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Karkarov

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Everything posted by Karkarov

  1. Geesh sensuki chugging right along aren't we?!!?!? I will take the time to watch these all eventually! Icewind dale does have some great music though.
  2. I don't know sounds like a very complex fix. I think it would be easier to just adjust the cast time and recovery of buff spells and maybe lower the damage on the horribly OP arquebus and arbalest.
  3. I just hope they got an angel investor or something
  4. I am changing mine to January 22nd. They can't release in February at all cause they will get crushed by the Witcher 3, and that puts them out of this year. Also I am not sure they can afford to delay so long it goes into March.
  5. Resting is limited, but it isn't gone. As others have said you don't need buffs anyway for most fights. For those that you do it would not be very hard to save up enough rest supplies to get in a rest, use your prebuffs, then go in. Obsidian wants it to be more than a spell slot lost, they want it to be a tactical choice/and have an opportunity cost. As was said, there is no tactical or opportunity cost when you are prebuffing, just a lost spell slot.
  6. I will throw you a bone Shrek in that gkathellar's post is very very long and full of tons of verbiage.... maybe too long even. Probably. That said he is correct in what he is saying. This is why there is no prebuffing, in a nutshell, Obsidian wants buffs to be a tactical choice you make because you decide the buff is more valuable at that moment than an attack, a heal, or even a debuff. If you could cast buffs before the fight even starts they no longer have a tactical value, because of course you are going to buff before the fight starts. It is what we call a "no brainer" or "having your cake and eating it too". They don't want you to use a buff because "well duh!!!" they want you to use a buff because at that moment, in that fight, you think that buff is the most tactically sound thing to do. Also one last thing. There is no player skill in pre buffing. Like I said, when it has no tactical risk or cost then it become a no brainer and everyone will do it. Why? Because it is obvious and has no risk, so why wouldn't you?
  7. No. And don't let Sensuki sell you on the idea that it does ;p.
  8. Actually I am not 100% sure they would. Many new posters post similar feedback threads and get little to no responses at all. You are forgetting the old (and true) adage, no such thing as bad publicity. Even if someone goes into your thread just to rag on you they are still bumping it and drawing attention to it.
  9. What is the point of this poll? What sources of XP are justified? The only correct answer is all of them, because all of them can be justified as sources of exp. I could justify my character gaining exp from brushing his teeth. Just because something is "justified" doesn't mean your game design has to include it. If you are going to make a poll make one that is fair and unbiased, not one that is about pushing your agenda, which seems to have backfired this time regardless.
  10. The reason you always find magical swords Sensuki is cause swords are cool and other weapons suck. Seriously, there is a reason warfare and armies centered around swords+shields, to a lesser extent spears+shields, and bows until the invention of the crossbow and ultimately gun powder based weapons.
  11. Seems incredibly disappointing on all fronts actually, considering how many backer items are going to be weapons. You can play the "art time" card, but it takes very little time to take an existing texture and make the blade red then just save it as a new one. Even something that basic is better than having no unique weapon art for an entire weapon group. Or only one or two uniques.
  12. I never played wow and I still feel that Fighters and Rogues in cRPGs are boring. And I need to highlight that, that they are boring in COMPUTER GAMES derived from PnP. In fact fighters and rogues (especially the latter) are great in PnP. I have been playing a Rogue for ages in my earlier campaigns and they get a lot of tactical choices either in the social scenario or the combat one through magic items, traps etc. Actually I have played a ton of MMO's and I can tell you playing a "Warrior" tank in WoW is one of the least boring things you can do in a MMO. It required a reasonable set of abilities, but you had to use most of them constantly, there was tons of movement in any fight that wasn't throw away, and many of your abilities were positioning or reactive based so you had to pay some level of attention to what was going on to use them correctly. Playing a fighter in BG1? Yeah, that is some boring stuff.
