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dirigible

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Everything posted by dirigible

  1. Of course the problem there is that the protagonist is described as having a mighty soul. Meaning that you canonically should have 18+ Might?
  2. This is very inconsistent, though. Some equipment bonuses DO stack, and all equipment bonuses (I think?) stack with eating food.
  3. -Fix tooltips for DoT abilities. Instead of reading "Deals x damage over y seconds" (which isn't how the game works) they should read "Deals x damage every y seconds, for z seconds duration" (where Intelligence modifies z only). -Item sorting in inventory. ex: sort by type, cost, quality, etc -Flag certain items as "always trash", and add a trash category to the stash. I don't want every Xaurip Spear I pick up cluttering my inventory of rare weapons. -Allow more enchanting options. There are certain effects you can find on weapons, but can never be added as enchantments. Lame. -Give better info in tooltips on ingredients for crafting. Some ingredients are used for multiple recipes, but it's hard to know this. -Show the 6 basic attributes (with bonuses) on the Inventory Screen. ex: Might 18 (+3), Perception 15, Intelligence 19 (+1) -Show us attack speed NUMBERS. Hunting Bow and War Bow are both described as "average" speed, despite the description for War Bow specifically saying that it's slower than the Hunting Bow.
  4. It doesn't eliminate them, it just creates a tradeoff. In my opinion, the more tradeoffs a game system has, the more tactical it becomes.
  5. In short if you want to use buffs you need to forego tactical planning. What? No. Exactly the opposite. If you want to make effective use of buffs, you are REQUIRED to use them tactically. You are forced to consider the tradeoffs of casting that spell, versus adopting a spread out formation or casting an offensive spell.
  6. If you say so. I haven't yet seen any lore explanations in game for either magic or psychic powers, aside from the fact that Ciphers are definitely NOT Wizards. Nor are they Animancers. And that Animancers aren't Wizards either.
  7. This opportunity comes once in a lifetime, you better lose yourself in the combat, the moment, you own it, you better never let it go.
  8. The problem is that the stats (and might particularly) were written from a gameplay perspective, not a roleplay perspective. As a result, it's harder to find examples of character archetypes which work with the stats than it is to find examples which don't. Might's "spiritual strength" is already covered, logically, by Resolve. Or are we going to say that Frodo Baggins and Harry Potter would be "Mighty" individuals, able to deal massive damage with each blow of their longsword?
  9. Ehh... I don't consider mindflayers to be in the same category as ciphers (or empaths or whatever else). They're inherently magical creatures. When I say psychic, I mean the entirely non-magical kind. You might have a point with psionicist, not sure. Gunpowder isn't the same as guns. LotR had gunpowder, but Frodo definitely wasn't packing heat.
  10. Despite this, I love Obsidian for using flat (subtractive) DR. Adds a lot of depth without adding a lot of complexity.
  11. Stack Might and Intelligence, dump everything else. Get a nice beefy Eder to tank for you. Fan of Flames, Slicken, and Mist are all great spells. Eldritch Aim is good as well.
  12. I haven't had a problem with this, at all. I actually prefer going up against a new enemy without being exactly sure how tough they'll be. Adds a sense of suspense and tension.
  13. Honestly the biggest problem I have with PoE (not really) is that Deflection is the one-stat-to-rule-them-all. Like, when I cast Jolting Touch, I have to bypass your Deflection?? What exactly are you deflecting? My hand? The electricity?
  14. "D&D" is not a setting. Technically Planescape, Eberron, and Greyhawk are all "D&D" settings, if you choose to play games of D&D set in those worlds. Mechanically, the biggest difference between D&D and Pillars is the fact that Pillars uses a d% instead of a d20 to randomize outcomes. Numenera, which uses the d20, is more different from D&D than Pillars is. It's not a bad thing. It is what they were aiming for when they pitched the Kickstarter. Keep in mind that this game only exists because people were willing to back up their nostalgia for Baldur's Gate with serious cash. Everyone would be angry if they shipped, say, a first-person action-RPG a la Skyrim, or even an isometric-ish turn-based RPG with drastically different mechanics a la Divinity: Original Sin. re: setting, yeah I know but no D&D video game has been set in anything resembling PoE's setting. Forgotten Realms, being the biggest example, didn't have firearms or psychics. re: mechanics, you are overlooking a TON. The biggest difference is actually that PoE isn't turn based.
