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Everything posted by Elerond
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At level 5, a Baldur's Gate thief has gotten three weapon proficiencies (2 at lvl 1, 1 at level 4) Thief's progressed level-wise faster, so it was level 6 when a fighter's mid level 5. It has its backstab ability progressed three times by then, but its use require flanking, backstabbing or enemies prone, IIRC, or coup-de-grace situations. To be fair, though, the thief comes in different versions right from the get go. There is the classic thief just mentioned, plus you had the bounty hunter, the swash buckler, the shadow dancer (BG:EE), and the assassin. They all feel quite a bit different in combat. In addition, it's more common than not, to have your have thief multi-classed by level 5 (or rather 6, due to the fast xp gain), provided you meet the requirements for dual-classing. So, playing a thief in combat in BG:EE (which I play now, as a swash buckler, is definitely more varied, than the handful options we get right now in PoE BB for the lvl 5 rogue. At level 5, a Baldur's Gate fighter, already had specialized a lot with a weapon and this could be a ranged fighter or a tank fighter , or a fighter not caring that much about AC, shields, defending, and just going all-in for damage in various ways. The fighter had already spent 5 proficiency points at level 5! Yet again, the class kits can't simply be disregarded. For fighters, you had Berserker, Kensai, Wizard Slayer, and Dwarven Defender (BG:EE). They are rather unique in combat too. Fighters are equally common to multi-class with, once again, as long as the dual class requirements are met. This means that the fighter, with its class kits, weapon proficiency choices plus weapon variety (ranged, melee...), is doubtlessly more varied than in the PoE BB. You didn't have class kits in BG, they come with BG2, which engine BG:EE uses.
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PoE at PAX Prime
Elerond replied to larryhl's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
This is because Paradox took over responsibility to sell the game from Obsidian in last month and currently Paradox isn't ready to sell game, which probably because they haven't yet got ready their PR material and contracts with retailers for the game, but I would guess that at the latest you can pre-order game in sometime in next month. -
Losing one member from your party is punishment, but it isn't necessary enough punishment to incentive enough to prevent people to let their characters to fall down. Detection of secrets and traps is something that players want by default to do as not doing so only penalties players, as slower movement speed outside of the combat is only burden which isn't really incentive not to do things but punishment for players to doing things in optimal way. Which is way detection should be always on or there should be some other incentive than faster movement speed not using it constantly.
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Although changing use paradigms in software development should be done with high care, as it easily leads lower usability level, that isn't case in computer games when we speak about systemic rules inside of the games, as games by design and purpose should offer players challenge using their own rules, which is why it isn't necessary for the games to care what rules other games have used or use or will use, because they should offer their own unique problem/s for the players to solve.
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They could make downed character's fatigue level rise, which would make their efficiency drop after each downing.
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I can understand why letting your party members to fall can feel somewhat odd, but I am not sure if such tactic is actually against the design or what is designed to be meaningful tactic. As whole barbarian class for example seems to be designed around kamikaze fighter, like their wild run that allows them run through enemy lines, but don't reduce damage they take, frenzy which adds their attack speed but hides how much damage they have taken, and that they have abilities that make them hit better when they are wounded etc.. All these things seem to point that barbarians are designed to fall in fight. And this design decision has lead on fact that kamikaze/letting character fall down is also valid tactic for other classes.
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Not the best example because the Lead Designer was set on that from the beginning. Other members of the development team were not. The CEO of their own company prefers combat XP. You're continued attitude of "the developers are better than you" is tiresome. This is bit funny considering that in most of the time in gaming forums people lament how games are made to please CEOs and other business people instead of following developer/designer's vision
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You must not have read my posts properly if you quoted me and then said that. Your solution is also a lot worse than mine and is effectively HP with two pools. However as I have already said (many times) that I don't mind the current system. D&D 4E Healing Surges was one of the good things that 4E did though, so healing your stamina from Health wouldn't be too bad either I don't think. In your system should one health point heal give multiple points of stamina (like for example 4) or should health pool be just multiple (like for example four) times larger what it is now. In any case your system isn't big change from current system, even though healing spells become bit worse, by automatically decreasing health instead of after damage is done, but I can see how it could make system more clearer for the player.
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Paradox had 18 QA peeps playing this for weeks?
Elerond replied to IndiraLightfoot's topic in Backer Beta Discussion
If Paradox has any sort of sense they don't do such things before Obsidian deliveries them release candidate version of the game and even then only if that version has some serious problems that can't be solved during period that game is in gold, because otherwise such suggestion only works to lower morale of developing team and lessen change that game will be finished on the time. And Obsidian has plenty of time to fix the bugs and tune balance, I would predict that only major changes in game system or added features/content would cause them need more time in such extent that they would need postpone release date from what they have currently announced. -
Party of 6 Chanters are currently very OP. Ability constantly summon help without any real limit gives them ability clear any group of enemies without any long time cost.
