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Captain Shrek

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Everything posted by Captain Shrek

  1. Using per rest abilities (spells or otherwise) is both a tactical and a strategic choice. That's one of the things that makes the choice more interesting. However, I've found throughout my career that people who minimize resource consumption are not extreme and they're not small in overall number. It's a very common behavior exhibited by a lot of players, both RPG veterans and new players.* I still think it's important to have those per rest (or simply limited overall, like potions/scrolls) resources to consume, but I also think it's important for players to feel that they have something core to their class that they can fall back on if all of their per rest resources have been exhausted. * Not me, honestly. I use per rests/dailies/consumables all the time. Well, I am not sure how the resource consumption minimizers are not extreme. This *is* a computer game. When you finish it, the leftover resources are not going to turn into real life currency of any kind. So yeah, playing too conservatively has a benefit only if there is a meta-knowledge involved concerning the future availability of resources. This statement should be beyond reproach. Now, my statement above is even more applicable to *per rest* resources. They are not even being really lost! Every time you rest, *woof* there they are. Not using them is really of no benefit whatsoever. Once again, this is especially true of the per encounter resource. The *best* strategic/tactical (let's not get into semantics) choice here is to use them every encounter, by default. So I can't really agree with you here. There is no reason as I see it, to conserve spells in PoE. Now to your next point: Spellcasting *is* the core class ability. I am not sure what you are alluding to here. Fighters are not going to get the opportunity to cast spells and wizards are not going to knock people down willynilly. So they always can (and will) depend on their core abilities. Now, your point *maybe* that the classes need skills which are *infinite* in availability, so that it never happens that they feel out of their depth. Once again, this is a tradeoff. There is just no reason that this *has* to happen. It might be a nice touch in general, but can't see how it relates to the previous point.
  2. Yes. In fact, it makes even more sense if all the spells except the once that are *pew pew* were slow. Anything that forces a save for a meta effect would probably qualify as a non *pew pew*.
  3. I really wish you had tried that first, before normalizing the combat stats of all the classes. In all fairness it is probably considerably easier to tweak a stat than it is to change combat speed. Unfortunately, it does not take a genius to realize that slower combat/movement speed helps in a real time game. In fact, many of the backers had realized it several MONTHS ago, even before the beta went live. I think I could try and find my own posts which pretty much sum up the problem here. After the first builds were out, it was the first thing that most people noted. It is a travesty that this issue took more than 5 iterations to fix.
  4. I've posted many times that it's a turn-based mechanic. Although most of those threads are now old. This argument has strewn across probably 5-6 threads now. That however does not mean everyone is convinced. Stop trying to assume that you are automatically correct just because you have ONE possible explanation. That makes you similar to people that you yourself dislike I think.
  5. ^This needs to be true in general. It is important that different actions should be differently timed. Interrupting actions need to be faster, while high potential damage/affliction actions need to be slower.
  6. Dragon Age has no consistent lore anymore. So that doesn't matter. With each DLC and a new game they break more of it.
  7. DAI is more of an action game than a cRPG in the vein of IE games or even DA:O.
  8. Post likes these why I want a blocking feature.
  9. I am not sure if the comment about per rest spells being on reserve is really all that important. People play as they like to. Some of us use that the resource often and some of us don't. Finally, it's a tactical choice everyone makes. There always have been extreme players who tend to minimize their resource consumption. It would be a folly to base the gameplay after their behavior. As for time, yeah. You are right. I guess it is too late to change the current "vancian" system to something else.
