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vikke

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Posts posted by vikke

  1. Imo, the problem isn't that level 12 is too low of a level cap, but that the experience required per level is too low. Currently, the formula is very simple, every level adds 1000 experience to a growing number tacked on, starting at 2000 when you hit level 2 and is added to the experience required to hit the previous level as shown here;

     

    Level 2: 1000

    Level 3: 3000 (1000+2000)

    Level 4: 6000 (3000+3000)

    Level 5: 10000 (6000+4000)

    Level 6: 15000

    Level 7: 21000

    Level 8: 28000

    Level 9: 36000

    Level 10: 45000

    Level 11: 55000

    Level 12: 66000

     

    The problem is fairly clear; the amount of experience required as you go up in levels simply doesn't increase enough. This leads to hitting the level cap comparatively early in the game. Now, this probably was done to give the player a constant feeling of progression/power increases.. except it actually hurts that very feeling when you cap out and the only way left to get more powerful is through items. My solution would be to keep the level cap at 12, but increase the amount of experience required to hit it. Something like this;

     

    Level 2: 1000

    Level 3: 3000 (1000+2000)

    Level 4: 7000 (3000+4000)

    Level 5: 13000 (7000+6000)

    Level 6: 21000

    Level 7: 31000

    Level 8: 43000

    Level 9: 57000

    Level 10: 73000

    Level 11: 91000

    Level 12: 111000

     

    Exact same formula, except instead of increasing the count by 1000, you do it by 2000. As such you almost, but not quite, double the experience required to go from level 11 to 12. Now, this may not work, as I don't know how much experience there is to actually acquire if you run a 6 person group from as soon as possible to the end of the game. But, I would wager it is actually higher than this amount if you were to explore most, if not every nook and cranny. As such hitting the level cap would come much later in the game and the player would retain the feeling of having something to work towards power-progression wise.

     

    Honestly, in addition to this I would add a stat increase every 4 levels gained to further the idea of power progression to the player (so, by hitting the level cap you could add a total of 3 points to your attributes). It wouldn't increase the power level of the players enough to be un-balanced, but increases the feeling of having gotten more powerful/rewarded by a substantial amount, as well as giving the player the feeling they can redress some perceived short-falls in their character strengths. Still, this is secondary to the primary issue at hand.

     

    This would be the best of both worlds. Obsidian please patch this in :)

  2. Sad that metacritic scores are dropping. Even more sad for this review's main criticism:

     

    http://metro.co.uk/2015/03/31/pillars-of-eternity-review-baldurs-gate-3-by-any-other-name-5128346/

     

    'It’s almost entirely backwards-looking'.

    "Cons: Extremely Difficult"

    When is difficulty a con? Especially when there's difficulty slider with the first 2 or 3 being quite easy :p

     

    And I quite liked Durance... "If doubts and curiosity plague you, you're skinning your knuckles on the wrong door."

  3. PotD, Expert Solo run ended in stronghold main quest first hall... got level locked, means I skipped with summon item horn the phantom group and thought that i can bypass them without fight this way.

     

    unfortunaly...it didn't work...and 1 phantom could perma stun lock my chanter...thanks to 70 accuracy...on them against my 90 deflection.

     

    I done all quest you can do before stronghold main quest...killed raedric, but still lacked 1000XP to level 5.

     

    So would you say that PotD chanter solo is impossible atm? No way to deal with the "phantom menace"? ... If there only was a way to skip the pack inside :/

  4. Didn't they say they planned to make this into a series? The level cap makes sense in that case, as otherwise you'd be overleveled for the next installment (nevermind not having a chance to pick from the new higher level spells). Also, for those of us who've been here and done that, all the old games had xp caps as well.

     

    With logarithmic XP need for next the lvl you wouldn't make expansion imbalanced (you would level up quickly and catch up if you were behind). Hate to compare with BG, but it has a XP cap of 161k - and my last solo run with a cap remover ended with little over 800k xp - but that is just a few levels (lvl11 compared to lvl9). And that doesn't make much difference in BG2.

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  5. The mind resist spell is a joke. Last few seconds and doesn't really help. Only guy who doesn't get confused/charmed is the paladin (thank god for that even). And all my chars have mind fortress and some even bull's will. Just have try cc all the mobs or hope that my cipher doesn't get hit and cc the afflicted party members.

    Troupial, only beat the fight on hard, but you might need a druid with you for the insect aoe spell that does raw dmg (can't remember the name now) to power down the adds. You're playing in POTD so you already know these things (might still help other people reading the thread):

    - Cipher CC as much as you can, and slicken of course.

    - Use all the summon items

    - Bottleneck

    - Revive Scroll is OP

    - Save priest's spells for revive

    - If you want to cheese try to reset aggro between fights, don't know if it's doable with the dragon but mobs have a chase range in this one where they reset.

    - You might need only 1 tank

    - AI doesn't like to cross Wall of Fire and similar if they're not in one already.

    - Try to save as much raw damage spells for the dragon.

    - Cipher debuffs are nice due to the low duration of all spells.

  6. - Character selection circles colored by the character color from inventory screen, would make it easier to just glance at see who's who in tight situations

     

    - Confused characters should act as neutral (yellow?) in combat. I hate when the party attacks their confused allies or can't attack (unless forced with A) enemies.

     

    - Action queue shows up top of the toolbar when selecting a character, and in the screen (dotted line for move orders). Chaincasting / using skills is quite tedious right now. There's a small window when the spell starts to go off to when it's cast while assigning new orders is confusing.

     

    - Pathfinding needs some work, with more than 2 melee characters (even if the other guy has reach) you need to micromanage every attack order.

     

    - Color-code items more, plain fine,exceptional etc. items should stay blueish, if the item has other magic properties make it green and if it's an artifact make it yellow/goldish/bronze tint. (Sell all plain items button anyone?)

     

     

    PS. The auto-pause options are amazing!

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