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Malekith

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Everything posted by Malekith

  1. Not really. For example: ... harm isn't so much a hard-counter, more a broken spell to begin with, as you can use it almost everywhere, not just the dragons. So I'd say it should imho be left out of the discussion. mordenkain sword is immune to Firkraag's (and iron golem's) basic attack and breath. 2 swords can tank the dragon indefinently, giving you all the time in the world to kill him. I don't see this as a problem but as a boon. BG2 magic system was so great, that you gave you the tools to achive anything (and trivialize any encounter in the game with the corr
  2. That's why i say that it's a design problem and Obsidian can't fix it. You "numbers tweaking" would require such amound of tweaking that would effectively mean abandoning Josh' ideas. So the only hope for this game is the modding community. Well, let's hope the next kickstarter to have a completely different designer team.
  3. I think the deal with "no hard counters" wasn't really that. The impression I get is that Josh really dislikes win-or-die RNG effects. So it's more like the other way around. Umber Hulks are horrid until you discover Chaotic Commands; Kangaxx is incredibly scary until you find out about after which he becomes trivial, that sort of thing. Having enemies with high (=near-hard) defenses is different. Nothing in Kangaxx's encounter is base on RNG though. The whole point of hard counters is forcing you to change strategy and MIX it up, as your usual tactic is 100% doomed to fail. Fighting
  4. Better encounter design, +1. No hard counter policy: I think simply cranking up the resistances significantly would be sufficient. Since CC abilities don't have to last long to be highly effective, grazing with a status effect often is functionally equal to hitting or critting with a status effect. This makes CC way more powerful than DD all around. Getting rid of status effect grazes would already make things a lot more interesting as you couldn't just Slicken high-resistance enemies. I.e. I see that as a numbers issue rather than a fundamental design problem. Re itemization, IMO it's
  5. Well, that's my problem. Maybe i lack imagination, but i cannot think Obsidian could do something to improve the gameplay, because the design parameters are the problem. Well, they should have way less copy paste encounters, and preferable cut the overal combat in the game to half the amound it has. But the actual gameplay would be just as boring, and the same tactic would work on everything. It's not an accident that the only interesting spells in the game are the realy OP ones, that singlehandely change the flow of battle. In order for the game to get interesting, it would require a syste
  6. And yet it was doable. People just opted not to do it. Of cource it was doable. Your point is? The spells weren't balanced for you to use them in every fight, and that was clear in most people minds.(people with functioning minds at least). Yes, it was very easy to sidestep the restriction, abuse the system. So what? If someone didn't make the correlation between :game too easy->spamming 3 dragon's breath in every encounter, chances are he was to dumb to win otherwise and should be thankfull that the BG2 devs allowed for an ingame easy/cheat mode. So it was the devs giving a f
  7. And that's different from complaining that PoE is too easy if you stealth all the time and/or always use the best spells (for instance) how exactly? You're still using a system within the game to cheese its difficulty to a degree. To selectively label one abuse and another smart gameplay is a bit strange to me. Same with, say, abusing the stupid AI vs statistically genius Illithids by tank swapping. I fail to see how that way is any more ''proper'' than using summons. Fact is, both PoE and IE are heavily abusable. In different ways, certainly, but still. Whenever one is more abusable than
  8. And yet it was doable. People just opted not to do it. Of cource it was doable. Your point is? The spells weren't balanced for you to use them in every fight, and that was clear in most people minds.(people with functioning minds at least). Yes, it was very easy to sidestep the restriction, abuse the system. So what? If someone didn't make the correlation between :game too easy->spamming 3 dragon's breath in every encounter, chances are he was to dumb to win otherwise and should be thankfull that the BG2 devs allowed for an ingame easy/cheat mode.
  9. No one cares if you rest spam or no. But rest after every encounter AND complaining that IE games were too easy/had unbalanced spells is idiotic.
