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CrackedMandible

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  1. But, per the devs, the design already allows for builds outside the stereotypical Mage/Fighter/Thief. There are a nice variety of classes already, and I'd like the dev team to focus on balancing gameplay for the defined classes without having to worry about watering down classes because of an overpowered multiclass. I'm strongly in favor of the stated design decision to let people play the type of character they want, while staying in we'll defined class designations. I believe there is an update that addresses this and solves issue your concern of having "realistic" professions in this game of elves and magic.
  2. The BG style devolves into a 'save', 'rest', if you get attacked 'reload', 'rest' again until you are good to go. It inevitably leads to gaming the system outside of ironman modes. It also takes away from the fun parts, I.e. exploration, combat, etc. I'd like a system that lets you recover a resources (health, magic, energy, whatever) on a limited basis so you can continue to explore with diminishing returns. Eventually, you'll have to camp to fully recover (perhaps forage for potion ingredients) and continue the fun. I don't see the benefit of having to leave a dungeon to rest, especially when there will be a mega-dungeon. It would be irritating to make it to level 10 to have to go back up and find an inn. In short I don't want a game mechanic designed to keep me from moving forward in the game with stopping all the time.
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