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Althernai

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Posts posted by Althernai

  1. BG2 was one of the best games I've played, just last year an enhanced version came out and proved to be very popular.PoE tried to mirror some aspects of BG2, such as combat mechanics, but after buying the game and playing, I felt there were more misses than hits. I applaud the effort but I hope to see better changes to come. Although BG2 was great, I hope to play a different game that is better.

    In my opinion, PoE is not that game, but it is still quite good and probably better than BG1.

    1) Too complicated combat mechanics, in BG2 it was all kept simple with hits/misses/resistances/saving throws. In PoE they overdid it by adding way too many combat mechanics. Simplify it so that the formulas are kept minimal and simple, nobody likes to play maths games when trying to enjoy a computer game.

    AD&D 2nd edition mechanics were not particularly simple. Once you play through PoE once, it should be about as complex (in fact, perhaps a bit less so since there are many fewer spells). 

    2) Story in PoE is uninspiring. Playing as a god's child was awesome in BG2, the story was immense, complicated with many characters and organisations being involved. PoE dark and mysterious atmosphere is great but it's just not as exciting. The Forgotten Realm's legacy has always been a hit, and definitely it played a party in making BG2 such a success. PoE could too but they tried to put too many things into one.

    The story gets slightly better as you learn more of it, but yes, it's not quite as good.

    3) Party members interaction was really interesting in BG2, more so because they actually felt REAL. My good party of Imoen, Jaheira, Minsc,they all made a good mark in my memory. I particularly love my evil party comprising of Vicionia, Edwin, Kagain, they were really powerful and their evil sayings made me grin.  PoE tried to copy that but the characters so far have been really dull and didn't really leave a mark in my memory. There were times when I played PoE and nearly fell asleep!

    Give the PoE companions a chance. I thought they were pretty boring at first, but they become more interesting as you get to know them better.

    4) Items are really boring as well. BG2 had so many remarkable items, Celestial Fury, Foebane, Flail of the Ages, Ring Of Gaxx,Crom Faeyr... not so in PoE. Need a huge improvement in that.

    No argument there. PoE has a few items that are better than the rest, but honestly, you're not going to find anything half as exciting as what you got in BG2.
  2. Why act as if we are living in 1998 still, where one-and-done was about all you'd get?  Do you honestly believe that if BG and BG2 had been developed just now that they wouldn't be getting similar treatment?  Bioware has progressively been doing this with their more recent games as well.

    This is absolutely true and it is part of the reason I generally don't buy Bioware games anymore. Since PoE was advertised as a spiritual successor to the IE games, I hoped that it would buck the trend.

    Both of your posts just come off as whine posts, because you seem to enjoy using blatantly much stronger abilities to get you through the game and you don't want there to be parity among classes.  Even with these changes, you still have classes like the Chanter, Ranger and Paladin.  Would you rather they remained as bad as they are, just so you can keep playing with the same "broken" abilities?

    You misunderstand. PoE is not a difficult game. I played on Hard and even without fully understanding the rules and selecting sub-optimal spells, talents, etc., I only needed to reload several times at on the order of 5 encounters and practically never used any of the consumables because I was saving them for harder battles. I didn't use most of the patched abilities or items and the ones that I did use I can certainly continue using even in the patched state or simply do without.

     

    The issue is not difficulty, it is about how rewards are structured. Think about the extreme scenario which is more or less implemented in many MMOs. The game is extremely well balanced and abilities are constantly tuned based on how effective they are to keep any from being too powerful or too weak. Items are also extremely balanced with every item restricted by level so you can't use those to become too powerful either. The result is that while the game does reward the player with greater power, it is done in a very measured way and, since the enemies tend to also become powerful in the same measured way, the result is best described as a treadmill. I personally found this OK at first, but it gets old very quickly.

     

    To be fair, PoE is at quite some distance from this extreme. It does have some unique items which differ from the standard enchanted ones in a meaningful way (though there will be fewer of them after the patch...) and some talents and spells likewise make a much larger difference than the usual ones (the largest probably being the strange but interesting change to caster mechanics at level 9). However, it does come close enough to it for rewards to become monotonous. Yes, the best items in the game are unique and better than the next best, but they're only marginally better. PoE is never going to surprise you by handing you an item that dramatically alters the power of a single character, let alone the party as a whole. Contrast this with BG2, the most famous items of which (the Robe of Vecna, the Flail of the Ages, the Cloak of Mirroring and quite a few others) were ridiculously overpowered, but the game was nevertheless still fun.

