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Mayama

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Everything posted by Mayama

  1. Make it an option, I personaly really dont want a bigger UI. I really like that you can still see the game and theirs alot of free space to breath. The other problem is if you make it any bigger it would force me to move further away from my monitior because on my 28" widescreen 1080p monitor the menus are already QUITE BIG.
  2. When I played the beta for the first time I had the same feeling but now everything is to slow for me. Their is also a slow motion button and you can always pause the game. I dont know about you guys but I constantly used pause in BG when I fought dangerous enemies.
  3. The classes are not a smoke screen. Classes are about how you approach something, which toolset you use. Roles are defiines by builds.
  4. So can we hugh each other now and drink a nice cup of hot chocolate? I agree with you that xp for exploration is nice, like for example if you find the western dungeon. We all know that the dev's made us go their, like designing the whole scene in a way that lures us to that place but if we immerse ourself in the game we usually think that its something only we found in the game, a super secret place.
  5. Oh thanks for the link thats a nice interesting video
  6. We need a secret muscle wizard villian in the game. His lair would be a gym. In combat he scream stuff like, FOR THE LIFTING, RIPPED TO DEATH! etc...
  7. Some of the cipher spells are so powerfull right now that I didnt have to actually deal with the class mechanic.
  8. Actually I thought it was funny to break the dragon egg. But sadly there was no conclusion to the quest then. I couldn't tell anyone I broke it nor did that open any new path. (Or did I miss something?) I guess you had the missing quest log bug which resets the quests. You can avoid it by always loading the game from the start screen. Without the bug the quest giver is slightly anoyed but says she can use the broken parts you have gathered, you get XP and some stuff. I guess you get better stuff if you dont break it.
  9. Because their are many spells that would, at least in the beta, one shot very dangerous creatures if you buff the duration. Hit the "boss monster" with the spell, run away and wait. It is not balanced because it allows you to kill specific very dangerous monsters with one hit. Fire and forget, you only need to "waste" one action on that monster. It also removes the major damage dealer on the enemy front making it way easier for you. You basical could stun, freezer whatever one boss AND dot him up til he dies. Edit: Powerfull short duration buffs are a nastier can of worms if you could limit it to one character but buff its duration.
  10. Not necessarily. The problem you've described is entirely a tuning problem. If the values were adjusted properly, you could still get the same utility out of an X INT character's spells as you do now - just with more options. For example: Right now a 10 INT character gets a 50% increase to duration and AoE. Say you cast a buff with a base duration of 10 s and a base AoE that allows you to hit two (but not 3) of your characters with the 50% increased AoE. You now have buffed 2 characters for 15 s each. Take my system. Say that the values are adjusted such that with 10 INT, you can have the exact same spell - enough AoE to buff 2 characters for 15 s each. But you can ALSO buff 3 characters for 10 s each or 1 character for 30 s. You can have the same spells the current system gives you, but with some additional options as well. More choice. More chances for you to make interesting (and intellectual) decisions about how you cast your spells. Granted, I'm just making those values up - but I hope I've convinced you that your concern, while valid, is not inherently a problem with my system. Rather it's just a matter of tuning the values correctly (which is why I included that spreadsheet btw - so people can play with the bonus curves). Thanks for the feedback! It doesnt work like that because you dont need your buffs on everyone in the first place. Lets assume you placed your party correctly, frontline fights the enemy and the backline is save and fires from a distance. In that scenario which is basicaly how every fight goes in the beta most of your area radius is wasted anyway because you only really want to buff your frontline. This means that you would always use a more concentrated form of the spell with a higher duration. The same applies to damage dealing spells, a small area of effect is actually beneficial in almost any scenario. You basicaly hit two birds with one stone, smaller area AND longer duration is all you want on those spells. The big area is the major balance factor for those spells because it makes them hard to use.
  11. It is MORE than AoE its duration. People seem to forget that INT is more powerfull than MIGHT on many spells with a duration.
  12. It would help with damaging spells but it really screws with buffs and healing. Right now INT is the best stat for over time area buffs and heals. Splitting those attributes would result into balancing problems. Every short but powerfull area buff would be overpowered if you lengthen its duration but only buff one of your characters. Same with area heals, increasing the radius would make them useless but the other way around makes them OP because you get healed for the whole battle duration. With that system you could buff one of your characters for the whole fight with powerfull buffs and let him single handedly slaughter the enemy group. Yes you could balance it for high INT characters so they cant abuse the system in the way I descriped but it would also make the spells useless for someone with average INT. Edit: No it would not help with damaging spells because some damage over time spells, especially those that tick only for a short duration would be completly OP with a significant duration buff.
  13. Do you even lift? Is the most important question in this world.
  14. Ya ya dude you got swindled. Didn't you know Avellone and Sawyer are this nation's 4th or maybe 5th most infamous celebrity outlaw couple? This is a textbook case of one of their infamous scams. The worst part is in the end they even force us to play the game!!!
  15. I think their needs to be some sort of balance process bevor we know how long a adventuring day is. Right now their are to many spells that let you cheese through the game. A better AI would also help.
  16. It kinda breaks immersion that corpses of enemies just disappear. Its not superimportant but everytime I see a corpse disappear it feels weird.
  17. He actually did that their are many interviews, that he did while the kickstarte campaing was roling, in which he talked about everything he didnt like in the IE games.
  18. What difficulty do you use? On my last playthrough I had to rest 4 times on normal difficulty. I mean you dont lose much health on most encounters anyway, those exploding ghosts in the last dungeon are basicaly the only enemies that hurt alot. Spiders and beetles are only dangerous and drain your health if you dont use ways to counter poison.
  19. I think the UI is big enough, anything bigger would mean that I have to move my head on my 1080p monitor.
  20. I always felt that BG etc. played to its strength when you fought hard opponents and felt appart when you waded through tons of easy encounters. Right now in the beta it feels like the game constantly throws boring and easy fights at you. I just wanted to start a discussion about that, what do you guys think? I personaly prefer few but challenging encounters to many easy ones. The secret cult temple for example would be alot harder if the cultist would call for help or everybody that hears the fighting noise would try to find out what is happening.
  21. They actually said they do not have a D&D license and do not want to make a d20 based system in the very beginning.
  22. The descriptions are actually rather nice imo the item window only needs a bit more breathing space
  23. This is actually one of the first things I personally felt as actually missing from PoE. I'm all for going old-school but please let us compare stats via tooltips. Whippersnappers like you should be happy that they dont have to draw the map themself on checkered paper
  24. Because you mentioned quest items, it took me a while to realize that some items went to the quest items stash when I picked them up. Another thing that I really liked about the grid inventory of the IE games was that I could sort things easily, one guy hoarded all potions another one gems etc. It made everything tidy and clearly arranged.
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