archangel979
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Everything posted by archangel979
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That is stupid to have such an option. It makes gameplay a lot different. It should be at least part of difficulty. And I don't see how you can compare quickslots with spells. Quickslots in all games are an UI feature, while spells are a gameplay feature.
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1) explain 2) i find it good 3) I don't mind it, plan ahead 4) it's good, in IWD and so you would always buy thousands of ammo anyways so they made it more convenient 5) I agree with not being able to move it 6) I actually like this angle 7) Does it matter? Elder Lion may connect to a lion in his prime instead of being a cub or a younf male. Besides this is magical world. Maybe these lions are not our own lions. Doesn;t bother me all that much 1. You cannot exit or enter anything while in combat. Since enemy will follow you, you cannot run away from combat if you are losing. In IE games you could run away, ress your dead members and come back later. Here they could let you get new members and come back later to pick up stuff from fallen allies. Lack of this feature will be especially important for those that will play on Ironman. 7. It does. Always running looks stupid. And makes different abilities weaker.
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2. I don't mind infinity stash, but I mind it being used anywhere. As effect it makes it so picking up everything no matter how worthless is no choice. Designs that take away meaningful choice are bad designs. 3. I am not saying IE quickslots were top designs, they were irritating a lot (not being able to put any two handed weapon in quickslot while dual wielding something = grrrrrrr!!!), but it is stupid to not let players also change things from inventory directly. Forbidding it does not bring any greated tactics, only punishes those that forget to set up all quickslots. The point of quickslots is to make combat go faster so you don't have to enter inventory. 7. ?? You could only walk in IE games. And it let you get off AoE spells at enemies before they closed into melee.
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If it was only that... 1. No running away from combat (not talking about engagement) 2. Infinite stash available everywhere 3. You cannot change weapons from inventory during combat (or give it to other characters) 4. Lack of ammo and as result lack of all kinds of cool magical ammo 5. Combat log in terrible position (or lack of being able to place it where we want it) 6. Camera angle not good enough 7. No walking state, only running. My pet peeve: 8. Elder name given to animals to present them as stronger when older animals are only weaker. Elder is name give to MAGICAL creatures that become stronger with age like Vampires or Dragons. Lion when old become weak and lose pack leader status (if they even had it, most just become old).
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Critical Damage Balancing/ mitigation....
archangel979 replied to tdphys's topic in Backer Beta Discussion
Now we just need to get them to increase spellcaster (and wizards especially) survivability and crowd control power. -
Critical Damage Balancing/ mitigation....
archangel979 replied to tdphys's topic in Backer Beta Discussion
THANK YOU OE for fixing critical hits! what am I talking about? Here: http://www.rpgcodex.net/forums/index.php?threads/pillars-of-eternity-beta-release-thread.93694/page-301#post-3700350 -
[392] Enemy casters need to be more threatening
archangel979 replied to PrimeJunta's topic in Backer Beta Discussion
In BG2 mages could not be assaulted first unless you had a good rogue or invisibility spell. Also defensive spells were faster than weapon attacks in initiative combat of combat round. They just need to give defensive spells of power equal to IE games Mirror Image to mages in PoE and remove stupid bigger line on sight of player characters. It was shown in PoE stream when Josh was standing half a room away from enemy units that ignored him until he attacked first. He was not even using stealth. -
Maybe they lower enemy defenses across the board, maybe accuracy talents become more important. Maybe debuff spells and abilities become more important. Maybe spells and abilities that increase your accuracy become more important.
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So Accuracy is gone and Deflection is split between Perception and Resolve? People that complained about Deflection being on Intelligence will be pleased I also like the idea of no stat controlling accuracy. It was too good and always the stat to max.
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[392] Enemy casters need to be more threatening
archangel979 replied to PrimeJunta's topic in Backer Beta Discussion
Well if they are reducing damage in next build, maybe the will survive longer. -
[392] Enemy casters need to be more threatening
archangel979 replied to PrimeJunta's topic in Backer Beta Discussion
You do that anyways in any topic you were part of. -
And now that we know the Release date, we know there will be only 2,5 more months of full development. I am afraid this will be another game that will greatly suffer from a rushed release, just looking at all those threads pointing out really major issues that still need to be fixed.There is still a chance the community will be able to fix the game like they did with ToEE, VtM:B and Xcom (long war mod). Or maybe OE pulls Larian and InXile post release and work on a free big patch to fix stuff they could not before release.
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[392] Enemy casters need to be more threatening
archangel979 replied to PrimeJunta's topic in Backer Beta Discussion
You mean, exactly like in the IE games? Halleluja, it's a miracle! The game will now magically sell millions, because it's exactly like the IE games, down the the most annoying detail ever! Success!Except BG did sell millions Bg experience with better graphics and better UI(showing more easy to understand rules) would do the same today. There was no need for so many changes. -
Incorrect, see my previous posts on the subject. Also incorrect. You don't have to apply more buffs to kill everything. You can use different weapons, different items, attack different targets first, interrupt enemy casters, switch aggro mid combat - all sorts of stuff not related to pre-buffing to win encounters. You can pre-buff too, but it's using a per day spell slot, and you can usually game around using them. Once again you missed the point (which seems to be a very common occurrence). There are people on this forum that think that Infinity Engine combat pretty much consists of cheesing the game to win, and are not even aware that there are so many things that you can do strategically or tactically to win encounters without cheesing, abusing rest, using exploits or anything like that. It doesn't matter that you don't care that I have a Let's Play - I have shown it to various people on the forum who previously didn't know that you could do some of that stuff and they have been educated by it. What's more, that particular post that you quoted the first time was not aimed at you, either. I did not post that I had a Let's Play in response to you. The bigger problem is that Sawyer also thinks so. Why put such a man in charge of spiritual successor I will never understand. At this point I trust Beamdog more to make a true IE sucessor than OE.
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I think a lot of people did, due to the way resting worked in (most of) the IE games, so they threw on everything they could, every battle. Haste, Prayer, Death Protection, the works. And then they just rested and repeated. The sad thing is that with the resting system in PoE, such behaviour would automatically be curtailed to a degree, and getting rid of "blanket" buffs (like Bless) or toning others down (like Haste) would solve this issue completely. Instead of sticking to what made sense in context, they decided to introduce mechanics to curtail the autobot-buffing-behaviour and then take out the pre-buffing completely, for some reason. Which is a baby-out-with-the-bathwater situation if I ever saw it. Pre-buffing should be a matter of strategic prepwork, and the cost of doing it should be the spells of the buffer, nevermind the fact that everyone in PoE practically operates under a form of Sorcerer spellcasting, meaning that if you prepare buffing spells, you'd have to sacrifice something else (as opposed to how it largely worked in the IE games). PoE has some mechanics that would make prebuffing work really, really well. It just doesn't have prebuffing for some goddamn reason. Edit: Dang, ninja'd by Sensuki, more or less. I don't even think prebuffing was bad in BG games but it was terrible in NWN2. I think Sawyer fear of prebuffing comes from that game. But again the problem was same as in BG = being able to rest anywhere and in nwn2 you could not even be attacked while doing it.So in PoE they already fix this by implementing supplies (which was a great idea) but then go overboard and kill any prebuffing. there are better solutions: 1. You can only have one long lasting buff at one time. 2. All prebuffs are daily spells
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What is happening here is same thing that happened with D&D 4e. Designers were sure their current audience didn't want more of same but better and decided to go in another direction while still keeping D&D name. Result? 4e was shortest living D&D edition and within year of release Pathfinder bacame biggest selling system. D&D shot them selves in the foot. OE is doing the same by moving away too much from IE while still using it to market themselves.