  15. I would actually really REALLY like to be able to mark certain items as "trash", and to have a new category in the stash for trash. I hate sorting through 87 different weapons in my stash, trying to figure out which ones are vendortrash and which ones are worth keeping. So every time I pick up another Xaurip Spear, or Leather Armor, it can automatically go straight to the trash.
  16. Why is it a "blunder"? "some fights would be less painful to deal with if spells such as Armor of Faith, or Circle of Protection, could be cast prior to combat." Yep, that certainly would make the game much easier. Spell durations are short in this game, and the number of spells per rest is limited, as it should be. Being unable to use spells to increase survivability and/or damage for the initial 15-20 seconds of any fight while you get it under control, is usually a sound tactic. With that tactic no longer available, you have to spend precious time casting supportive spells after the fight has already started. It doesn't help that most spells have a short radius, forcing your party to clump together rather than get into good positions. There is also the whole logical side to it, which, as I initially wrote, I won't get into since we are dealing with magic. You just listed a bunch of reasons why no precasting makes the game harder. But you haven't listed any reasons why it makes the game worse.
  17. Which must be why my mage and priest can both bend the bars with their bare hands to get into the castle. LOL, yeah makes sense. Steel isn't strong, boy. Flesh is stronger. What is a sword, compared to the hand that wields it? Look at the strength in your body, the desire in your heart. THAT'S power.
  18. Disagree. Fan of Flames has a larger AOE, deals more damage, and (at lower levels) can be used more frequently. Despite being a level one spell. Saying that higher level spells shouldn't be more powerful is just silly. I mean for god's sake just look at the missile spells. Each one is clearly designed to be better than the previous one. Or the priest's Cure Wounds spells, which simply increase in healing done as they get higher level. There was obviously an intent for spells to become more powerful as you level up. Well I have some bad news. Noxious Blast deals MUCH more damage, has longer range, and causes Weaken, on hit.
  19. Exactly, that's why there are Fighters, Priests, Rogues, Wizards, Druids, Rangers, etc.. If you want original mechanics, play something like Divinity: Original Sin (or don't because I hate that game, but hey, everyone else seems to love it). Pillars of Eternity is by design Obsidian's take on D&D, not something 100% cut from whole cloth. The system is radically different from D&D. The setting is radically different from D&D. The only thing that's PoE shares with D&D is vancian magic, some class names, and the fact that everyone has 6 main stats.
  20. I don't agree, you have to take ease of use into account. Fireball is much easier to use and thus spam so it should have heavily moderated damage as a direct cause. Fan of flames might legitimately be overpowered but I haven't used it much because of its range. I have to disagree. Wizards can only cast each level of spells 4 times. That's a heavy limitation, which means I'm going to want to get the absolute most out of every single spell. Using a weak spell because it's slightly easier to use isn't something I'm going to do. I'm either going to hold onto that spellcast for another time, or I'll spend the effort setting up proper positioning.
  21. Why would I use Fireball, when I can use Noxious Blast? Fireball isn't just weak compared to Fan of Flames. It's weak period.
  22. The ease-of-use that Fireball has doesn't make up for it's piss-poor damage. It's not just bad compared Fan of Flames, it's bad compared to Noxious Burst - another level 3 spell which does everything Fireball does, but better.
  23. Why is it a "blunder"? "some fights would be less painful to deal with if spells such as Armor of Faith, or Circle of Protection, could be cast prior to combat." Yep, that certainly would make the game much easier.
  24. Honestly, if you simply swapped the damage values for Fan of Flames and Fireball I think it would be fixed. Makes me wonder if it's legit a bug.
  25. I'd argue that ambush is a bit of an odd concept in this game, since you can't use a lot of your abilities until after the combat has already started and, at that piont, the enemies already know you're there and are in the process of reacting. You can use any damage-dealing ability from stealth. Including equipping your entire party with Arquebuses and having them turn one or more enemies into a fine red mist, before the battle has even started. Or setting up a kill zone by firing off a Web/Grease spell, and forcing the enemies to run through it while you shoot them with arrows. Or pulling enemies in small groups by having someone scout ahead with a bow.
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