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  3. No, it does not render the game unplayable. The new features (stash sorting, naming saved games, re-leveling companions, etc.) are unequivocally positive. The re-balancing changes are annoying, but they are consistent with the philosophy of the game and unless the player was relying on a very specific set of techniques (which skilled players rarely do), should not make much of a difference.

    • Like 2
  4. I REALLY don't understand this trend of MMO style patches in single player games. If an ability isn't completely useless or horribly breaking a game, does it really need changing? I can adapt and change to patches easily, but I can't really say my experience has been improved by any patching.

     

    Not sure that's actually what's going on here, even if the actual gameplay kind of feels somewhat MMOish at times.  It's more like they are fixing issues that weren't noticed or simply not commented on as much when there were way less people (beta) playing the game.  Or there were things that they didn't feel were quite right just prior to launch, but didn't have the time to fix yet.  I don't really see it so much as a "nerfing" a class into the ground and more like actually bringing them closer in line to the other classes, so they aren't always the "obvious" choice for most situations.

    I'm pretty sure what basketofseals pointed out is exactly what is going. This feels very much like the changes MMOs make: they're nerfing things which were powerful and buffing things which were weak in an effort to get more abilities to be close to average. I don't like it at all, but I've given up on any hope of the game being different in this regard. Despite having mechanics that are similar to Baldur's Gate 2 (six person party, real time with pause, etc.), the philosophy behind combat in this game (balance, items, etc.) is completely different from that of BG2 and is in fact very similar to that of MMOs. This patch is merely the logical extension of this philosophy.

    • Like 1
  5. I think the Blade of the Endless Paths comes out somewhat better against a vanilla Estoc that you fill up with enchantments. However, it's not so clear when you compare it to other "unique" stuff. For example, there is an Estoc called the White Spire which you can buy in Act II. It has Disorienting (-5 to all Defenses for 5 seconds which is less than the +10 Accuracy boost of the Blade, but affects more sources including the Estoc wielder and spell casters) and Blizzard. If you enchant that with either Superb or Exceptional and a Lash, it should be reasonably close.

     

    The Blade is not a bad weapon. The margin by which it wins may be small, but it's still arguably the best Estoc in the game and you don't need to waste crafting components on it. However, if you were expecting Carsomyr or Celestial Fury, you'll be disappointed. Items like that simply aren't in PoE and what few so much as aspired to that status will be nerfed in Patch 1.05.

  6. Frankly, time limits tend to run against the way people play the game.

    Only for those who rest extremely frequently to keep all battles in easy mode regardless of difficulty setting.  If the time limit is only on hard or PotD then there's no problem.  People who want to rest all the time can play on easy or normal.

    Unless you literally rest after every fight or something close to it, most of the time in this game is taken up not by resting, but by travel. To go from nearly any Act 2 area to your stronghold and back is at least a 2 day round trip which is equivalent to around 7 rests (days are 27 hours). A time limit would turn the harder difficulties into a minigame where you optimize your travel to reduce time. This is not what people who play on these difficulties are generally looking for.

     

    Not a time limit, or rest restrictions. A rest limit. You're only allowed a finite number of rests, say, 100, during which time, you must finish the game. That way you can travel as much as you want till you drop from fatigue.

    That might actually work and in fact I think there is an achievement like that, but again, you run into the fact that travel incurs fatigue and the fatigue penalties are actually pretty brutal.

  7. In other news, formatting quotes is annoying on these forums and my signature will need a replacement when the patch hits.

    It's helpful to use a combination of BBCode mode and the standard mode to format quotes. Why will your signature need replacement? Did they add an option to pick the lock anyway (for the XP) even if you have the key?

  8. As I've mentioned in other posts, people either like the per rest/encounter system or they want something like a mana pool to use. I prefer the per rest/encounter system because it forces me to manage my resources intelligently. If I had a mana pool to use, it would be very easy to get my hands on mana potions and be able to sling spells all day.

    To be absolutely clear though, the only thing preventing you from slinging spells all day in the PoE system is your style of play. With the exception of two mandatory and maybe another two or three optional areas (all of which are relatively small and contain camp supplies), you always have the option of retreating to town to rest and the game does not penalize you for doing this as often as you like. The same thing was mostly true in Baldur's Gate 1 & 2 (although those games did have a few timed quests).

