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PrimeJunta

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Everything posted by PrimeJunta

  1. I would add: go back to the way the fighter was originally envisioned. Quoting from memory: "When you see a fighter, the only thing you'll really know is that he can take a lot of punishment. You can make a ranged fighter, or a tanky fighter, or a damager fighter." Right now we only really have the tanky one. Fighters are no better than other classes at ranged or damager, and worse than many. That's just not right.
  2. For me the main appeal of fantasy has always been the way it holds a mirror to our world. My favorite fantasy books and films capture something crucial about us, while putting it in a wild and weirdly different context that makes some salient features stand out, or shows them in a new light. Same for sci-fi.
  3. I'm glad you asked. I have posted these elsewhere, but here goes again. I would like the option to build a ranged fighter, minus Mr. Bear. Ranger gameplay is cool, but it's not like a "pure" sniper. It's qualitatively different. I would also like the option to build a "musketeer" -- someone who opens up with a volley, then switches to melee. Currently this does not work very well, because the fighter's talents are so very melee-centric, while the rogue's are about mobility and sneak attack. My proposal would be to open up the fighter class altogether. The current tanky fighter is fine, but I would like to be able to make a damager build, a disabler build, or a ranged build also. Even more specifically -- (1) Equalize ranged and melee accuracy, and add talents that let us bump one or the other. Apply this to all classes. I honestly don't see any reason you'd want to railroad any class into specifically melee or specifically ranged. We the players should be making that choice. (2) Make all the currently built-in fighter talents optional, and let us pick the ones we want from a broader palette. (3) Add ranged talents. Reuse some from the ranger, add some especially martial ones -- Armor Piercing Shot (2/encounter, ignores DT), Knockdown Shot, Stunning Shot etc. (for ranged build) (4) Add a Power Attack - Cleave - Great Cleave style sequence (for damager build). (5) Add a modal talent that reduces Damage but boosts Interrupt. Separate one for melee and ranged if you like. (6) At higher levels, allow taking the rogue's Escape ability. Basically, I want to feel like I'm building a character, not taking a ready-made template and running with it. While this was more or less how AD&D fighters worked, there was a lot more scope for variation in DnD3, even with vanilla rules. I would really like something like that. I would also like to see the wizard and priest classes similarly broadened in scope. I'm missing enchantment and conjuration spells from the wizard. Perhaps they're not there because you felt it would overlap too much with the cipher (enchantment) and chanter (conjuration); I think that even so it would be worth it to have them. The cipher and chanter could still be the go-to enchanters and summoners, but the wizard should be able to do some of it. The beauty of the wizard in DnD always was the enormous variety of spells; the current selection of blasts and self-buffs with the occasional area debuff just feels one-dimensional. Finally... I think P:E is showing a tremendous amount of promise. Please take it to the finish. I've made a bet that you won't let release slip until 2015, but I will happily lose that wager if it means that sufficient variety and polish can get added. And... thank you for making this. (Edit: as an aside, I just started a BG1 playthrough. I'm still finding it a little dull, but I assure you, the fighter is more versatile in terms of combat role, even on level 1. Specifically in the way he can switch between ranged and melee, damager and tank.)
  4. As an aside, if you're not going to read the descriptions (of the abilities, spells, attacks etc.), you're going to have a bad time. Even on Easy.
  5. How you respond to the "all stats are valuable to all classes" incentive is up to you. One way is to spread everything evenly. Another way is to pump some and dump some, and then adjust your tactics to make maximum use of the pumped ones and mitigate the weaknesses from the dumped ones. As long as both approaches are viable, I'm a happy panda. I would certainly try several different stat distributions and strategies for different experiences.
  6. I'm with MC and Indira on this one. Spiking challenge rules. Uniform challenge gets dull fast, regardless of whether it's uniformly easy or uniformly hard.
  7. I've had this happen too. My theory is that it happens when an ability use is interrupted for whatever reason. E.g. you activate Crippling Strike, click on a target, and the target or rogue go down before the attack is made. Perhaps a plain ol' combat interrupt will even do this. In any case I have seen this on multiple occasions, also in the earlier build.
  8. What's wrong with that? Both will work fine.
  9. I've found a pretty good ex post facto rationalization for this. It keeps me from losing sleep, anyway. Might is a property of your soul. How it manifests depends on what you do with it. So you could have a mighty wizard who is not physically all that powerful, because he's channeled that might into spell power, whereas a mighty barbarian would have channeled it into bulging muscles. Gluteus Maximus the muscle wizard still casts with muscles. Just sayin'.
  10. They should rename Petrified to Constipated. I would find that amusing.
  11. "It would be better if it was worse?" Sorry, Indira, but that argument never made a lick of sense to me.
  12. @Indira: Interestingly, he doesn't mention degenerate strategies there even once. Comment, Hiro? That's a valid objection. Suggest a broader sample. So far you've been going purely with assertions, backed up by nothing. Let's see your evidence. I do think it's valuable to correct misconceptions, even, perhaps especially widely-held ones. I believe your assertion that Josh is obsessed with degenerate gameplay is a misconception, and a harmful one at that -- for Josh personally of course, but also for the discussion here. I could point to several examples from this very thread where people assume as a matter of course that Josh decided on some particular feature because of this alleged obsession, for example, although there are other perfectly reasonable reasons he might have made those decisions. The whole discussion gets thrown on an unproductive track because of that. So yeah, I do think it would be valuable to debunk the myth of the degeneracy-obsessed Josh... always assuming that it is a myth, of course. Anyway, it's your turn. Let's see your evidence. Cherry-picking only the posts/articles/whatever over 15 years where he discusses the topic doesn't count; you can make almost anyone look obsessed by almost anything that way. Other than that, I'll be willing to look at any sample of what he's written. In other words, "put up or shut up."
