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archangel979

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Everything posted by archangel979

  1. Maybe like in PnP. WTF you make a D&D game and change its basics. And if cooldows are so fun, PoE is full of tho.. ups it is not! Cooldowns kill strategy and only leave tactics for combat. I can understand with these guys being DAO and ME devs decided to use cooldowns but I still don't like it in my D&D game. I at least hope character building options are going to be complex but I am afraid they are not.
  2. It seems it will have cooldowns. I don't like that. Probably only loosely based on D&D rules which means we get crap games like Neverwinter or D&D Online. Only 5 races and 6 classes.. I bet those 6 classes will not have subclasses like in D&D and will lack most abilities and spells. And they are going to sell more classes with small DLCs and milk us for all we got.
  3. A fitting name
  4. Large parts of the game have been half assed done, I am not surprise this one is as well. What is the exact reason for it I don't know, and probably don't care as only the quality of end product is important. Hopefully they will prove me wrong and do something about this before release.
  5. Well my comment was based on what Hiro Protagonist II said. He explicitly said he will be entering every house for the XP.
  6. Only thing I liked about NWN2 UI was the quickcast menu. I used that a lot and loved it. I wish PoE had that. What we have now is worse than what NWN2 had.
  7. You are entering houses for sole reason to get XP.
  8. Isn't entering every house just to get XP proving it to the anti-combatXP crowd they were right?!
  9. I am sure you can find MMOs that do this already. Or console action rpgs.
  10. I have no problem if consumable are powerful, provided they are priced to reflect this. It would be ridiculous though if consumables are constantly being used in place of abilities. If you feel this way, you might not want to play Torment: Tides of Numenera.
  11. InXile didn't let their backers play 2nd part of WL2 and that part was pretty broken. I hope PoE will do better.
  12. It's not the perceived length that's the problem, it's the low level themselves. In my experience with early levels in IE and NWN games, they were the most annoying, by far. Damage mitigation was done by attacks missing, but since everybody had low HP it made the fights swingy. And since everybody had only one attack per round and a low attack bonus, it made the fights longer as well. So yes, if you told me a D&Ds inspired game (or a NWN module) made you spend half its length in the early levels, I'd be worried as well. NWN 1 and 2 were clearly aware of the problem, as both made you leave the tutorial dungeon around level 3-4. In BG1, the 6 character party alleviated the problem somewhat, but even then you'd reach level 4 no later than 1/3rd into the game, probably even earlier. Nevertheless, all these points are moot since PoE uses its own system, which from what I can see attempts to correct this problem (higher Endurance buffer at level 1, no rounds), and we won't spend half the game in the early levels anyway. Annnnd that was on purpose. Low levels (1-4) are meant to be played in panic mode because that is exactly how your character feels before each combat. He/she is just lucky to have survived the last fight, the last dungeon or the last trap. They go no experience, no real skill or power. The go through life stumbling into things like fools and hope to live. Then when you get to the sweet spot (5 to 12) you get more control over your fate, you have an idea how to fight well and what to generally expect, the challenge is in fighting something really new. Then at high levels (13+) the game is changed yet again. What you considered challenging or dangerous was just a small obstacle. Now you are noticed by greater powers and you are pulled into life and death games that not only decide your fate but fate of everyone around you. This is how D&D was designed and there is nothing wrong with it.
  13. It is unfair to compare PoE with Bg2 fully. Compare it with BG1. PoE2 will be able to be compared to BG2. Yes..But you know...Now we have BG1:EE which have a updated combat system. And that would be comparable to PoE1:EE made on PoE2 engine 10 years later
  14. It is unfair to compare PoE with Bg2 fully. Compare it with BG1. PoE2 will be able to be compared to BG2.
  15. What I am about to say might calm you or enrage you: Art and story is one things beta backers agree that is good.
  16. I agree, but this is a semantics argument. One I used to loudly profess before the masses here put me in my place. Sure, fighting style isn't a class, but if you want to go there, Rogue isn't a class either. It's a description given to anyone who 1) doesn't play by the rules (he's gone rogue!) and/or 2) doesn't adhere to the status quo (rogue elements in our society!). It's only D&D tradition that made them a profession, and even D&D called them Thieves initially, rather than Rogues. In PoE, Rogues do #1 and #2. They're warriors who fight dirty rather than traditionally. They're scoundrel-like opportunists who kick others when they're down. Should they be more unique than that? Yes, but if the devs were to make them the only class who can sneak, the only class that can pick locks, and the only class that can disarm traps, then having a rogue in your party will be 'too vital', and I'm pretty sure that goes against Josh's philosophy of "no required party composition". To be fair D&D 3.0 and upward call them Rogue and Thief is usually just one of their facets.
  17. Well the things enemies could use are already counted into their stats. All but consumable items like potions or scrolls.
  18. I would be soo angry if I payed to have my NPC in game and this was the result. But I am also going to be angry for noticing named NPC while exploring and hoping to talk to them only to figure out they are useless and waste of space.
  19. I like that mockup except it is a bit too big. It covers too much of game area. If it was made for efficient I would probably use it over the PoE default one. Oh and combat log in the middle please :D
  20. Well now you actually have to attack the enemy animal companion now, and they're not really that tough either. When your companion (or vice versa) goes down you get like -20 to Accuracy so if you're a low level character you're basically dead weight. I have not played extensively with the Ranger yet but they still seem like the flat out worst class. The ability progression table has been improved though. Still sounds better than what we had before. Also that is a good idea to fix people not caring if your party members go down or not. Party should receive a -5 accuracy Morale penalty per each party member down.
  21. Can anyone comment on new ranger?
  22. I got a weaker computer than you and I will be happy if my FPS just does not go below 30 fps anywhere at any time. And I think your CPU is too old for modern times, I am not sure how you can expect 120 FPS with that. But I applaud this topic, if they make it better for you, it will work better on my poor i5 750 as well.
  23. Kind of ON topic: I would love if voice sets for player made characters and recruitable companions had one line for when they receive damage from friendly fire.
  24. Well Drizzt has like 7 attacks per round. If he got a surprise + initiative (and he has 20 Dex) he could go two full rounds before enemy gets to act and do his 14 attacks :D
  25. I would love if someone modded Engagement to just slow down units instead of allowing attacks.
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