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broknight

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Posts posted by broknight

  1. I kicked the ogre mage posse's butts using confuse/sleep/charm/dominate and area denial spells(web,grease,traps) to keep the mob from swarming me. I focused fire on just 1 or 2 targets at a time + debuffs to carve through the enemy DR. For more spacious engagements you can also try kiting enemies and double back when they try going back to their original position. Also you can set the game to pause when an enemy is spotted so you dont accidentally run into the enemy while looking for them on the map. You can also enchant weapons to get bonuses vs the creature type you want to kill.

  2.  

    I'm probably the only person on the planet that actually didn't like MotB. Funnily enough, for me it was a gameplay issue--the special soul-mechanic in that game is something I truly despised.

     

     

    You're not alone. Also the Hagspawn/Sandman pastiche was fricking annoying for some reason. A lot of recycling of themes happening in POE from MOTB. The souls thing and the anti-religion/anti-god thing going on.

  3. Well the game does have probs, like spot check available only in stealth mode, enemies with insane attack speed, and other Sawyerisms but you'll just have to work around them until the next game. Like I mentioned in the Diablo3 forums waaay back devs/creators tend to do the opposite of what you want just to prove a point. With that said the only real way to make them listen is to punish them by not buying. I'm currently trying to get the most out of the game as it is.  Its also easy to break stuff in the game like engagement. If you roll a paladin with Zealous Charge you can pull enemies and attack stragglers when they head back to position after you've outrun them.

  4. They probably wanted implement this and weighed it against making some encounters too difficult for new players. I wish they did though. The enemies feel samey, they dont have any traits that make you differentiate them aside from the type of damage you need to use on them. The "equalizing" everything design theme of the game makes it very middle of the road. 

  5. I dont find the plot mysterious at all. The info dumps basically kill it. They should have held back on the walls of text and made some things cryptic. The fact that the character is a ghost whisperer allows you to dive into the heads of other beings to know what they know. I'm 41hrs deep and its still a slog. Maybe if they showed more about the effects of the souless rather than beating you over the head with lots of text.

  6. I'm an IE veteran too and while i agree that the combat system ain't great, IE was worse in many ways. I'm not defending the way they implemented the combat mechanics but the ideas behind were good and I'm gonna explain why:

     

    Engagement: Has been used in tactical, strategy and even RPGs for a while now, and it's a wonderful mechanic, some classes can evade or shrug the free attacks and classes that are not meant to be trained in melee are penalized for disengaging from a dangerous foe, instead of being able to kill entire groups of melee monsters just by kitting the way we used to do in IE games.

     

    No Prebuffing: It ends up being the same, as a designer you either consider players will prebuff and adjust the toughness of the enemies or you do what Obsidian did and remove a time consuming pointless and repetitive activity. Also, there are still ways to cheat the system and prebuff if you want to.

     

    Limited resources: I don't think i ever used the 4 campfires in my normal run and even in hard i only used them up later in the game because i didn't do a lot of sidequests and was underleveled/underequipied in the last few dungeons. You just need scout so you know what are you gonna use, when you are gonna use it, and how to position your party (Which is essential wen facing incorporeals for example). Tthen again if you just want to steamroll every encounter without taking a sweat you can always turn god mode on which is kinda the same as burning your whole spell list in a single encounter and resting afterward like in IE games.

    Engagement - sounds good on paper but implementation sucks and doesnt work consistently, these were called attacks of opportunity in D&D. The monsters here dont do special stuff like swallow you like those giant frogs in TOEE if you try running past them. You cant still run past and take the hit with enough DR and buff.

     

    pre-buffing isnt cheating. You know what you're going up against and prepare accordingly instead this turns every encounter into a shootout at the ok corral or shield up like in Star Trek before firing photon torpedoes. It just more needless busy work or pretending you're going into a situation blind.

     

    limited resources- you better do a fact check on that. the inn prices are so low and camping supplies are abundant in the field that this perception of limited resource is artificial. There are also areas you can rest for unlimited times   Also I havent been ambushed during camping ever, unlike in IE games where some monsters could attack you during a camping attempt. You can camp unmolested in this game. If they wanted to make camping risky than why not have monster ambushes with some party members still sleeping and only 1/2 awake.

