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Posts posted by Seari
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If they reduced the number of resting supplies found, would that fix your problem? Or would you just travel across the map to an inn just to rest and recover your spells. Maybe you would use your spells more sparingly without camping supplies lying around every corner.
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So you guys prefer spamming the same spells every encounter? With the vancian spell system you can't just spam the same spells because you run out of casts for that level, with this you will just do the same thing every time.
I rather spam same spells than be forced into resting constantly due to running out of useful spells. Vancian spell system + random ambushes during rest period = save&load spamming. PoE didn't have those random ambushes, but I remember them from Baldur's Gate and everytime I wanted to punch someone in the face for coming up with that design.
Maybe you shouldn't waste all your spell casts on one encounter and save them for when they're needed on tougher encounters. I am playing on potd and I'm always resting because of low health and not because of lack of spell casts. With implements and the Blast talent, plus the arcane assault, wizards are still useful on trash packs, they don't need to always be casting spells.
With the new system you will just cast the same spell sequence every time, no longer using the spells as a resource, or putting any thought into it.
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So you guys prefer spamming the same spells every encounter? With the vancian spell system you can't just spam the same spells because you run out of casts for that level, with this you will just do the same thing every time.
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The butthurt in this thread is giving me a stiffy.
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I will use the tank n' spank strategy, thank you very much.
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This is one aspect that I felt IE games were a little lackluster with. So I am kinda glad with Pillars being a little over the top.
/facepalm
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What difficulty were you playing at if combat lasted 12-24 seconds
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Select all->attack must not go so well in the IE games as in PoE. Must be frustrating when your characters die all the time and they don't get up and heal automatically.
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Using the ignore function is justified.
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Apparently it's all one big misunderstanding.a game that was supposed to bring back that familiar feel of the IE games.
Yeah, clearly this was a kickstarter for a NwN2 sequel.
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No colors for anything except names would be fine with me.
This. Too many colors is distracting.
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This is an excellent example of a spell you shall not see in PoE. With Mirror Image, any attack that strikes an image will have its damage and effects absolutely negated. That is undesirable by Mr. Sawyer's design philosophy.
Nonsense. You don't understand his philosophy. The mirror images can be torn down fairly swiftly with a variety of attacks (including mundane attacks), hence it is not a hard counter.
The Mirror Image spell in PoE, all things being equal, is actually more powerful than its AD&D counterpart. Several images with the same poor AC versus one character with very high Deflection that goes down piecemeal with every hit - the former are easier to destroy.
You are so wrong, it's kind of hilarious.
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Just because the first IE-game, BG, was based one particular version of one?
All I'm convinced of so far is that Sensuki's exploits of the engag/disengage-mechanic is well formulated and they certainly need fixing.
But, having played BG and IWD2 recently, I certainly loved the combat, but I didn't play it like Sensuki does. My playstyle is more in line with Shevek's. Some people dismiss it as passive and standing still (Well, I do adore 4Xgames and Civ), but I certainly enjoy it to bits. I had fun playing NWN2, and I am sure I will have fun playing this.
However, my guess is that those people really p`**sed off about this (Seari, Hormalakh? Is this how you play?) are quite possibly people that play like Sensuki - lots of pausing, and, paradoxically, moving, whereas I just slack around and position my guys after a plan while I do it mostly live and often take too much damage for my own good. However, it's fast and fun and rather easy and laid back. I'm not playing Ironman mode that way, that's for sure, but it works like a charm.
EDIT: I do save scum a lot as well.
Yes I do move my characters around during combat, and it amazes me that a lot of people don't. It seems a truly boring way to play to me, but I don't really care.
What does piss me off is that these same people seem to go out of their way to defend engagement, which makes our kind of playstyle impossible. Even when it doesn't affect their own in any way whatsoever.
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Ever heard of formatting? I am not reading that ****.
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I don't give a **** about the "exploits". This mechanic is cancer, and it needs to be cut out.
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Or you know, give melee classes CC abilities i.e. Knock Down.
Yes! Because:
A) They don't already have those.
B) Why give your Fighter the ability to engage 3 people at once when you could have him just go "KNOCKDOWN! KNOCKDOWN, KNOCKDOWN! Oh, you're getting back up? KNOCKDOWN! Oh, there are 3 more people headed this way trying to get to my Mage? Fighter lieutenants, COMMENCE KNOCKDOWN DEATH BLOSSOM!"
/sarcasm
How many knockdowns per encounter do you think we should give each Fighter, to be able to passively handle this whole "I can't really stop you from jogging past me" situation in place of some form of engagement mechanic?
I have neither the time nor the patience to properly respond to this kind of idiocy.
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B) "You can just stop people with active abilities" isn't a very good argument, because that's kind of the point of the "problem" initially referenced by Josh. SINCE people could simply jog past your melee folk with impunity, the only means you had of stopping them, or otherwise hindering them in any fashion, was the use of active abilities. "Crap... my melee guy is useless in preventing that orc from rushing my mage. Better burn a Web or something so that I can specifically deal with that one guy before he gets to me."The engagement system makes it so you can't retreat your injured character from the front-line. Why would anyone want to defend this ****ty mechanic?
Or you know, give melee classes CC abilities i.e. Knock Down.
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That doesn't solve anything, and is also a horrible idea.
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@seari
Some folks like the mechanic. Some don't. There are copious explanations for both sides that I am sure you or anyone else can read at their leisure by using the forum search function. The arguments have been made. Sensuki brings up some valid points. There are significant exploits possible. Why dont we wait to see what devs think about the feasibility of addressing these concerns? Lets keep it classy and not sink the thread. This way, the devs are more likely to approach the thread and respond.
It was a rhetorical question.
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The engagement system makes it so you can't retreat your injured character from the front-line. Why would anyone want to defend this ****ty mechanic?
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Dear god Chilloutman, you have no idea what you are talking about. Please stop.
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I choose to believe that not everyone is a realod spamming scumbag.
Edit: Also if they are, who cares?
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Sensuki stop trying to ruin the game. Also your posts hurt my delicate feelings, pls stop.
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On a side note, I hate SJWs, people take offence far too easily these days.
QFT. Grow some balls you spoiled whiny children.
Subclasses - Questions/Concerns
in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Posted
I feel like multiclass and subclasses combined will be too complicated. Maybe only have subclasses for single class characters or at least only the first base class you pick can have a subclass.