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Infinitron

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Everything posted by Infinitron

  1. It won't be fixed because per-encounter spells aren't going to be around for much longer.
  2. OP, can you do a measurement of Fallout?
  3. Where are you in the game? Go do something else, get some levels.
  4. Sounds more like a PoE 2 thing to me. Changing the basics of how characters can move around.
  5. Josh Sawyer says: http://forums.somethingawful.com/showthread.php?threadid=3706905&pagenumber=678#post453245797
  6. Right, that's exactly the sort of thing that I'm talking about. So you have a general interrupt system but it's particularly useful for spell disruption. You use it for spell disruption first where it's more immediately reliable, then go "Hey, maybe with some effort I could use this for other purposes as well". In general, Pillars of Eternity has a lot of "general" systems that would be easier to make players "opt in" to if they were additionally tuned to be particularly useable in more "specific" situations like that. The best of both worlds.
  7. This conversation reminds me of the "works as coded" meme from The Daily WTF.
  8. Although that isn't what spell originally did. But it was changed that when they changed interrupt system, although they didn't change it description. Yet again game fails to tell player what effects its interrupt specified thing has. I mentioned that spell because its description directly implies that the Interrupt system is meant to be a generalized equivalent of D&D's spell disruption mechanics, while Achilles seems to think there's no relation between the two things. Perhaps there's a direct quote from Josh about this, but I can't find it right now. I'll try to ask him about this topic. I've found that in general usage, Interrupts can be useful as a tool for extricating yourself from melee engagement when you don't want to waste a Prone-inflicting ability to do that. It does feel pretty satisfying when you manage pull it off. "Haha, catch me now, sucker!" But they should be good for more than that.
  9. Well, there's also the description of the spell "Thrust of Tattered Veils": http://pillarsofeternity.gamepedia.com/Thrust_of_Tattered_Veils A spell with a high Interrupt strength is described as a tool for actively disrupting enemy spellcasting. Implication enough for you?
  10. Yes, if Interrupts were meant to be nothing but a "happy miracle", a completely random thing that just happens once in a while like natural-20 critical hits in classic D&D, why would there even be a visible Interrupt stat affected by your character attributes? It's obviously something we're meant to use more actively.
  11. It isn't really completely passive, though. Like you said, there are things you can do to make interrupts less, and also more effective and likely to occur. With enough min-maxing, you could even build an "interrupt on demand" character for disrupting dangerous enemies. I mean, you wouldn't say that interrupting spells in the Infinity Engine games is "completely passive", right? It is a thing that you can do, on purpose and not just by happenstance. PoE interrupts are supposed to have a similar purpose.
  12. I have reason to believe that PoE's Interrupt system - a system meant to be a generalization of D&D's spell interruption, allowing you to interrupt all actions and not just spells - is underappreciated and underutilized by players. Yet this topic seems to be rarely discussed, as people prefer to talk about what's actively bothering them in the game, as opposed to a system that's just kind of there and doesn't make much of an impression either way. Do you agree? If so, how would you improve Interrupts? Personally, rather than making Interrupts more powerful in general, which could lead to absurd stun-locking characters builds, I'd look into how they could be made more specifically effective at performing the functionality that originally inspired them - interrupting spells and other powerful abilities that need time to cast. Besides making the Interrupt system more noticeable to players, this would also make fast weapons and fast/burst spells like the various Minoletta's Missiles more attractive.
  13. Pillars of Eternity is under attack by anti-grognards! http://forums.somethingawful.com/showthread.php?threadid=3706905&pagenumber=671&perpage=40 Here are some Josh replies:
  14. https://eternity.obsidian.net/media/stories In Aedyr, to be specific. With the jungles, it reminds me of what The Elder Scrolls' Cyrodiil was supposed to be like before Bethesda retconned into it a generic Europelandia in Oblivion. Also, our first look at a "wizard academy" in the Pillars of Eternity setting.
  15. And remove all the fun of following forum discussions? I hope not. Engagement4ever
  16. In a conversation with Josh on Something Awful: http://forums.somethingawful.com/showthread.php?threadid=3706905&pagenumber=666#post452879929
  17. Actually, maybe "Kindle Vale" became Ashfall? The ground does look a bit a bare there.
  18. Yeah, but that seems like too small an area, and all forest. Plus isn't it supposed to be all burned out due to the War of Black Trees? We need a new map.
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