  7. I'm completely disagree with you, if you really want a game that clone the old IE combat mechanic you shouldn't backed this project, just stick playing the old IE games without looking forward to PoE and try to draw line between them. There are lots of stuff going on with IE especially the BG1+2 combat mechanic which is broken and most of it is pretty much being rebuild into a better, fairer mechanic that PoE has. The vanilla version of BG's  games is the worst mechanic with prebuffing, you can actually beat any encounter with "prebuffing". I don't know are you looking towards cheesy combat with prebuffing or actually you just want to laugh at your AI enemy by blowing them to pieces without much effort?

     

    Some known method is to summon skeleton warrior with project image and send them to kill every Illithids in the Underdark part of BG's 2, Play thief/ mage cast mislead and cast invisibility on Mislead clone or send the clone far away from encounter and backstab every single enemy to pieces. Once you get HLA, Jaheira with belm + transform to Earth Elemental with Improve haste can clear every lair in ToB expansion single handed, that's not counting the ultimate killing machine of kensai/mage yet. Some mod like Swordcoast Stratagem did address this cheesy prebuffing by giving the AI enemy precast ability, but that's another thing.

     

    What PoE does it to give player to think strategically with encounter, with limited resting camp, it pretty much put Mage and Priest into reserve state unless the encounter is not favoring your side than only start casting spells, other wise just keep them until very much needed, but if you are those kind that like spamming spell, you going to run back and fort from dungeon and tavern all day long, which is super bad, that's the old IE way of playing where pick every pieces on the floor go sell it than comeback pick some more, :no: . Meh, are playing WoW here running around like doing some errant quest?

     

    I can say that Grieving Mother and Kana Rua both are best companions to bring along if you thinking to reserve Durance and Aloth spells in each encounter, The idea behind chiper is that you cast spell as long you have decent focus, which easy to generate them using blunderbuss since each hit is actually +6 hit, and Kana Rua have a chant that can speed up your firearm reload time and he does have summons spell and some really good AOE invocation to use as well. With them you have decent spell ability that you can spam in each encounter without worrying to rest. PoE force you to rethink by not playing cheesy or in short word 'cheating' especially in combat, manage your spell wisely, use trap or lure to choke corridor and door entrance to block melee engagement, position your priest/druid on center to best utilize endurance regeneration spell and read your bestiary and check out what type of armor/weapon/spell best utilize in fort coming encounter, keep at least each type of armor that best use against different type of enemy so that you might offset your speed with better DR, even against kith it best to scout see what type weapon/armor they are wearing so that you might adjust you weapon and spells you going to utilize before battle encounter. that's what I love about PoE it does justice to CRPG mechanic since 2nd Ed DnD rules. If you hate the combat maybe you aught to play this game like the old IE games to much.

    Again with this strategic playing nonsense. It seems like you have a pair of blinders on.   I havent deviated from the block, buff and focus fire strat in my 15+hrs of game time so far. Every fight is pretty much the same. The creature types arent anything really special. You dont need turning from a priest in this game to fight undead for example. You're still buffing urself or neging an opponents buff/DR. Your just doing it after initiating the fight.  Sounds like you're too caught up in all the magnificent bean counting occuring behind the scenes. How is this game fairer or not broken? I use the same tactic that the enemy does like bum rushing mages/casters. 

  8. I dont really buy the argument that prebuffs make a game less challenging or tactical. That's like saying you shouldnt be able to use psycho or jet before attacking a raider camp or using buffout to beat the super  mutant in an arm-wrestling match in Fallout. If you want to play the game in a difficult, brutal as Satan's wheel house fashion by all means give yourself the handicaps but why limit the ways to play a game?

    • Like 2
  9. Interesting topic.

     

    I honestly am not bothered that much with the combat system, I have not much prior experience with older RPG games like the D&D or something.

    I have played Dungeon Siege III which I really loved as well, but I really love the combat in this game too.

     

    Only thing I personally dislike is that I have to redo the same circle of combinations each fight. It would be really nice (like the chanter class) that you can

    pre-configure certain skills that you want activated as soon as combat starts.

     

    Especially when it comes to certain encounter buffs that you have available each encounter, I find it annoying that I have to activate them manually each fight.

    Would be nice if I can control a bit more which abilities can be activated at the start of each fight. But, its still a minor thing  

    Instead of having to click stuff over and over, they shouldve put in ai scripts, which are a glaring omission.

