auto attacking 80% of the rest of trash/combat, especially with full per-rest classes like mage/druid/priest, is better gameplay and what you'd prefer?

     

    You don't need spells for trash? Wut. Maybe if you're playing normal difficulty or otherwise casually. This isn't an mmo, there is no "trash" If you only need spells and most abilities for boss fights only, there's a (balance) problem.

     

    If you like that style of gameplay, you have an even bigger problem.

     

    So don't mind me if i /facepalm away ;)

     

     

    I don't quite understand your complaint here. I finished poe 1 multiple times on potd, also solo as a wizard. There are "trash" fights, Boeroer probably refers to many fights that require you to use just chillfog + combustive wounds + per encounter blasts only or sth like that. There are tons of trivial fights like that and once you're at max level you can easily clear like 4 groups of enemies using lower level spells and still having high level spells left for a boss "in the last room". In a way poe 1 with more but per rest resources was giving much more power to the player because you could easily just choose to use your your best spells every god damn fight and just spam resting which was making game trivial. With per encounter system you will always use your best tools first practically in every fight, using weaker spells just for clean up/funzies... its taking away a lot from diversity and tactical management of resources, even tho resting in poe 1 was soooo easy... you had supplies at like 90% of the vendors in the game tons of supplies in dungeon chests, barrels etc... you could sleep pretty much everywhere except Defiance Bay but you had 3 inns across what? 5 city zones, hardly anything hard or inconvenient and even in a number of maps where you couldn't rest you were always able leave a map to rest, resupply and come back without any consequences whatsoever.

     

    I take it you find it inconvenient having to resupply now and then after failing to manage your resources adequately to the encounters...  not to mention its an rpg game and being a wizard that can cast 24/7 per encounter spells without having to rest at all is a bit more /facepalm than your /facepalm away so yeah /derp. Have a good day buddy. 

     

     

    "There are tons of trivial fights like that and once you're max level...."

     

    Can we not debate anything on the premise of just end game..

     

    "In a way poe 1 with more per rest resources was giving much more power to the player because you could easily just choose to use your your best spells every god damn fight and just spam resting which was making game trivial"

     

    Exactly, you just argued my point. It made it trivial, tedious and imbalanced. How are you even trying to debate this system was actually a good thing? Trying to argue that "its taking away a lot from diversity and tactical management of resources" When it was just a tedious gimmick.

     

    Do a couple of you really not see this?

     

    "With per encounter system you will always use your best tools first practically in every fight, using weaker spells just for clean up/funzies... its taking away a lot from diversity and tactical management of resources"

     

    Yeah, cause who wants to be able to use everything they have each fight? Using all the awesomeness and fun of their characters every fight? And have a much better balanced game because of it. Needing to use everything on the harder difficulties (can't wait to get this when PotD is balanced/fixed) Instead we should be auto attacking 80% of combat or just using basic spells, severely restricting ourselves and gameplay because it "takes away from diversity and tactical management of resources"

     

    Lol.

     

    "its taking away a lot from diversity and tactical management of resources, even tho resting in poe 1 was soooo easy... you had supplies at like 90% of the vendors in the game tons of supplies in dungeon chests, barrels etc... you could sleep pretty much everywhere except Defiance Bay but you had 3 inns across what? 5 city zones, hardly anything hard or inconvenient and even in a number of maps where you couldn't rest you were always able leave a map to rest, resupply and come back without any consequences whatsoever."

     

    I get it - you have a bit of a problem with reading comprehension, so let me help - I never said resting was hard, i said it wasn't fun, needing to do so every few fights and having entire classes made up of per rest abilities, severely restricting you and making you have to rest every couple fights on harder difficulties. You even argued my point again - saying how easy it is to rest, so exactly how does it add "diversity and tactical management of resources" when it's just some easy but tedious gimmick?

     

    It adds nothing, it restricts alot, made the game imbalanced and again was tedious and unfun.

     

    But please, keep trying to argue how these are a good thing. "/derp"

     

    P.S Glad most people and even the devs understand how the mechanic was terrible and needed to go. I again can't wait until PotD is finished properly and we need to use everything every fight, just to survive, where you can't just rely on knowing which fights are easy and then saving OP spells for anything with any challenge that comes along to faceroll it. Or having "meta knowledge" as some call it.

     

    Lol.

  4.  

    I always hated the per rest, simply because I wouldn't use those spells/items, but then I'd need to rest anyway due to health.

     

    So why wouldn't you use those spells even knowing you'd have to rest anyway? Your complaint makes no sense. 

     

     

    It's probably the same thing as the whole saving potions just in case you need them, only to finish the game with 100's of potions.