  9. "I don't see a use for it" doesn't mean "useless". This, for example, is a massive change for solo wizards - and of course melee wizards as you mention. Even for ranged wizards in parties, when you are beset melee by a shadow or some other monster breaking to the back lines, Arcane Veil is now a reliable lifesaver if your deflection is being targeted - in Act 1, for example, you can literally Arcane Veil then run away from 4 guys engaging you.

     

    I do see the uses for it and the 1.05 version is not useless (the previous one basically was since it doesn't stack with deflection from spells). However, unless I'm very wrong about how most people play Wizards, I don't think it will see much use even in its new state. 

     

    I didn't see that for the Adragan, it's good. It's still an extremely powerful spell, but maybe it'll be harder to kill dragons and end bosses in 10 seconds with it now.

    Well, 10 seconds is basically how much time you have in 1.05. :) In any case, if you really wanted to kill a dragon or an end boss via Petrification, the way to go about it is not Gaze of the Adragan, but the Druid spell Embrace of the Earth Talon which is 5th level rather than 6th, does damage in addition to Petrifying and, most importantly, attacks Reflex rather than Fortitude (so it has better synergy with various debuffs including Petrified itself). The only meaningful advantage Gaze had was its long duration and now most of that is gone (particularly since if you cast Earth Talon twice in a row, chances are the second one will crit).

  10. Arcane Veil is a huge deal now, since Hardened, it is +75; that's usually enough to make your wizard have more deflection than anybody's accuracy, for the duration of the spell. Definitely makes a big difference.

    It's base duration is 10 seconds and you get 2 of them per rest. This change takes from something that was utterly worthless (deflection doesn't stack) to something that might be occasionally useful, but "huge deal"? You can increase the deflection to +200 and it still wouldn't see much use except in melee Wizard builds (which seems to be what this patch is pushing).

    It's just a pity they didn't touch Adragan's Gaze.

    It's been nerfed to half duration and Petrify is now x3 rather than x4 damage. Unless that's been nerfed too, use the Druid version instead as that's a much better spell that you get earlier in the game and duration was the one advantage the Wizard version had.

  11. Lol, this does absolutely nothing in the grand scheme of things.  You play the game as a "standard IE caster" for a very long time prior to that spell.  Plus, the radius is so small to begin with, and there are very few fights where it truly shined that it wasn't even worth picking most of the time as one of your first two spells at level 11.

    Its biggest influence was on PotD anyway.

    It was an example. If you want more examples, Fan of Flames (which you get immediately and is your bread-and-butter damage spell) has also been nerfed and the effectiveness of the Bracers of Spiritual Power has been cut in half.

  12. Wizard:

    • Petrify changed to x3 (not x2 as some report) damage and half duration (10s base). It's still super strong.
    Out of curiosity, was anything done about the 5th level Druid spell Embrace of the Earth Talon? It was always a better way to inflict petrification than Gaze of the Adragan because you get it earlier (9th level rather than 11th), it attacks Reflex (rather than Fortitude) and thus has much better synergy with other status effects (including Petrified itself!) and it does damage in addition to inflicting the status effect. The only advantages Gaze had was that it is Foe Only (doesn't really matter much since the radius is so small) and the significantly longer duration (not in 1.05).
  13. They made a whole lot of buffs to Wizards, which is frankly imo not necessary as they are strong class, able to solo Triple Crown (as was proofed) but still I have nothing against it and good for them, since they seem to be underplayed class.

    To be more specific, they improved Wizards that use buffs to become warriors. Wizards that are played as standard IE casters appear to have actually been nerfed in the undocumented changes (e.g. to nobody's surprise, Gaze of the Adragan has been severely nerfed).

  14. This is my main argument for advocating memorization mechanics. Being able to cast it only once per adventuring day means that your spells need to matter. They should turn tides and overcome otherwise impossible obstacles. Memorization systems allows magic to be magical. This has been forgotten in the modern age. The Altar of Balance has crushed this, and reduced it to glorified ranged DPS. Flip through an old D&D (particularly pre-3.0 Edition) manual and see the incredible, imaginative, and useful spells those books had. Baldur's Gate 2 came closer than anyone to capturing the magic. My hopes that PoE would rebirth that legacy were dashed very early in development unfortunately.

