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Everything posted by Valorian
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Eh, I find it a little bit sad that some people blame everything on Joshy's "ominous balance" (often in jest surely). It's likely that it was JES who pushed for entirely optional level scaling, which is the next best thing after no level scaling at all. You'd never get optional level scaling from Bioware (ok never say never), for example. In fact, you'd first get Mike L. proudly announcing no level scaling for DAI during pre-release presentations and then get a completely and mandatory level scaled game regardless, but I digress. Implementation. I'd like an option in the menu to disable all level scaling pop-ups to keep encounters standard without clickin'. I'm also deliberating if I'd prefer it reversed; "standard" to be the hardest/default and a "low level" option triggering if you're low level so you can scale enemies down. The intended level is whatever level you end up at and enemies are intended as Standard sayeth. Late game on Standard should be challenging and people should not be upset if they find enemies on hard or normal too hard (omg enemy I'm in a hurry let me pass want to know what happens next with the storee?) after ignoring half the quests in the game. And, of course, we can't end this discussion without reiterating that level scaling in all forms, critical or non-critical path - a little or a lot, is a disgrace. Being able to totally avoid it with a click is fine though.
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10 days ago, by Josh, regarding shades spamming shadows: Excellent news. Hopefully all kith enemies will also be upgraded to use x/combat instead of timers for abilities and talents. More Josh, probably already reported: One of my favorite areas in the game is the Pearlwood Bluff cave (I just love "oh I wonder what's in there!" caves and abandoned houses in the middle of nowhere -- the area above is also amazing). However, the encounter was a letdown; copy-pasted darguls. Instead of "ah, just a bunch of darguls", my reaction would have been "nice! a special one" if just one of the darguls was unique. So a single dargul would need a makeover.. ez. By changing its name to [something sinister] Dargul, slightly improving its end./health, accuracy and defenses, giving it an interesting on-hit effect and maybe if possible even a new color or two, you'd suddenly have a unique dargul encounter! All other darguls would be jelly.
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Personally I love RPG's with classless systems that let me build whatever I want. Like that other game abbreviated PoE.... However in a real time with pause strategy oriented game like Eternity? No, you need a class system. Classless systems work best for action oriented games where it is all about gameplay and actual play skill, not planning, exploiting weaknesses, and team synergy. Class systems are superior, but I can tolerate classlessness in post-apocalyptic/sci-fi settings and/or solo RPGs, both of which I rarely play. When there's magic involved (fantasy) and the game is party based, my tolerance for classless systems evaporates almost completely. Every class is a world of its own and can experiment with its own builds. It's never a game of clones. From a lore perspective I like that, for instance, not everyone is capable of casting spells. You can recruit people that have abilities that your character can never ever have and that makes things way more interesting. Another thing I'm going to mention is uniformity; it's important to sometimes relax the hand (maybe it was even too relaxed with damage immunities ) and restrain uniformity, exceptions are cool, yes? Example: combat styles in PoE. Why is the universal starting point being equally superest at every combat style (slightly improved by a single lonely talent and that's it)? I give you my word that it would be just fine and a beautiful thing if people without the dual-wielding talent got a -10 accuracy penalty when wardancing with two weapons, same with ranged weapons +/- ranged talents. Even systems need an artistic touch.
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Fenixp: There's a strong relation, but having no PvP in a game doesn't automatically mean "everything is viable". Having no PvP certainly helps a lot in this regard because you're fighting against AI, hence why I mentioned it. Fun isn't the key in a discussion about why something is good or bad for the game. Being able to argument why and what makes something fun is important. Example. PrimeJunta: I play the game with my back turned towards the monitor. Me: Why? PrimeJunta: Because it's fun! ... But: PrimeJunta: I play the game with my back turned towards the monitor. Me: Why? PrimeJunta: My mother is operating the mouse and keyboard, I'm giving her detailed instructions while reading a colossal guide about all possible choices and outcomes, best builds and items. It's so much fun! Me: Okay PJ, sure! I'm also aware that some people really dislike games with classes and would prefer a classless frankenstein, but I believe even they would be reasonable enough to dismiss a statement proclaiming that a distinct (martial) accuracy and defenses starting point would be like a straitjacket.
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That's not quite correct. Balance exists for a reason, even in SP games. For one, you don't want new players entering your game, creating character which will either be way too easy or, even worse, way too difficult to play. Furthermore, there's no such thing as grinding in Pillars of Eternity - without good balance, it would be absolutely possible for players to create and level their characters in such a way that they'd quite simply not be able to continue the game. And then there's the good old question of quite simply having fun with the game. You might feel like your enjoyment with how specifically you play the game and with your particular builds would be improved by these changes, but can you honestly say the same for builds of other people? What if the game suddenly gets too difficult for them to continue? Or too trivial? (not saying you currently can't break the game mind you) What's not correct? That PoE isn't a PvP game or that everything is viable? I too like reasonable balance between classes. However, what we seem to disagree on is that not making all classes auto-attack annihilation grandmasters would produce imbalance. Or is it the slight change of base defenses the thing that would bring doom upon balance? Class systems are great because you have to work within the strengths and weaknesses of each class. I enjoy that not everyone can cast fireballs and that not everyone can easily flatten things with a war hammer. Imagine a system where not only is there a huge gap between different classes in accuracy (BAB) and all defenses, but also in attack speed (attacks per round). *gasp* Maybe I'm just a wizogyinst who wants to oppress casters... who knows.