  10. I don't have any hostility toward spellcasters/spellcasting. In A/D&D, I usually play clerics. For the past year and a half, I've been playing in one Ars Magica game and running another. Magic is a big part of most FRPGs. The difference between a game like Ars Magica, where magi are explicitly stated to be insanely powerful compared to mundanes, and a game like D&D or PoE, where wizards are ostensibly roughly on par with other classes, is the expectation of viability and relative difficulty. You should have fun playing a wizard, I should have fun playing a priest, Gfted should have fun playing paladin, Volourn should have fun playing a dwarf, etc. It's impossible to make everyone happy, but viability and relative balance are a big part of ensuring that the character you choose to play is going to feel good throughout the game, beginning to end. I believe there is a healthy place between "balance is irrelevant" and "perfect balance is necessary". I don't want wizards to receive the exact same number of powers as a fighter -- or even the same number of powers as a priest -- because having access to a boatload of spells is part of the fantasy of playing a wizard. Obviously having a lot of options that feel weak is bad, so we need to find the right level of power per spell, speed of casting spells, number of spells available, casts available per rest/per encounter, etc. But it's also important that when someone plays a rogue, a druid, a cipher, a fighter, etc., they shouldn't feel like they dead-end with the character or run out of steam while other classes easily sail by every challenge in the game. We want people to have different experiences when they play different classes, but we want all of those experiences to feature the same relative level of challenge and power growth (which are strongly connected). This is a difficult thing to do and it takes a lot of iteration, but that is the onoing goal. On a related note, if you want to play Wizards Are Cool: The Game, I do recommend Ars Magica 5E. It has a lot of cool things going for it, most obviously the magic system but also the general downtime system. Also, Pendragon seems to be Knights Are Actually Cooler and Wizards are Terrible: The Game, so check that out if you want to be a glory hound, manage a manor, and brutally destroy Saxons from horseback. Hi Josh. Just to point out; there is nothing wrong with overpowered spells. That is something which could be readily addressed with casting dependent on resource. Right now, that resource is rest. Which is comparatively easily available. How about spell components? Would that not be an easier solution to the problem of quadratic wizards than balancing out per day rate or something?
  11. Not the first time when a dev decided not to listen to their audience. I have had the exact same thing happening with DA2. When the board pointed out that most of their decisions were going to turn the game into a complete and utter clickfest, they decided to put finger up their.. ears and shout lalalalala.
  12. Also, flaming people does not really help convince them that they should listen to you. I disagree with Josh (however inconsequentially) on many issues, but restrict my flaming to the Codex.
  13. Remove the DT-Graze-Endurance abomination trio. All they do is reinforce each other.
  14. Nono. I meant "balance it" until it is reasonable. This eliminates the entire standing there doing nothing between blows and making the game look a bit realistic. The rounds from IE are gow anyway. So at least this will make the game look good.
  15. Sure. So the task is to balance the animation time for each attack type/action type.
  16. How about getting rid of Stamina/Endurance/whatever all together? Solves all the problems presented by the OP.
  17. What would be a sensible argument against absorbing the recovery time into animation time? Also, how about an argument against having such an *animation time only* game that is balanced for the game? I hate the time in which chars stand there doing nothing. Same in IE games.
  18. Instead of making intangible comparisons between IE games and PoE it is simpler to argue of faults ands strengths of each. This kind of analysis does no one nay good.
  19. Don't even go there. Yes, it would be fine, great even. After all my favourite IE spell was the IWD's "Contact other plane". I would prefer a game where magic is completely separated from combat, were playing a mage would be a game in itself. You could pass through walls, read peoples minds, dominate them in dialogue, divining Information, insta killing enemies with time consuming rituals etc. I would be ok if said magic didn't have a combat application at all like throwing fireballs around. That said, the magic system is outside the scope of PoE, nor would be a fitting IE successor, even if i believe most IE fans would prefer said wizard from the one Josh gave us in PoE so far. Indeed. I would pay through my nose to see that kind of magic implemented in a game. Goddamn battlemage-lovers. EDIT: BTW. You might enjoy Blackguards. The game has a tutor character who practically tells you that only idiots prefer to use magic for direct damage spells.
  20. The problem is quite obvious here. What you want is nothing that the PoE can deliver at the moment. PoE is basically a mediocre tune down of IE games. IE games were hardly perfect; they suffered from HP bloats, trivialized powerful magic and irrational resting abuses. Also, one can claim that the encounters were also trashy many a times. Regardless of all that opinion of mine, IE games were fun, because of the awsome combat they created due to implementation of the magic system. The combat was brutal but fast in the levels post 4 (Level 1 to 4 sucked hard). As I see it, PoE combat fails to address ANY of these crucial issues, except maybe, MAYBE, that of resting abuse. Too much micro only makes PoEis frustratingly long. Your abilities are hardly overwhelming and if they are overwhelming, then I would hazard that it is a bug and not a feature from the design point of view, which is tragic. I would rather play Shevek's passive builds than waste time microing underwhelming balanced combat. I just see no point in that.
  21. Quoting my view about wizards from somewhere else of the forums.
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