  13. Unless you only have one in the water... It still works out okay if it is a multiplayer game though
  14. ^ Yeap. I never liked pre buffing. It was pre fight busy work and it was cheesy and just a way of gaming the system. World of Warcraft even removed most buffs from the game and made those it kept last an insanely long time. Why? Because in their years and years of running the most played MMO on the market they learned something... most people don't find the act of buffing to be very fun and it is better to get people in the fight and experiencing combat than making them do a buff dance between every fight. In other words, if you know a buff is needed, it is better to just hard code that buff into the class so they always have it. Buffing in and of itself is not a fun activity and adds nothing to the gameplay unless it serves a legitimate tactical reason. To long? Did not read?!?!?! Obsidian, keep it how it is, maybe just make your buffs more worthwhile so people are willing to use them in combat.
  15. Yeah I don't understand why this hasn't been the design from the beginning. Neither do I. When they said "objective" exp this is what I was expecting. It is how it is done in every other game I have played that is Objective EXP based, like Deus Ex for example.
  16. Your thread title is hilarious in all the wrong ways. I like it. That said it is because there is a big difference between "hit guy with sword" and "cast fireball". Hitting a guy with a sword hit's one guy, one time, probably for pretty reasonable damage even if your fighter is a total bad ass. Casting fireball hits lots of guys, probably for more damage than your sword hit. Your sword hit will never have the power to maybe instant kill a guy. Yet the mage will get spells that will. Your fighter can't make himself invulnerable to all damage from non magic sources, yet your mage can. Long story short, if the mage could do all that without limit and no restrictions then there would be no reason to ever do anything other than bring a mage. Which is what many people did in BG2 anyway. Also being forced to rest to recover spells isn't really a huge penalty to be honest.
  17. I don't think they need this specifically. They just need to be more giving with the exp, instead of making it all at the end of the quest let it be at steps. Like ogre quest, you get exp for finding the cave (finding his hideout), exp for dealing with him (kill him, make a deal, whatever), and a final bit on the turn in. Right now you don't get any exp until you have completely finished and turned it in.
  18. They could always pull a very basic (and very useful) page from MMO's and just put a toggle key like shift and when you hover a piece of gear and press shift it just pops up the two items tool tips and shows how your stats change if you switch to the new item.
  19. For the most part I am okay with the redesign except for a few problems. First the boxes are too close together and clustered, scale it back, put some spacing in there. The character portraits should be aligned from left to right right beneath where it says "stash", not top to bottom. Since you have no drop options, and have an infinite inventory, I see no reason to have ground loot on the inventory screen since there is no reason not to just pick it all up when you loot it. Additionally we need to display camping supplies and money the same way they are in the original UI, pushing it up top with the character name is just going to create a clustered look. In fact, scratch that, move them to the bottom on the right underneath the inventory itself. Lastly there is no need for DPS and such to be displayed, this is the inventory screen not the stats screen, if you want detailed stats you shouldn't be going to your inventory.
  20. Considering most Baldur's Gate 1 areas were empty woods with nothing but a bunch of random enemies and sometimes 1 or 2 npc encounters I am not sure I can agree with this assessment. As for what they do with the extra time? I would hope they spend it primarily fixing bugs, improve the attribute system, continue to improve on combat feedback and feel, and work on the over all game balance. Beyond that some UI options would be okay, but that's about it. New features? I see no point in new features until what you have now is as close to perfect as it can get.
  21. So you're saying that it doesn't help, but it might help you do that exact thing by way of better using the enviroment and feinting? Make up your mind. And that is deflection. Deflection is the sum of your ability to avoid getting hit(in a damaging way). The word might not be perfect, but i don't think there really is a single word that accurately describes the concept. No. The smart thing to do would be avoid a fight all together, but is running away and hiding in your inn room deflection? Using your environment could be kicking sand in a guys face, that doesn't take a ton of brains and it certainly isn't deflection. Making them make a mistake... like making lewd comments about a guys sister in the middle of the fight cause you know he is an over protective big brother? Again, doesn't take a genius, and getting them to be pissed off then throw a wild punch that is easy to dodge isn't deflection. Deflection is blocking an attack, or possibly dodging an attack. While pissing a dude off so he throws a bad punch at you makes it easier to dodge... if you have two left feet and are clumsy you are still likely to either get hit or fall on your butt and get creamed anyway. "Intellect" is real helpful when planning a fight or a battle... it is of very limited use once one actually starts. No amount of brains will help you block a sword thrust once a guy is on you in melee and actually in the act of attacking, you either have the skill and training to parry it or dodge it..... or you get stabbed.
