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Mayama

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Posts posted by Mayama

  1. You're right about the glass cannon thing. Still, both Health and Endurance are extremely important; dump one or both and you will feel it.

     

    But in the end it would not matter, lets asume we know all stats in the game and know which combination of crit/damage/accuracy gives the best damage. If we know that than we would spend our points accordingly and in the end a bow user, spell thrower or whatever you get the point would be basicaly the same. It would also mean that a bow is inferior in every way because spells offer so much more. Furthermore a spell user could always grap a bow and get the same results with it as with a single target spell. Thiers no reason to specialize.

    • Like 1
  2.  

    If you use stamina regeneration spells like I did in that example you last very long without needing to rest.

     

    That can't be. You're still bleeding off Health when getting hit. This tactic ought to whittle down your fighter's Health plenty quick. If it's not then something weird must be going on.

     

     

    Imo its more about priest spells beeing completly OP.

  3. @Infiltrate_SF I disagree.

     

    I think you should get your teeth kicked in if you fail to play your character to its strengths, whatever those are. If you make a muscle wizard and then play it like a glass cannon, you do deserve to lose, just like if you make a glass cannon wizard and put him in the front line. But saying that there's something inherently wrong about a muscle wizard is kind of a low-INT thing to say IMO.

     

    I think the problem is that a muscle wizard and a glass cannon spell throwing wizard would have the same stats. Both would stack might, you actualy cant make a "muscle wizard" without making him a good spell nuker.

  4. Most of this morning I dedicated my time to looking for bugs / glitches / performance issues, and I'm starting to play through the game now.

     

    Playing on Hard difficulty, since I noticed that PoD enemies have +50% stats (no thanks, with the sub-par BB party).

     

    So far here are some basic points about combat:

    The combat is more active than the Infinity Engine games due to the amount of ability use required. This was one of Josh Sawyer's aims for combat and I believe that the goal has been achieved.

     

    The party doesn't do so good when split up, unlike the IE games where you could take your best couple of characters and aside from a support spell or two, plow through the majority of areas with your main damage dealers. The party composition in PE required teamwork from the party members to overcome the encounters. I think this makes sense.

     

    The speed of actions in combat is actually way slower than I am used to, because I played the IE games on 40 FPS. Characters wearing heavier armors have a really long recovery time. Currently I don't think the values are balanced properly, and I think an attribute that reduces recovery time would be very fitting here. My unarmored / unarmed Monk was faring a lot better than my Fighter was, due to being able to hit more often and get rid of his wounds.

     

    I think for some people combat feels "too fast" because you are required to micro manage your characters a lot more. The actions the characters take are actually slower than the IE games (barring the spell casters), but pretty much every character has active abilities that you kinda need to use every encounter, so you are doing more, even though the pace is slower.

     

    And lastly, the adventuring days are way too short. I survived all of the beetles in the Dyrford Crossing exterior, but by that time, I needed to rest. In the Infinity Engine games, adventuring days were way longer due to strategical healing resources - Priest healing spells, scrolls and healing/regen potions.

     

    Currently in PE, you can do one small wilderness area before you need to rest. In my opinion this an incorrect adventuring day pace. Combat encounters have a pretty good feel, they're lethal and you have to pay attention - but you can only do a few of them before you have to end an adventuring day, and you still have a crap load of other resources left. I used up hardly any encounter or daily spells during my encounters, because there was simply not enough time to use them. Due to the long recovery times of characters, piled with the lethality of the trash mob encounters with the beetles, I was left with not much Health left on a few characters, but plenty of daily resources remaining.

     

    I think the problem here is the Stamina to Health ratio. I think in order to make the length of the adventuring day "feel" more IE, the amount of stamina damage converted to health damage needs to be decreased - so that while encounters can be lethal, you can last a lot more of them throughout the adventuring day, and take on a lot more encounters and actually feel like you're getting to use all of your class abilities/dailies so you can actually get the feeling of being low on other strategical resources, as well as Health.