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Health & stamina system works fine in purpose which is was designed, although amount of health may be bit low considering how much damage enemies do, as currently you can go average 3-6 encounters before rest.
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This is bad design to me. I think that spell casters need armored caster talent that negates most of the casting time penalty from armor. And I think casting time is currently bit too long, because spells aren't currently that effective overall, especially damage spells are quite weak in beta because most of enemies have so high DT's against elemental damage. In previous build situation wasn't as bad, but as they rose those elemental DTs amd fixed bugs which caused that DT don't work, it is most cases best only buff you party and debuff enemies.
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Memorization — The game character must memorize a fixed number of spells from the list of all spells the character knows. This memorization can only occur once in a specified time period, usually a day, or it may require the character to rest for several hours. This system is sometimes called "Vancian" in the game designer community, since its first use, in Dungeons & Dragons, was inspired by the way magic works in Jack Vance's Dying Earth world.
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I read updates about game through I find lore tidbit, which tell us that Wizards have started to use heavy armors, because of use of firearms that penetrate arcane veil. But currently beta don't draw that picture to us as number of enemies with firearms is so low, that one don't really consider them as serious danger for one's back line characters.
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With PoE you should take account that beta isn't final product and never will be, as end of beta Obsidian will remove beta from the Steam and publish new product there that is final game, so that people's comments and reviews about beta would not haunt those people that look to buy the final version of the game. And not using default package handler for such beta product would be in my opinion somewhat waste of resources. I am quite sure that final version of the game will not fir example include default unity launcher, especially with input tab that has control options for things that game don't even use. So even though this is something that Obsidian should probably take under consideration when they make installers for the final version, it isn't probably something that they should use their time for backer beta version.
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Some level trigger warnings are now days required in many places for the audiovisual content that is sold publicly, as they are part of the required content rating systems.
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Second impressions thread! [Build 278 version]
Elerond replied to Tartantyco's topic in Backer Beta Discussion
Artificial solution is...artificial. In games you don't have any other sort of solutions because games work using artificial rule system. -
Second impressions thread! [Build 278 version]
Elerond replied to Tartantyco's topic in Backer Beta Discussion
Setting movement speed for all enemies to be faster than player's characters would block all easy kiting tactics. But I am not sure if such would be best option -
Second impressions thread! [Build 278 version]
Elerond replied to Tartantyco's topic in Backer Beta Discussion
You may be right that melee engagement would block such issue, even though you can hit enemies outside of their engagement zone, but enemies probably can move close enough to engage before attack animation is over. -
Second impressions thread! [Build 278 version]
Elerond replied to Tartantyco's topic in Backer Beta Discussion
If we don't want see spear/pike/etc. longer ranged melee weapon kiting, become too dominant tactic then I think that movement should probably increase melee recovery little bit (10-30%). -
Game seems to need "I am not casual but..." challenge mode that makes health resource to be infinity, removes limit from camp resources and changes all spells and abilities to be per encounter and adds potions that recover stamina. Also every kill probably should give xp.
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https://www.kickstarter.com/projects/obsidian/project-eternity/posts/328976
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Hmm, the way ACC/DEF/DT works, I'd imagine you put the 2hd on the rogue instead to maximize his abilities? I mean, bow and dual wield seems a complete waste on it no? Since he's got that "teleport" ability, you can also just put him naked and "port" away or in melee as needed? Isn't the rogue crippling strike (or whatever the name is) a % based scaling ability? Seems to be a winner right there for 2hder, especially if he's gonna crit/sneak attack all the time. Edit: Hmm, yea...Rogue = massive 2hders for sure from reading talents on wiki... - Sneak attack for DPS bonus - Reckless assault for ACC/DAM bonus - Escape for quick pop-in/out - Dirty Fighting for non stop crit hits - Finishing Blow for % based multiplier to DAM - Riposte seemingly unlinked to attack delays, meaning 2HDers are MASSIVE on this, especially with Adept Evasion - Deep Wounds (adding all that crazy DPS into raw damage on top of it all) Seems the entire class is designed to use the slowest and high base damage 2hded weapon Default rogue build is melee DPS, other DPS classes are Ranger for ranged DPS and Cipher for ability DPS. In previous build cipher was in my opinion overwhelmingly best in DPS role, but some of their abilities are nerfed in this build and I am not currently sure which class is now best in DPS role.
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[v278] The cipher has an angel-like icon that's non-usable
Elerond replied to IndiraLightfoot's question in Backer Beta Bugs and Support
In my understanding it is passive ability that should not be seen in ability quick slots.