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brtl33

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About brtl33

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  1. Maybe it's just me, but I feel like there should still be kite-able enemies. For example, poorly trained/organized warriors, simple beasts, those who have fallen into a beserker rage, and anything or anyone else that would be likely to blindly charge a target when aggravated should all be kite-able. for the sake of argument, let's call these low-intelligence mobs . They should exist, and you should be able to cheese them simply because they not designed to be smart. However, mid and intelligence-level mobs, should pose a different problem, use different tactics, and be smarter. basically they should run off a different AI script. And perhaps, low-intelligence mobs could use higher level tactics when they have a leader/captain with them to direct them. In my opinion, it's another way to add variety to encounters.
  2. I'm a big fan of keeping hp gains low. It helps keep tension in combat and makes the whole world feel deadly. I think you should be able to increase it (perhaps as a purchasable feat), but there should be an upper limit to how much it can be increased. Perhaps, limit it so that the character could survive one or two more regular melee hits from enemies (for example, if a regular hit is 2d4 make the upper limit of hit point gain in the +12-16 hp range).
  3. I quite liked the storms of zehir approach in NWN2 wherein each character could participate in dialog if you wanted them to, even if they didn't initiate dialog. I really liked that each characters individual skills/feats/classes could bring up different dialog options.
  4. With sprite mirroring, you can be both left and right handed... it just depends on which way you face.
  5. I'm ok with both vampires and werewolves being in the game, but I'd much prefer if they returned to their horror roots. I'd rather encounters with them be more situational horror than hack and slash combat.
  6. I think there needs to be balance between whether DR or AC (essentially ability to dodge) is useful. Often games fall into the trap that it's better to not get hit than it is to resist damage, so it creates more incentive to optimize towards a character who doesn't get hit (light armors and huge dex bonus) rather than characters who soak up damage. If they could implement it situationally, where in for one on one fights it's easier to dodge (and generally better to use a dodge type character), but as the number of opponents targeting the character increase, chance to dodge decreases (because it gets harder to dodge all the attacks of the various assailants). In this way a DRing tank would be optimal for standing front line soaking up damage against multiple opponents, whereas a juke build would be optimal for singular duels.
  7. We still don't know much about the game mechanics yet... I kinda hope that HP are limited and at a premium (like many D10 systems), even in later levels, so combat always remains deadly.
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