  22. Being intelligent doesn't make you a better swordsman or help you dodge. Maybe it helps you use your environment to your advantage, maybe it helps you trick your opponent into doing something stupid. Neither of those things is "deflection" however.
  23. Really? Then PhDs in physics must be terribly good swordfighters. As Azrael Ultima said. Put two people of same skill to face each other and the more intelligent one is going to win every day of the week.If you watched Game of Thrones, Bronn duel to save Tyrion is pure intelligence win. Yeah and that's why the Mountain won his duel and was the most feared fighter in the entire kindgom, cause he is such a genius.
  24. If this were a sci fi game and I were gaining a defense bonus because my high Intelligence let me mod my armor for superior shield output I would be down with that. But I don't care how smart you are, you aren't going to eke one ounce more defense out of full plate than a guy of average intellect wearing the same armor. Likewise I don't need a doctorate to know things like "a piercing attack from say a spear will be more effective on chain mail than a sword or club". That isn't intelligence... it's common sense and a basic understanding of the laws of physics.
  25. Try pumping Int and Con, that will give you better deflection and Health.Yeah - although that would've been true in D&D, this attribute system is a bit different. It's not wrong persay, just different - unless you define wrong as anything that's not the same as it was in D&D, which is a view that I can understand but certainly don't agree with. In this attribute system, Con and Int are what make you more survivable. Personally I would've argued for Deflection on Resolve instead, but the current system is what they decided to go with for this iteration. Here is the problem Matt... I am quoting this because it is a really really really good point. Yes the stats need to be balanced to all be useful in some way and be fairly consistent in how powerful each stat is versus all the others. Yes it is important each stat do "something" of value for all classes. But it is absolutely critical your stats make logical sense. A stat called "Dexterity" affecting action speed makes no sense, Manual Dexterity has very little to do with how fast you do things but more to do with how skilled you are when you do "hands on" activities... such as painting or assembling a model. So this stat should not be called "Dexterity" it should be called "Agility or Speed". Perception I can see effecting your accuracy at say shooting a rifle at someone 50 yards away... but standing three feet away from someone fighting them with an axe there is very little my Perception can do to make my attack more accurate. I know if I hit him in the face with the Axe or in an armor join it will hurt more, I don't need to "Perceive" that. However Manual Dexterity is your judge of how well you handle tools and of course... weapons, so it will have an effect on your ability to accurately handle a weapon regardless of what kind it is or range you are using it at, so why is accuracy no longer associated with it? Perhaps the worst offender though is Intellect. What does general knowledge and book smarts have to do with your Deflection rating exactly? Deflection should come from one of two things. 1: You dodged the attack, which I would think makes more sense being paired with Perception (you sensed the attack so preemptively dodged) or Dexterity. 2: You blocked the attack, which makes far more sense paired with Might (you need physical strength to perform the block) or Resolve (your ability to stand firm and take the hit). Nothing about Intelligence/intellect has anything to do with your ability to block or dodge an attack, AKA: Deflection. Deflection makes zero sense being associated with it. Case in point, I would no go to d'Artagnan if I wanted help with a rough trigonometry problem that was giving me a headache. However, if I lunged at him with a rapier I would certainly expect him to easily parry my attack deflecting it like it was launched by a three year old girl scout. When rules balancing becomes so important that logic is thrown out the window in regards to the stat system then maybe you have gone too far down the balancing rabbit hole.
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