     

    I think the direction here would be to reduce the stamina damage to health ratios, and reduce the amount of camping supplies you get. So you can survive a longer adventuring day, but get fewer resting resources. That way the pace isn't broken up so much.

     

    On top of that, enemy units (and player units) move very fast in combat, whereas only hasted units moved quickly in the IE games. Due to this "run" feature, positioning is all over the place. Especially considering how small some of the maps are.

     

     

    I disagree with some stuff:

     

    Combat is more active:

     

    You dont need to use alot of skills in combat, activate constant recovery and defender on your fighter to turn him into a tank. You do that once than its set forever. Than let your tank rush into the enemys so he draws all the attention. Cast the priest spell consecrated ground on top of your fighter to constantly heal him and focus one target after another with your whole group. I did that in almost every encounter in the game, basicaly using one skill nothing more.

     

    Party doesnt do so good when split up:

     

    You can do most enemy groups with fighter / priest only using the tactic I descriped above.

     

    Adventuring days are way to short:

     

    If you use stamina regeneration spells like I did in that example you last very long without needing to rest.

  5. Right now it feels like you have to figure out the best mix that does the best damage (crit/damage/accuracy). After you have done that you can applie that template to any class. This makes stats basicaly none existand its only about how close you can get to those perfect numbers.

  6.  

    Point is that this game is not heavily inspired by this game (and here is the parte that really really piss the ****ing hell out of me and i've just discovered it) because the guy in charge of the game mechanincs ****ing despises the game that they had put in the god damnit front page of their kickstarter page

     

    Oh, you are absolutely not alone here. If I've seen this statement from this person (Josh Sawyer) that he basically dislikes most successfull and praised IE game (Baldur's Gate 2) - then there would be absolutely NO MONEY, $0 from me, and all my friends that were actually shocked, when I've shown them this comment. 

    I hate being manipulated and I feel right now that Obsidian just used my nostalgia feelings and tricked me. 

     

     

    Their is a difference between liking (loving) something and blindly thinking its the holy grail. I really love the baldurs gate games but I could make a very long list about things that I think are not very well made or just plain bad. Romances for example are one of those points.

    • Like 1
  7.  

     

     

     

     

     

    I dont really think that spamming fireballs/clouds of whatever off screen was interesting or challenging.

     

    That wasn't what the mage battles were like.

     

     

    Of course they were like that, you closed the distance to the enemy wizard. When he started to cast his defensive spells you ran away, waited the spells out till he was defenseless and spammed him to death. 

     

    Your two statements don't go together, rationally. Either you stood off screen and spammed stuff and exploited that system weakness or you closed the gap - not both.

    And there are heaps of ways to dispose of a defensive wizard like that. Heck, you could even raise your own barriers, and let him do his thing, while you took care of other enemies.

     

     

    Nope it is exactly how it worked because those big boss mages we are talking about did not chase you at all.

  8.  

    As I wrote in the game di

     

    It's a bit early but I'm starting to get the hang of it. The first couple of fights was 'WTF is going on??', I found it quite overwhelming really, I couldn't see what was going on and found it confusing.

     

    I've been using pause more to slow things down and move around and use abilities, but I never really feel confident that my party is powerful enough to win a combat.

     

    I'm playing as a ranger, I agree with the need for a companion portrait. Also, are they supposed to have or will have any abilities? Or just attack?

     

    I'm finding the wizard and priest not that useful so far, I keep looking at all the spells and don't really see anything that I want to use all the time. 

     

    It also looks more boring than I thought it would be, in Knights of the Old Republic the characters had animations that looked like 2 people were actually fighting each other, not 2 people that are just swinging at air which happens to be filled with someone. Is something like that possible in this game?

     

    Read the spells and after some fights you will find out that you can stomp through any encounter in the beta with a fighter + priest. Or a tank + buffer in general. The game is super easy right now. 

     

    Some of the mage ones do look reasonably powerful, but they all say things like 'will incinerate anyone in it's path', with everyone mashed up together in undecipherable melees I don't want to rely on AoE attacks that hurt my guys too!