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Ahh, I see. Not a big deal for me so far, but maybe when I do PotD next run it will make more of a difference. If you're playing with a full party it's generally hard to notice because these enemies get deleted in a matter of seconds. In PoE everyone can be a machine of destruction with auto-attacks, which is lame. Differentiate classes more in this regard Obsidian, pls! Like, reduce base accuracy for half the classes and bump up their spell accuracy by the same amount. Also, what happened to classes having different base reflex/will/fortitude? I'm sure -10 to one weak defense and +5 to the strong one (with +1 increments till level 11) wouldn't kill the game, but it would be yummy flavor. Edit: Obisidan is now Obsidian.
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Intervals between monsters' attacks are shorter than affliction durations on grazes. The reason I want the change has nothing to do with difficulty. I want teh surprise! More randomness. I want to fear the effect: "oh no, my character is AFFLICTED now!" Currently if a monster's accuracy is comparable to your defenses you're going to be afflicted all the time. I'd be happy with longer durations or more crippling effects, but without grazing.
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It's already page 15 and it's time to talk about something important: the implementation of monsters' on-hit effects. Monster grazes/hits/crits you -> defense check -> you get an affliction. The way it's implemented makes defense checks pointless because you'll be afflicted almost constantly as long as the monster attacks you (unless you're immune). Defense checks against on-hit afflictions should matter. There are several options. One of them is to have on-hit effects trigger only on hits and crits, both for the primary and secondary attack or just for the secondary: Monster (grazes)/hits/crits you -> defense check -> hit/crit -> you get an affliction. I like it when the same effect can be applied multiple times with each hit. One of my favorite effects is level drain in D&D. However, they made two mistakes with it in BG2; 1) most enemies with level drain automatically apply it on hit with no saving throw and 2) negative plane protection items and spell. Lesser/greater restoration should've been enough: removes level drain, but doesn't make you immune to it. It would have been a matter of "when do I want to cast it to restore lost levels", not "immune hehehihi".
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Do not make the game isometric
Valorian replied to Bercon's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I would like a 3D PoE 2, for sure. Extra dimensions are sweet. -
Too much restocking?
Valorian replied to Kilburn's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yes. -
Making classes distinct enough is important, though not distinct Bioware-style (foolish restrictions like only rogues being able to equip 2 weapons and cross/bows). If certain classes are able to inflict various status effects, summon powerful monsters or annihilate enemies with aoe damage, for example, I'd like them to be much weaker with auto-attacks. Give them +5 to spell accuracy, but decrease their base accuracy. Also, I think it's a lil bit silly that a barbarian is more accurate when casting a spell from a scroll than a wizard, for instance. Scroll accuracy bonus only for caster classes maybe?
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PoE 2.
Valorian replied to tedmann12's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
We do? How sad if true. I enjoy developing a character from level 1. -
Chanter Phantom Bug?
Valorian replied to Ghettochild2600's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Happens with ogres too. -
Why hatchets?
Valorian replied to Heijoushin's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Let's be honest, hatchets are unfashionable, but they have a cute bonus so we're torn between fashion and protection! If only we could enchant weapons with +5 deflection... not stackable on hatchets, ofkors. -
Reasonable point. Even though planning to leave certain combat encounters for later falls under strategy, it would be annoying and ghhhamey. I'd like world map transition to reset* the penalty, but not to auto-heal or auto-rest the party. I remember this being a problem in NWN2 when I wanted to play with limited resting and use potions to heal my character, but some area transitions would say: "No! Now you rest." *This could lead to a debuff loop however, so world map transition should inflict a penalty only for the next combat encounter (if you had no penalty when transitioning). And since everyone around here clearly loves detailed design plans (LOL sure), I'll repeat that this would start happening only after the player exhausts all his free rests.
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Which makes no difference for “per-encounter” classes. There are per rest items that can completely turn the tide of battle, in my experience, especially when you decide to RP a loner. It would clearly affect resting-focused classes more, but I see it as a bonus for people who like a challenge. They could even enhance per rest and nerf per encounter abilities with such a mode. Although... work.
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I meant to say that the stat penalty (something like minor fatigue that lasts for x encounters) could be an alternative to abandonment. Otherwise, poor watcher... abandoned, drained and deranged. Of course, they could go a bit gamey and apply the curse of being unable to recharge per rest resources to everyone in the party, after a set number of resting sessions, making abandonment and stat debuffs unnecessary.
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Sure, they'd have different levels of intolerance. However, between you and me, I think they'd be reluctant to implement a system that removes companions after one too many resting sessions even on Expert. So it's either this or a penalty to the Watcher's stats that activates each subsequent resting session after the first 15 and lasts for the next few combat encounters. There needs to be some downside to resting after [char name] has depleted per-rests, otherwise it's 'put rechargeable items on companions and keep recharging everything else as usual' and we have the default resting system again. Also, you probably remember the spirit meter from MotB. It's unfortunate that they tied it to the passage of time (standing idle, walking, exploring, taking time to admire the scenery..) instead of tying it to resting. They could've transformed a mere annoyance into strategy.
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Regardless, a "No sleep for the Watcher" mode under Expert would be marvellous for people who like strategy elements in RPGs. After resting 15 times, your character would become partially deranged and unable to recharge per-rest resources (items too!) any longer. Endurance potions would replenish health, but only outside of combat. The insanity would intesify every subsequent resting session and increase the chance of companions leaving you for good.