     

    Kind of like me and consumables currently, in PoE 1.

    • Like 2
  5.  

    Even if it wasn't PotD or a challenge at all, having abilities you can only use a few times at most, per rest, is not fun.

     

    Having all spells of classes like Druid/Mage, be made up entirely of these, is just /facepalm

    This is highly subjective. I like 4 per-rest spells better than 2 per encounter - because it's more powerful when you need the power - and in trash fights I need no spells. So I would be cautious with the random facepalms. ;)

     

     So per-rest having more power when you need it, then auto attacking 80% of the rest of trash/combat, especially with full per-rest classes like mage/druid/priest, is better gameplay and what you'd prefer?

     

    You don't need spells for trash? Wut. Maybe if you're playing normal difficulty or otherwise casually. This isn't an mmo, there is no "trash" If you only need spells and most abilities for boss fights only, there's a (balance) problem.

     

    If you like that style of gameplay, you have an even bigger problem.

     

    So don't mind me if i /facepalm away ;)

    • Like 1
  6. Found my Whispers of the Endless Paths in Deadfire. It has cone attack on every swing!

     

    Have Obsidian considered giving cone attack to all two-handers?

    Two-handers seem really slow but that cone makes up for it. It would make two-handed really weapons viable.

    It even has drawback built in as the cone is friend or cone, so you need to position right.

    What an awesome design.

     

     

    I thought there already was balance for 2-handers being slow - doing more damage and so getting through armor more - better penetration.

     

    Making them semi aoe on top be OP?

  7. My run is on POTD + all (only up)

    I think it works as intended, cuz I saw some skulls on the map

    However, as you mentioned, the journal might be bugged. There are 0 skulls in my journal. So I am either extremely lucky (0 high level quest, which is less likely) or there are some problems with the quest journal.

     

    You realize PotD hasn't been balanced yet, right?

     

    Which is why i'm personally waiting to even get the game, eagerly, but still.

     

    https://forums.obsidian.net/topic/97171-josh-says-path-of-the-damned-difficulty-will-be-too-easy-on-launch-because-he-didnt-have-time-to-tune-it/

  8. For those that don't know, there apparently was a decision to be made before release - bugfixes or PotD balancing.

     

    Bugfixes was of course chosen, so PotD is apparently going to be balanced properly post release - atm some of it is apparently pretty easy since the enemy numbers, types etc haven't been adjusted accordingly. You can find a few other threads over the first few pages in the forum for further details.

     

    It's coincidentally giving me time to finally playthrough and hopefully finish PoE 1, while also waiting on any other bugfixes, performance tweaks, balancing and whatever else post-release that games these days usually need. These alone will be worth the wait, especially more balancing (looking at you multiclassing OPness)

     

    I don't mind if they take their time - i can wait, to make sure i'm properly challenged with the awesome ability and variety of multi classing - but hopefully that isn't a double edged sword and becomes too much variety to be able to balance properly..

     

    As well as "per rest" abilities (/facepalm) and the endurance/health thing being taken out this time around.

     

    Yay, no more having to run around to rest scum every 1 - 3 fights for classes that are completely per rest (wizard, druid, priest, etc) hopefully making it so each fight you can (and hopefully have to on potd..) use anything and everything in your power.

     

    I can't wait. But i can. But i can't.

     

    You know what i mean.

  9. SHould I play and complete POE I and the DLC before starting POE 2?  

     

    How long is POE 1 and DLC?  How long is POE2?

     

    Brian

     

    if like me you're wantintg to play on PotD difficulty and also want to understand and interact with the world, characters and lore - then definitely play poe1 first.

     

    Apparently they had to choose to between balancing potd difficulty and bugfixing - they went with bugfixing of course. potd balancing will be post release and this is apparently a direct sequel, picking up where the first title leaves off, including some of the same companions and everything, so while waiting for proper balancing, post release bugfixing, eventual class and multi class proper balancing etc, may as well play poe1 first and reap all the above benefits.

  10. This has probably been pretty obvious and complained about alot and was removed/fixed a long time ago, but if not - please god can you guys remove skills that are only usable "per rest"

     

    Moar per encounter.

     

    Trying to play PoE 1 to get back into the world and lore before playing 2, since apparently it's a direct sequel and i'm playing on PotD difficulty, where you basically need to use most things every fight (especially if you haven't just looked up and copy/pasted all the OP stuff online) and having to run back to stronghold/town and rest every 3 fights or so is not fun.

     

    Even if it wasn't PotD or a challenge at all, having abilities you can only use a few times at most, per rest, is not fun.

     

    Having all spells of classes like Druid/Mage, be made up entirely of these, is just /facepalm

     

    Please god...........................

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