     

    I'll look into them more deeply, but I kinda just want 'heal 1 party member', 'heal group of party members' and 'increase attack etc' from my priest, not a whole bunch that do super specific things that I don't know how will help. 

     

    I will have more attempts to get into it but my early impressions are that I'm not quite enjoying it as perhaps I could have. I admit it might be partly to me not perhaps committing to learning how everything works, but I feel like I have to try harder as a player to work out what is going on more than what I'm used to :)

     

    I actually thought that its really really shallow and dump myself bevor I dived a little bit deeper into it. Now I think that it only needs tuning and readability. The enemy AI also needs alot of work. Also stamina = HP, for example consecrated ground or restore moderate stamina are big aoe heals.

  9.  

    This topic makes me sick. Don't know why people with nostalgia can't buy old IE games in GOG and stops this.

    The game needs a different style. Something new (with old style), but new.

    I think people make a huge mistake trying to see this as BG3...

     

    Because pillars of eternity should have been an old IE game in the 2014?

     

    Because if go to the kickstarter page i find this

     

    Project Eternity will take the central hero, memorable companions and the epic exploration of Baldur’s Gate, add in the fun, intense combat and dungeon diving of Icewind Dale, and tie it all together with the emotional writing and mature thematic exploration of Planescape: Torment.

     

     

    So what the **** i should expect ?

     

    Where exactly did it read "its baldurs gate 3" or "its a copy of baldurs gate with new tech"? It only says that they are heavily inspired by those games.

    • Like 1
  10.  

     

    I love the mage battles in BG2 and waited 15 year to play similar game. (including the combat system).

    Now it looks that the combat is different.

     

    At this point i just hope that the PoE combat can be modded. 

     

    I dont really think that spamming fireballs/clouds of whatever off screen was interesting or challenging.

     

    That wasn't what the mage battles were like.

     

     

    Of course they were like that, you closed the distance to the enemy wizard. When he started to cast his defensive spells you ran away, waited the spells out till he was defenseless and spammed him to death. 

  11.  

     

    This would be great, but I'm just not sure if there's enough 2D Art time left on the project. I would love to get a Kaz drawing of these, but I'm just not sure if he'd have the time to do this without sacrificing something else: Area Paint overs, Portraits, 2D icons, UI reworks, etc etc

    Then maybe they should outsourse some of the 2D staff, or even better hire another 2D artist on site, or bring Brian Menze on this project to help. So far the area Obsidian seems lacking is art, not in quality but in quantity, and this game stakes a lot in it's art. 2 artists are very limited manpower for this kind of project, more so since so much *art things* Area Paint overs, Portraits, 2D icons, UI reworks remaining.

     

     

     

    I thought Brian Menze is already assigned on the project.

     

    elf_chick_by_Brenze.jpg

     

    This drawing is made by him. As I remember it is for Pillars of Eternity

     

     

    A exposed kidney area is not good for your health!

  12. As I wrote in the game di

     

    It's a bit early but I'm starting to get the hang of it. The first couple of fights was 'WTF is going on??', I found it quite overwhelming really, I couldn't see what was going on and found it confusing.

     

    I've been using pause more to slow things down and move around and use abilities, but I never really feel confident that my party is powerful enough to win a combat.

     

    I'm playing as a ranger, I agree with the need for a companion portrait. Also, are they supposed to have or will have any abilities? Or just attack?

     

    I'm finding the wizard and priest not that useful so far, I keep looking at all the spells and don't really see anything that I want to use all the time. 

     

    It also looks more boring than I thought it would be, in Knights of the Old Republic the characters had animations that looked like 2 people were actually fighting each other, not 2 people that are just swinging at air which happens to be filled with someone. Is something like that possible in this game?

     

    Read the spells and after some fights you will find out that you can stomp through any encounter in the beta with a fighter + priest. Or a tank + buffer in general. The game is super easy right now. 

    • Like 1
  13. I love the mage battles in BG2 and waited 15 year to play similar game. (including the combat system).

