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Iucounu

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Everything posted by Iucounu

  1. You get knocked out either if your hp = 0 or your stamina = 0, so depending on what is lower, that will be the deciding number how much punishment you can take in a fight
  2. I don't know what HP in DA was, but it didn't have much to do with the IE games. Your hp was fully regained after every fight, and as long as your HP > 0, without consequences, even if you had only 1 HP left after every fight, you could fight on with the same efficency endlessly. PoE is more "granular" in this, as you get your "injuries" (health damage) for every stamina loss, not only when you're knocked out. You can fight with one hundred percent efficacy in PoE as long as you have Stamina>o and no maiming. Just saying. Not when your HP are lower than your stamina, or 1/x t
  3. I don't know what HP in DA was, but it didn't have much to do with the IE games. Your hp was fully regained after every fight, and as long as your HP > 0, without consequences, even if you had only 1 HP left after every fight, you could fight on with the same efficency endlessly. PoE is more "granular" in this, as you get your "injuries" (health damage) for every stamina loss, not only when you're knocked out.
  4. Yes such games exist and could be made, but PoE isn't one of these games. You almost always require a tank who takes suffering hp-wise, and having a priest who can fully heal said tanks hp several times, with the hp being the deciding factor if you have to rest or not, would greatly decrease the numbers of rests required. And yes, downtime does matter, or at least that was the main compaint of most people against the current stamina/health implementation. I also think it should matter ingame more and I dislike the current tendency of some people to backtrack to the inn after every two fights
  5. No healing spells because it would encourage healing batteries and/or make classes like a priest indispensable for every party (giving every class healing spell abilities sucks and doesn't feel right). Alternative would be to let all healing happen through healing potions, but that sucks and doesn't feel right. healing bandages and such stuff are lame
  6. Some of the ideas here make me wish there was something like crowd-development. Just take the most popular ideas in a community and let the professionals bother about how to implement them into a working system.
  7. I think the staff of the Magi is a bad example to demonstrate how brilliant BG2 itemization were, since it was just ridiculously op. You could go as often invisible as you like, which basically made you invincible against everything that couldn't see through invisibility. Perhaps it would have been a cool weapon for TOB endgame, but for SoA it definately needed nerfing. Fair enough and, in games where I've used it, I tended to get it pretty late in SoA so I have mostly used it in ToB. The point of the post wasn't that these were the two best examples of weapons in BG2, it was that
  8. I think the staff of the Magi is a bad example to demonstrate how brilliant BG2 itemization were, since it was just ridiculously op. You could go as often invisible as you like, which basically made you invincible against everything that couldn't see through invisibility. Perhaps it would have been a cool weapon for TOB endgame, but for SoA it definately needed nerfing.
  9. It works because chaos shield stacks with itself Which is, of course, a bug.. If you're willing to abuse such obvious stuff, don't hold it against the game. There are several unofficial patches that resolve these issues.
  10. Disagree with both points. Classes are not defined by their attributes. A fighter is a fighter because he has a different fighting style and different training (perhaps even lifelong training) than a rogue. It's simply a different profession. A fighter does more damage with his weapon than a mage because he's better trained in it.. I don't see how you need to assume an higher base-value for might to justify that.. That's btw something a class system can represent that usual classless systems where you can learn everything can't. A profession in which you have several years of experience that
  11. Muscle wizard is a dumb term, since it assumes that might requires muscle, when it bascially all comes down to soul power. I associate it more with something like in Dragon Ball, where a little child can have more strength than a giant, because of inner chi, or whatever. Of course, as long as it isn't clarified by the lore, everyone can make their own assumptions about that.
  12. Gifted Some people are born stronger, smarter, faster and more talented than the rest. However, with great power comes great responsibility. Effect: Doubles the available attribute points at character creation.
