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Everything posted by Adul

  1. To make sure my point is clear, I don't actually have a problem with confusion itself, confused combatants should indeed do random actions and/or wander around aimlessly until their condition wears off. What I have a problem with is my party's AI, which just ignores confused enemies. Of course, there's a good argument to be made for AI treating confused targets as less of a threat than non-confused targets, but in my opinion it should definitely not treat them like they were neutral or friendly creatures, which currently seems to be the case.
  2. Thanks for the replies. Yeah, I'm using a bunch of other bows, including Cloudpiercer, on my various characters. My whole party is using bows in order for everyone to benefit from Twinned Arrows, so I'll take all the nice ones I can get my hands on. I might stick with Sabra Marie, as sometimes the confusion is actually somewhat helpful. We'll see. How this game handles confusion just kind of annoys me. Wish it was like in BG, where confused enemies stayed hostile, and just started acting erratically. I think the game changing up their allegiance is messy and weird. That's my feedback for t
  3. I'm playing through PoE for the first time, and I'm really enjoying it. I've first played it years ago, but never quite got to the end of the game. This time I have a 6 ranger custom party. Right now I'm doing the White March expansion, and so far it's been great. I've recently found the unique bow "Sabra Marie", which is a very nice weapon, so I stuck an elemental lash enchantment on it and gave it to one of my rangers. But since I did that, I've been experiencing some very irritating behaviors during combat. Here's the thing: Sabra Marie has an enchantment that confuses enemies on a
  4. Ultimately we all know that levels are an abstraction anyhow for the "gameist" part of an RPG. I'm probably more bugged by the narrative railroading to accomplish the level drain than being reset to level 1. I don't necessarily disagree. I suppose it's up to the designers of each game how abstract or literal to the narrative they want character progression to be. Some games like Mass Effect and The Witcher treat levels as if they had very little to no bearing on your character's story, as even at level 1 you are an incredibly capable person. But in games like Baldur's Gate level is h
  5. I can't ignore the fact that starting from level 1 allows Obsidian to reuse the same character progression system from PoE with little to no required rework, potentially lowering the development cost and time of the game, and when this is justified with a seemingly contrived story event, it has the outward appearance of cut corners. Though I do agree with the others who said that the change itself would be less grating if we were playing an entirely new character or a reincarnation, rather than the actual Watcher from the first game. But even that would not explain how the returning compan
  6. I hope it's not too late for a change and they reconsider. Deleveling the protagonist puts an unnatural break into their progression, which is an integral part of every RPG. When you create an RPG sequel, this is a limitation you should keep in mind and work with, rather than try to cheat the system and reset everything, which sends a message to your players that their previous toils were less than meaningful. Not to mention it disincentivizes replaying the saga as a whole, as the player will know from the start that their level progression from the first game will be lost when they start
  7. I have to be honest, I would find it disappointing for Deadfire to use the RPG sequel trope of "traumatic event happened, you're back at level 1", which is just an unfortunate cop-out in my opinion. Mass Effect did this, Gothic did this, and I think it's a mistake that's best avoided. What I would hope for instead is the same dedication to long-term character progression that the BG saga managed to achieve, which is one of my favorite things about that series. BG2 managed to make high-level combat not only approachable to new players, but even more satisfying than the original game's comba
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