    To be fair though, the truly magical D&D spells were mostly at high levels whereas PoE is a relatively low-level adventure. Given how much effort they are putting into trying to balance the game, wouldn't hold my breath for high-level stuff like Time Stop and Wish in the expansion or sequels, but PoE does have the typical mid-level spells that inflict nasty status effects like Confusion and Petrification (the Druid version of the latter is particularly deadly since it targets Reflex).

  15. Indeed, in the past they've mentioned that the game has roughly the same fraction of voiced lines as the IE games and that seems about right. They did say that they'll consider slightly increasing this fraction for the sequel and paying more attention to the awkwardness sometimes resulting from a single conversation making too many transitions between voiced and unvoiced lines.

    • Like 1
  16. Yeah, very few people like time limits in games like this. It doesn't make it harder, it just means that people won't do as many side quests or explore as much which kind of defeats the purpose of putting all of this material in the game in the first place. The last notable RPG that tried to combine hard time limits on the main plot with exploration and side quests was Fallout and even there I think it was patched to something so long that it more or less didn't matter.

    • Like 1
  17. Both of those statements are inaccurate. In order to get Wael's boon you can't have already accepted a god's boon in Council of Stars. As for Skaen I've gotten the offer with multiple backgrounds that were not dissident. So far as I know you always get both of their offers. The only thing you can miss is the opportunity of Wael's boon if you have already taken a god's boon.

    Are you sure? Wael stopped me while I was walking in the final dungeon and told me his offer despite the fact that I had already accepted a boon from Hylea. I kept my word, but the option to do things Wael's way was there.

  18. You guys really think that because some stretch goal was reached, it was because people were craving for the specific feature?

    Yes. You can look at the kickstarter funding progress and some of the stretch goals are correlated with a noticeable bump. I suspect it is more from people increasing their pledges than new backers, but the effect is still more money. Also, if you look at the Kickstarter comments, people were definitely asking for these things.

     

    IMHO, we would be better of if there was just "Improving the game" as a stretch goal. So the devs could discuss the improvements after the funding was finished, maybe even doing some polls. I would easily trade a bland stronghold for more companions and more reactivity in the world (things I think are lacking). The stronghold could be added after with an add-on if too demanded.

     

    Lots of people are complaining about how the game feels big in options and content, but overall bland and shallow. For me, this came from the kickstarter. They had too many stretch goals to worry about (besides the promess of a IE feel game), instead of focusing on more worthy things for an RPG.

    This is obvious in retrospect, but Kickstarter was still new back then (I don't think any of the major projects had delivered a completed game) so people were still experimenting with stretch goals and the like. If you look at the most recent Kickstarters, they either have no stretch goals or have goals that are a lot more vague because people have realized that having features you simply can't cut is not a good idea no matter how great the feature sounds.

    • Like 1
  19. I think the KotOR franchise should rest in peace--sometimes an excellent thing needs to end an excellent thing and not be added to.

    Out of curiosity, what "excellent thing" do you believe the franchise ended with? The only consistently good parts were the original KotOR and the first half of KotOR II. The novel was awful and while the MMO did have a few good stories, they were buried under so much trash that it was hard to enjoy them.

     

    It would be nice to have a KotOR III that scraps everything the novel and the MMO said about Revan and the Exile, but it's very unlikely to happen and if by chance it did, Obsidian would not be the company I would choose to do it. The dark tone Obsidian tends to use is OK for a middle part of the story (much like The Empire Strikes Back was darker than the original), but the ending should be done by the 2003 version of Bioware.

  20. I made a thread about this last week so I'm going to repeat myself a bit here: if you compare BG to the dozen or more descendants from Bioware, Black Isle and Obsidian that it spawned, it is far from the best of them. I personally played BG2 before BG and the latter came off as primitive and unremarkable. However, this sort of complaining completely misses the point: when it was first released, Baldur's Gate was original and innovative. I tried to find a similar game and there really aren't any -- you can find its various elements spread out across Japanese RPGs, older D&D games and many others, but the specific combination was quite different from anything that came before.

     

    PoE's problem is not the comparison to BG (where PoE comes off well, as it should), but in the one to BG2. The latter was also made more than a decade ago, the people who made it were still relatively amateurish and yet it somehow manages to come out better by most metrics I can think of. Yes, it's a sequel and thus benefited from an existing engine, but a lot of the stuff that makes it great has little to do with that.

    • Like 1
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