  13. Grimoire Imprint is one of the more interesting spells in PE imo, or it would be if the spell wasn't selected randomly.. somehow unusual for Sayersim.. If there's gonna be a PE 2, naturally there'll be a greater variety of spells, because you'll most likely be of an higher level. But the magic will never be as powerful than the magic in BG2 because of class balance. I think it's definately possible to make a complex and interesting magic system that is still balanced though.
  14. I'm reading a lot about stealth and generally circumventing encounters as an alternative to combat, especially in exploration. I find using stealth as a game-element rather lacklustre so far tough. It would probably have helped if for example in wilderness areas, some creatures would actually move around, new creatures entering the map etc. to make the whole thing more dynamic, and perhaps giving survival skills additional uses for detecting and avoiding such dangers, as another possible approach. I think that would have been a fitting evolution from the IE games (especially BG1) in 2014, and
  15. One goal in PE was to make a wide variety of party builds viable. Making the fighter "tankier" by giving him more health or health regeneration and leaving everything else as it is, would leave party builds without a fighter as a tank even more at a disadvantage and suboptimal. You can counteract this by rebalancing the other classes, and give them greater attacking power, more crowd control etc. but that would just enforce the role of the fighter as *the tank*, and make it an even more boring class than it is already perceived. The easiest solution, if you think the party needs to rest t
  16. Understood, but if you look at it that way, the whole issue in the other thread that fighters might have not enough health doesn't seem as problematic either. If you want your fighter fit for several battles, you don't rely so much on stamina regeneration, and if you put especially much weight on him in one fight and use stamina regeneration, you suffer for it later.
  17. Wasn't the original complaint in the other thread that a fighter loses disproportional much health when he has to use his stamina regeneration, so that you'd have to hold him in reserve after a while? Rather than solving this issue, enabling different ratios seems to enforce it. A character with high stamina and low health will become like a maimed character after a few fights, so you could barely use him, either that or the whole party would need to rest more often, even if most of them are still fit to fight.
  18. So, what, a mechanism for kiting? Engagement/disengagement are given weight for important reasons. Why make it easier to circumvent and go back to the good ol' days of shooting Sarevok to bits while he chases your hasted fighter? If it's that easy to trick the engagement mechanics, you could still achieve the same by just pausing a bit more, so..
  19. Now that I think about it, it was actually the same in the IE-games. A real spiritual successor it seems..
  20. Dito, that would be my main concern. I remember how I found this very irritating in IWD1 (especially after playing BG) and it certainly disturbs me in PE. Some more ready weapon stance would pep up combat considerably imo, as it is now it looks a bit sterile. I've also noticed that the male character models appear to always leave their heads hanging to much to the front, as if they were slightly crooked or had problems with their necks, but perhaps that's just me.. Overall, these are still minor things however. Environment art looks good, even beautiful occassinally, the story and how
  21. Playing as a god would be something unique, if the game really has an unconventional appraoch to everything, that somehow conveys your divinity. And a "deep", "philosophical" plot, like the game series grows up with you. Still, probably hard to do justice to it, at least for hyper-nostalgic fanboys like me.
  22. In RPG's with only one character the presence of a bottomless stack never bothered me, I didn't even noticed it. It was just there, and saved me a whole lot of tedious inventory management. Especially in a party RPG, like in the IE games, I think I spent about 40% of the time looting, reallocating, storing and searching items. I believe the only thing that I'd consider as "dumbing down" would be if the party members didn't have their own inventory, like I think it was handled in DA, that would strike me as too "communistic", and you wouldn't have to think about which items you make available
  23. Being able to kill a merchant and his guards is one thing, being able to kill all witnesses before they get away might be much harder, depending on where you encounter the merchant, and what people are surrounding him. For the sake of coherence there might also be cases where you just encounter a lone merchant on the street, and it's entirely up to your conscience if you kill him or not.. If it's a merchant of higher status, he might be able to trigger some sort of magical alarm, and depending how organized and powerful the local law enforcers are, the problem is not to kill the merchant
  24. Normally Liches can see through invisibility, so they don't even need to cast True Sight. The City Gate Lich is just a nerfed version. But yeah, off topic, whatever.
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