  13. Of course I have confirmation bias. Everybody does. However, I try to actively fight it, e.g. by looking at the actual data whenever possible. Of course I'm blind to it too; that's the nature of it, which is why I invited you to find an alternative way of settling the matter. You're more likely to catch my biases, just as I'm more likely to catch yours. Therefore we can help each other see more clearly. Edit: but I do believe the only reliable way of fighting biases is to look at the facts as far as they are known. In this case it's easy, sine we have Josh's full posting record that we can browse at our leisure. If he really is obsessed about the topic, it ought to show up there pretty damn frequently, don't you think?
  14. Okay, I checked. The term itself was mentioned zero times, and there was one discussion of a particular degenerate strategy (kiting). I stand by my assertion: Josh is not obsessed with degenerate strategies. The contingent claiming he is, however, is.
  15. I know he's discussed the topic. I disagree that he's 'obsessed' about it. What I have seen is that a contingent of players for some reason get extremely upset about the term, and amplify what he's said out of all proportion. So, with all due respect Hiro, I do think it's a combination of echo chamber + confirmation bias, rather than any real obsession of Josh's. There's a pretty easy way to settle this, though. Let's look at a random sampling of 10 posts by Josh on these forums. Let's take items 1, 2, 3, 5, 8, 13, 21, 34, 55, and 89, counting from the top, in what comes up from his profile. I picked the Fibonacci sequence to prove that I'm not cherry-picking the results. Now, how many of those items do you think refer to degenerate strategies or degenerate gameplay? I'm guessing 0 to 1, probably 0. An 'obsession' ought to count for more than that. If you have an alternative way to settle this by looking at Josh's actual record -- the whole record, mind, not cherry-picking individual items from his whole history -- let's hear it. (The concept itself is game design 101. Literally. You'll find it in introductory textbooks. Every game designer knows about it and watches out for it. The only difference is that Josh has actually brought up the term in public, and engaged in discussion about it. Which, I suspect, he now regrets.)
  16. @Hiro Are you sure that's not confirmation bias at work? I've read and watched a quite a bit of stuff by Josh, and degenerate strategies do not seem to figure particularly centrally. He has talked about them on a couple of occasions, including engaging in discussion about it a couple of times, but compared to many of the people on this very thread, for example, his 'obsession' barely even registers.
  17. @Indira yes, your OP is what got me using google-fu on the case. It appears they really didn't. I suspect the association may have come from the T:ToN KS. That was explicitly pitched as a spiritual successor, so P:E got lumped in with it.
  18. About that 'spiritual successor...' I checked with Google, and I couldn't find anywhere on the KS that Obsidian actually used the phrase 'spiritual successor' to describe P:E. Outside the comments, the only instances of that phrase I found referred to T:ToN, and... to Path of the Damned, which they did promise is a 'spiritual successor' to Heart of Fury. Interesting how the mind works. I could've sworn 'spiritual successor' was headline-level there.
  19. Paralyzed and Petrified are two different status effects. The description of Petrify is something along the lines of 'turns you temporarily into stone.' It is supposed to be extremely nasty. It feels wrong though. Petrification isn't supposed to be temporary. I know it goes against Josh's no-hard-counters/no-death-effects philosophy and all, but it just feels wrong. Either make it permanent, no-hard-counters be damned, and give us a number of ways to de-petrify them, sigh regretfully and merge it with Paralyzed, or name it something else.
  20. @Hamenaglar I think you're misreading Josh's intent. I believe the primary reason for the stam/health system is priest gameplay, not rest-spamming. In DnD the priest is the primary strategic health resource, which has a number of consequences: (1) you kind of need one and (2) much or most of his casting capacity will be spent on heals. He wanted to change this dynamic so players would be freer to use the priest's spells more freely for other purposes. His solution is to make the strategic health resource integral to the character mechanics. You're right about his priorities, I think: he does go mechanics and gameplay first. I think that's the right way to do it, though. Going roleplay-first would lead to similar problems as the IE games had -- cookie-cutter builds, massively exploitable systems, massive imbalances between classes, etc. -- and while some here are totally OK with that or even like it, I don't.
  21. I think P:E captures the feelz excellently... outside combat. I also think P:E is closer to capturing the feelz in combat than many people here seem to think. Most of the problems with it are superficial and relatively easy to address; others are merely a matter of adjusting numbers to get the pace and space right; yet others are consequences of poor AI and pathfinding issues. The combat doesn't feel poorly designed as much as simply unfinished. I'm extremely confident the combat will improve in leaps and bounds with the upcoming builds. Just how far it'll carry remains an open question of course. But I'm optimistic about it, more so than, say, stealth or exploration which currently also leave something to be desired, especially stealth. Not because they're any harder to address, but because they're not central to the game (stealth) or the crucial work has already been done (map size and content in exploration).
  22. I agree, circle spell effects are not needed unless the spell is stationary, like wards or something. But it is probably too late to change this. The P:E equivalent of Bless is a stationary circle though, as are most priest spells. I quite like that actually. The FX would be quite easy to fix, too. Just tone them down: flash them brighter when they take effect and end, and keep them rather faint in the meantime.

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