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Tartantyco

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About Tartantyco

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    (6) Magician
    (6) Magician

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  1. I wouldn't say it's more challenging. Just more dynamic.
  2. First of all, two injuries is a big thing. It's not something you just pick up casually strolling through the world. It means you've been through some tough fights, or that you weren't paying attention and walked into a some traps. In that case, you rest. Secondly, you can still keep going with two injuries on your frontline tank. Health is not a very important stat for the tank, it's defenses like deflection that matter for them. My tanks barely take any damage in any encounter, and on the rare occasion that they get injured, as long as it doesn't affect their defensive capabilities, it's not a big deal. Thirdly, it's usually everybody else other than the tanks who get injured, and you have more options as to how you use them to avoid incoming damage in future encounters(For me it's my Barbarian and Wizard that end up with injuries. I just change my tactics when that happens.). Fourthly, you really shouldn't be in a situation where you routinely keep going with two or three injuries on a character. It should be a situation you find yourself in if you're playing the hardest difficulty the hardest way, or if you've severely misplayed the game. Your argument is still based on the idea that injuries should be common. They shouldn't. You shouldn't be in a situation where you routinely have characters running around with two or three injuries. You should rest before that point. As it stands right now, one injury is rarely game-stopping. Two injuries are manageable if they don't affect critical stats, but you should rest if possible. Three injuries is where you need to rest right now unless something prohibits you from doing so.
  3. Probably because it's not a very good game mechanic. It's just an entirely segregated resource that exists for a single purpose. Even without considering the injury system, the changes to the food system, incorporating existing and underused resources to have multiple uses, is a substantial improvement.
  4. It is a meaningful choice once we have meals that give more substantial rest bonuses, and we already have inn bonuses. If you power up your party with rest bonuses, you're not going to rest and throw away those just because one of your characters got an injury. Or maybe you have to rest because the one that got an injury is a frontline tank who's now walking around with a serious deflection penalty. Or you may not want to rest simply because you don't want to waste meals or ingredients for meals just because your caster got a boo boo.
  5. I honestly believe you people are actually making this argument. Seriously, play on Story Mode or stop playing all together. I honestly believe you are completely misinterpreting what I'm saying. Playing on Story Mode will not make the deleterious effects of injuries go away. It will not solve the problem of injuries effects being to severe; it will merely make the game easier, and as I am not complaining about the games difficulty *that won't matter*. Except the effects of the injuries aren't too severe. You can easily keep going with one or two injuries on a character. Most encounters shouldn't do too much damage to your characters, and if someone's particularly fragile as a consequence of injury, you need to act accordingly. Move them to the rear, have them target weaker enemies, etc. But here's the big one, and stay with me here, you're supposed to rest when you get injured. The entire purpose of the system is to incentivize you to rest when you've taken an injury. Deciding whether to rest or keep going is supposed to be a decision where you have to weigh the risks. The injury system is behaving as it should. If you get injured, you should try to rest. If you can't or don't want to rest, you simply have to adjust your tactics accordingly. This is where stuff like challenge, and varied gameplay, and gameplay longevity, and all that other stuff comes from. You get an injury and -25% health per injury. The injury depends on what damage knocked you out(A cold spell=Frostbite, Blunt weapon=Broken bones, etc.).
  6. I honestly believe you people are actually making this argument. Seriously, play on Story Mode or stop playing all together.
  7. In the resting screen, you need to put food in the slot near the character portait of any party member that is injured.
  8. So, the injury system is not too brutal. Copy that.
  9. I think removing the grimoire spell learning is good. It puts more focus on having and cycling between several grimoires, and makes the grimoires themselves more valuable. In PoE1, I'd usually just have one grimoire, put all my spells in it, and occasionally switch the spells around. In Deadfire, I actually hang on to other grimoires and switch them mid-combat to get this or that spell.
  10. I think the problem is that your argument seems to be based on you not being very good at the game, or even average. I've played through the Beta on Classic and Veteran without having any severe issues with injuries. I rested when I had to, and I got through it with only the food I had at the beginning and picked up along the way. If I had purchased food, it would have been a complete non-issue. I'm not min-maxing. I'm not playing very tactically. I'm playing it very straight-forward. Still it looks like I'll have to go to POTD for any real challenge. So when people are complaining about the injury system, I can't help but completely discard their opinions and arguments because I see no reason why they should be having any of these issues beyond their own lack of ability.
  11. We don't know if it'll exist in the full game. I'd imagine it covers a pretty small percentage of the complete map. We know. It's a side quest area, like Dyrford in PoEt 1.
  12. I'd like to know what percentage of the entire world map this beta map covers.
  13. But the cooking aspect will not make use of other consumables that remain unused in the game. It's about trying to avoid the issue where you just have a ton of stuff that you have no use for and consequently end up a gabillionaire.
  14. @Vladmorik This only becomes a problem because of your assumption that it shouldn't be harder to keep an injured party member alive.
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