  10. Every encounter is the same. Its boring. I like replaying fights to test out different stuff. Here its mostly put tanker/melee to block where needed, priest/caster buff on party/ self , focus fire desired target while debilitate minions. I miss roasting the enemy alive from afar/sending insect plague/traps to soften up opponents. Also why is the writing so ..I dont know.. humorless not on par with their other stuff.

     

    Fampyrs ignore your front wall and go for your squishies in the back. That is annoying as hell, but provides a better combat. I kinda like how stupid enemies (low int) do stupid things, and are easy to predict, where clever enemies, use other tactics.

     

    It's not very sophisticated at the moment, but like Gromnir said, it's the first game. I like the concept behind PoE's mechanics much more than the D&D one in the IE games. Come PoE 2, it should easily surpass BG 2 combat. 

        That's very very speculative. Obsidian has yet to deliver a really well put together game. This is coming from someone who has purchased the older games from Black Isle, even the Troika games. I also bought Alpha Protocol/Sith Lords and New Vegas. New Vegas is their best game imho. I would strongly suggest they focus on doing a couple of things very well rather than trying to slap together a lot of cool on paper concepts like what happened in AP/MOTB.  Also the AI is stupid period. Characters just stand around sometimes after enemies disengage or just do nothing while getting beaten up.

  11.             Combat is tactical in this game?? Sorry but I feel the enemies just try to bum rush your squishier party mates and proceed from there. Engagment sounds interesting on paper but really its not  especially when the game subverts this by using teleporting enemies to end up next to the spellcasters and use stamina drain/stun and the like to lay out the target.  Imho a lot of the brokenness and discovering exploits/op combos in the older IE games were what made them fun, balancing diminshes the rock paper, shotgun aspect of the metagame for me.  

               The balance in the game feels weird. Wizards/rogues can wear heavy armor, same weapons as fighers etc. It makes the classes watered down and sorta samey except for the skills.  Being a squishy was the tradeoff to being able to pre-buff and cast spells for caster types. To pre-buff or not all should be an option rather than forced same as limited camping.

  12. When I backed this game $140 it was because I was being told it would be like the old IE games. I was sold.

    PoE is very similar in its design of areas, zones, quests and so on. I think Obsidian did a great job here. I'd like to point out that I think the music is outstanding in this game. Obsidian basically did exactly what they told me they would do. That is, for the things mentioned.

     

    Somehow, at one point in time, someone obviously decided to break that promise. Instead of a similar experience to the old IE games, especially BG1+2 - Obsidian decides to totally redo combat. Let's just look at what BG1+2 combat was:

    Quite challenging tactical combat. The combat felt such a way that if you used certain spells you had a huge tactical advantage. For instance "blind" early one really helped with some nasty ogres in the beginning.

    Later on, combat was still very tactical, with prebuffing + summoning monsters and then engagement. It is to this date, some of the most fun fights I've had. Combat involved moving characters around alot, tanking, moving mages out, letting your rogue stand behind and get some backstabs etc. All this while the enemy did lots of nasty stuff. What I remember the most is that certain enemies could only be killed with certain spells and you needed solid strategies for alot of the encounters. Knowledge was power.

     

    I ask you Obsidian; Why did you change every aspect of combat that I liked about the old IE D&D games? 

    Instead of trying to make a similar system, you have made Pillars of Restraints. Camp supply restraint, prebuffing restraint, movement in combat retraint, feeling powerful restraint. The thing is, I feel that PoE is alot less tactical. It's just the same, every level. I don't even understand what the supply limit is for. Should I keep myself in check and not go and restock? Why can we not summon monsters and buff our team before combat? It feels as everything is done in order to meet a system which is only half done. You could remove all these redundant and annoying factors and instead make the encounters more challenging. What do I need to cast, how can I win this etc. Right now, it's a macro game. How long can I go before my HP is 1 and I need to restock my camp supplies. I'm very sad and serious when I say: it's not very fun. At least not compared to 10 + year old games based on D&D. 

     

    My hope is that more than me feels dissapointed by the combat system and that we will see some drastic changes in future / next games. I mean, I loved the world, just not the combat. 

    I'm of the same opinion. No prebuffing or casting of spells kills the immersion. The limit on camp supplies just forces you to hobble back to the nearest inn.  It just becomes busywork imho.The food buffs are basically the drug use in Fallout. Some people may like the challenge of managing resources but it kills a lot of the fun, this should be optional. Aggro is messed up and some monsters just teleport to disengage my melee guys which makes some of the encounters artificial/contrived becuz they just immediately go for my spellcasters. 

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