    Now it looks that the combat is different.

     

    At this point i just hope that the PoE combat can be modded. 

     

    I dont really think that spamming fireballs/clouds of whatever off screen was interesting or challenging.

  14. If you don't get XP from combat then players will try to avoid combat.I don't think this is a positive outcome.

     

    I honestly never killed anything in the BG games for XP, it actually felt anoying that I had to kill everything if I dont want to fall behind in XP. The only reason why I wanted to kill stuff in those games was lLoot or I couldnt progress without killing them. XP was never the reason to do it.

  15.  

    This works with EVERY group in the whole beta, you will never die if you dont do stupid things like attacking 6 lions at once. I think the game is actually way to easy right now even on hard mode. 

    This does seem to be the case. You can apply the same general strat to almost every fight. Which can get really boring.

     

    Sometimes I just want to charge in and kills things.

     

     

    It would be alot more demanding if the AI would not only target the first hero it sees and their attack range would be more than 3 meters.

  16. I didn't think I would like "per encounter" abilities. But I am really enjoying them. I *think* having more per encounter abilities instead of per rest would be cool. I like being able to use my abilities and not feel like I have to "save them" 

     

    Per encounter feel like a cooldown. Per rest feel like a consumable. 

     

    Yeah me too. At first it felt limiting but it gives you way more freedom because you dont have to "rest scum" throught the game. Beeing forced to rest after almost every encounter in BG was one of the biggest QOF problems in the whole game.

    • Like 1
  17. I seriously dont get why people call the game hard?!?!

     

    It feels like people that complain that the game is way to difficult didnt even bother to read skills. Basicaly they dont read the manual and complain that they fail.

     

    Ok try this on normal difficulty:

    1) Activate Constant recovery and defender on your BB Fighter. Your fighter is now a tank, nothing else you have to do. So much about people complaining that you need to press to many buttons when you play a warrior... you need to press 2 and than he is set forever, at least in the beta demo.

     

    2) Put your party in a position so that the enemies attack only the BB Fighter, really simple just move him into the enemy group.

     

    3) Let your BB Priest cast consecrated ground, a level 2 spell, over your BB Fighter.

     

    4) Everyone in your party now attackes the most dangerous enemy like wood beetles or widowmakers.

     

    5) If its a really durable enemy cast some single target spells with your BB Wizard

     

    6) Collect loot

     

    This works with EVERY group in the whole beta, you will never die if you dont do stupid things like attacking 6 lions at once. I think the game is actually way to easy right now even on hard mode. You can basicaly rush through all enemies you only need to read the f* manual.

    • Like 2
  18.  

    Oddly, the more I play this beta the more I'm noticing that my Wizard is my lowest maintenance character. After discovering that his offensive spells are pitifully inconsequential, I have equipped him with a rifle and just made him shoot things from a distance. He's far more effective that way. He's a heavier hitter than my rogue.

     

    Wow that is pretty disheartening I hated what 4E did with wizards and I hope this isn't what PE did to them...

     

    You are saying his spells are too weak to be worth using or the selection he comes with stinks?

     

    Call me crazy but a wizard + rifle shouldn't be doing more than his spells lol...

     

    Depends on which spells you use, the AoE spells actually hit rather hard but are not that easy to use. You need good tactical placement of your party to not roast your team with fireballs.

  19.  

     

    Have you ever played 4E? Or even read through the classes and various Player Handbooks? Because I think you'll find that classes play very differently from one another. 

     

     

    I've actually played a lot and I agree that D&D 4E is a mess. 

     

    I also agree that amount of abilities should be cut by 50% or even by 75%. It's NOT FUN AT ALL to pause every 0.7 secs to manually activate abilities for all characters. Combats are not fun, they are like... routine work, yes, I found proper phrase in my hamster vocabulary. Combat with all these multiple manually activated abilities is hard routine (!) work.

     

    Or just make this game turn-based.

     

     

    You mean "it is not fun for me". I played BG etc. that way. Pausing all the time adjusting my commands and options.

    • Like 1
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