  10. Remove Engagement and nothing changes. The AI still acts like it's there. Engagement is not a very large part of how combat is designed in PoE, all it does is inhibit movement and forces everyone to cluster up and stay there, and saves the developers from having to make an AI that would move around and make decisions that would improve their position on the battlefield, for the same reason the player won't do it; it'll murder you with instant free invisible attacks if you even try to move *towards* the opponent that is engaging you. The biggest problem with Engagement has always been for i
  11. Yeah I didn't really enjoy it. Combat/encounters are boring, exploration and itemization sucks and I was really disappointed with the story/writing too What I don't understand though is, with all the testing/hacking that you've done, you must have known all of this even before playing the full game, right? You knew about combat, you'd seen the encounter design in the BB, the small maps... I mean, besides the story/writing, all the rest should not have come as a big surprise to you, am I wrong? PS: this is not meant as a personal attack or anything, I'm just a bit surprised is
  12. For the record, what kind of UI are you after? Something like Grotesques? Yes. Grotesques was very close to ideal. The problem i have with Karkarov's UI (apart from it not being U shaped) is that it's way too small /minimalist for my tastes. If it must be just a bottom bar, i would like it to be twice it's current size, closer to IWD2 in size. It should cover the spell/abilities buttons, having the rest of the elements more spaced out, and have more decorative elements in general. As it stands is just similar to Obsidian's UI with better placed elements and slight improvments.
  13. Excellent portraits OP. If you have more of them, please share!!! @Sensuki I get Bester's point, and truth be told it's not entirely unreasonable. But the way he excpresed it was needlessly antagonistic and rude. If he had asked if the OP would be interested providing images in the correct size without the watermark in order to be used as part of the IE (or another) mod, i doubt OP would have had a problem. She could have even provide the altered versions only to Bester to use in the mod if she had a problem uploading the images without the watermark on the Internet as a whole. Bester c
  14. There shouldn't be randomization in loot at all. IWDs were a nightmare because of that. If you must have random loot in chests, confine it to gems, low level scrolls and jewelery, not in armors.Everything should be handplaced, or at least no systemic. Have a chest contain an exceptional hammer and a gem. What hammer and what gem exactly can be randomized. But going from exeptional weapon to armor to nothing at all promotes savescumming until you get something you like in every single chest. Josh designed the game so reloading and save scumming when losing in combat is dicouraged, and he l
  15. The fact that BG2 could be finished by 10-12 year olds that didn't knew much English nor had AD&D experience speaks for itself. The fact that it's considered convulted and difficult for the average "Adult" gamer tell us more about the average modern gamer than it does for the game.
  16. Mods will fix it. I'm fully prepared to delay my playthrough for a couple of months in order to have the best gaming excperience. Game fully patched, polished, with Grotesque's UI and Bester/Sensuki's IE mod.
  17. Not realy. First of all, the picture you showed looks bad since it's with widescreen mod that changes game resolution. BG2 UI looks good in 800:600 resolution, which was the one it was designed for. Second, PoE needs more icons than BG since classes have way more abilities and actions than characters in IE games. Are you gonna play PoE in that lowres? I don't think so, that's why I chose that screen as a reference, if you don't like that one check the other two from EE edition. And it's just a reference anyway cuz I'm not suggesting making it 1:1 BG lookalike. It's just a suggestion to
  18. Not realy. First of all, the picture you showed looks bad since it's with widescreen mod that changes game resolution. BG2 UI looks good in 800:600 resolution, which was the one it was designed for. Second, PoE needs more icons than BG since classes have way more abilities and actions than characters in IE games.
  19. This is almost perfect. I would honestly delay my first playthrough just to wait you and Bester mod your UI into the game. You just made my day.
  20. Actualy, i don't have a problem with that. I'm ok with Cipher having all charm/fear/domination/stun effects. What i don't like is that the durations and the effectiveness of these spells are nerfed to the point of uselesness with a couple of OP exceptions that no doubt will be nerfed as well. Same with Chanters taking all summons. Same with wizards taking only damage and self buff spells, but making the self buff so useless that they are a waste of spell shots, so spamming fireball and arcane missiles is the superior way to play the mage, and enemy mages go down in one attack
  21. He is saying that enemies don't use Health, so their HP is irrelevant. You could manualy assign 9999 Hp to each and every one of them and the combat would remain the same.
  22. I prefer my UI elements strictly outside of the "game screen" That's why i'll intsantly turn off all floating numbers.action bars and all that crap, and i want a solid UI acting as a frame to the game window (BG style) or at the very least a solid bar at the bottom (IWD2, Fallout style). Plus solid UIs are better to look at. Ugly minimalist UIs, pop ups and floating numbers need to die in a fire
  23. The problem is Sawyer's obsesion against hard counters. The problem would be away instantly if Arcane Veil/shield whatever it's called made the wizard completely immune to physical damage for a short time (let's say the time he needs to fire 2 spells) Only magic can harm him in that state, and firearms that bypass it entirely. So you have more tactical decisions to make. Do you leave him until his Veil drops, accepting the 2 spells he will throw at you? Have your casters try to kill him, leaving only your other members available to fight the rest of the opposition? Equiping your party with
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