Jump to content

archangel979

Members
  • Posts

    1614
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by archangel979

  1. Shadows are hard to hit as they are ghostly forms. You have 50% miss chance on all attacks vs them in addition to your normal hit chance. That is why you use Magic Missile to finish them off as Force effect spells ignore miss chance.
  2. It was a clever way to go around common limitations of TV format and I really hoped it would come into common use. But it seems I am only one that uses it :D
  3. It might be cool to give him once per encounter ability that makes him immune to damage for 5s once his endurance drops to 0 and after that he drops down like normal unless he is healed before duration runs out.I would make him more similar to barbarian frenzy from D&D while also giving him some bear's endurance traits of fighting a bit more even when looking mortally wounded
  4. And I am only talking about reloading where enemy spells frack up your team.
  5. I wonder how are spell damage, duration and other effects shown in descriptions. If it is not already I would like for all numbers to be total value but have an additional info something like this "(base value +/- total modifier)" with these numbers not being % values but already calculated from all sources.
  6. We will try and mod this in, because I don't think they're going to do it. Shouldn't be difficult to do.I find OE design philosophy obsolete. I like to compare it to DRM. To prevent piracy DRM for years made life miserable for those that bought the game and it didn't even stop piracy.So in this case they want to prevent cheese from IE that let you change area to frack up enemy spells by not letting you leave zones during combat. But only a small % of players did that (pirates) while everyone else would use it to just escape combat completely (normal buyers). Why frack up everyones games? Get out of DRM thinking Obsidian!
  7. hostile spells can be easily seen by players, engagement areas cannot.
  8. I've never reloaded because of failing a spell in BG. Spells aren't that big of a deal in BG1. You don't even really need a Mage. Someday I'll make a Let's Play Baldur's Gate to show how I play it.Don't say never as we both know that is not true. When you were a new player you lost to enemy spells all the time like everyone else. And lots of new players I watch on Twitch lose to spells all the time.
  9. But can he do anything else interesting except dealing good damage? Every martial character deals damage, why must wizard also do the same? In IE games, my fighters and archers did most damage, wizards disabled enemies and improved chances for fighters and archers to deal more damage. Those wizards were much more interesting. Depends on your view point. I am finding this wizard much more interesting. 95% of games have PoE's boring wizards. Only IE games had different ones (and other D&D games). The whole point of PoE was to bring us back what we waited for years, not make wizard be like in any other crappy game that came out in last 10 years. You have plenty of such games to play if you enjoy that, I got nothing except replaying IE games over and over.
  10. And I always found Bandit camp in BG1 really stupid due to people in tents not reacting to what is going on outside. And there can always be logical reason why next level don't react immediately to upper level, they don't have complete information on attackers, they think they can defend better on lower level, they don't care about those at upper level dying and want to use them as buffer and so on. I know it is impossible for PoE to have super realistic behaviour but at least lets fix it a bit.
  11. you mean like in BG where failing a web or hold person spell usually meant a reload due to a party member dying. Also enemies failing those saves made the battle end soon after as well.PoE just seemes to use damage as one effect to rule them all.
  12. So you let players escape during combat like you could in IE games. Not a big deal. You put things into dungeons that prevent enemy movement like those movable crates in D:OS or Blackguards. You give players stealth skills. You let them talk their way out of some fights. And so on. You build bigger dungeons on multiple levels where each level has bigger rooms and longer passageways and where next level enemies cannot hear what is going on on upper level. You let players have chase skills so those running away to warn others can be chased down and stopped.
  13. There is a little devil of a roleplayer and a GM inside of me that thinks that this would be an excellent idea, but in actual play, it would probably be pretty horrible. Yeh, I'm pretty sure it would. Realistically, unless you somehow managed really quick stealth kills, the entire Skaen temple should get alerted to your presence pretty early on. You would have a lot of those Deep Wounds archers sticking pins into you... Then you design the dungeon around that.
  14. I would also be nice if intelligent enemies like humans you fight actually would react to you fighting their buddies one room away.
  15. But can he do anything else interesting except dealing good damage? Every martial character deals damage, why must wizard also do the same? In IE games, my fighters and archers did most damage, wizards disabled enemies and improved chances for fighters and archers to deal more damage. Those wizards were much more interesting.
  16. The mechanics of the beta are same as in full game. Any bugs found and fixed for beta are also fixed for full game.
  17. We are talking about wizards here, not caster classes. Beta members don't have as much problems with other casters.
  18. Only battle music is bad. And if it stays like that, I guess I will have to. And it will be -1 for any user review I will do.
  19. Is battle music going to be improved? Compared to BG it is really bad and irritating.
  20. I don't know what you count as regular shot but as soon as you crouch or aim for body part or use automatic fire that is no longer normal shot.
  21. And to be fair, most turn-based games are still more auto-attack-y than PoE appears to be. "Oh, it's his turn again? Uhm, yup, shoot." Maybe the ones you played. Fallout 1 and 2, ToEE, KotC, Blackguards and some others I played were for sure not stand in one spot and just attack. At worst you needed to change positions each round to maximize offense while reducing number of enemies that could attack you.
  22. Yea I don't want anything over the heads of my characters but I also want a way to quickly know what each character is doing or not doing. I know Sensuki protests each time I bring this up but BG Enhanced Editions added current character action to their portraits and it works perfect. With one glance you can see exact current action of each character and when they are idle. PoE needs something similar.
  23. Well rangers are weakest class right now so that might be a reason as well. Also unlike BG you cannot just click and watch for most of fights. BG1 only needs better tactics after a few levels and for some special fights. PoE is designed more like a turn based game with many abilities that need to be used.
  24. Depends on enemy. Most animals or bugs will not do that. Humanoids might do that if they are not surprised and if they have a chance to run away. And it would be cool if smart enemy would actually do that. It is about time game designers start creating better dungeons where enemies organize vs intruders and then go back to patrol routine if players ran away from the dungeon. If we cannot get that at least we should get AI that recognizes a fight that is going on 10 meters away through a open door. Currently the game seems to work like when I played SWTOR where groups of enemies would stand around in open ground about 20m from each other and never react to your attacking one group. It was so stupid I soon lost the will to continue playing. Just because IE games from 16 years ago could not program better AI it does not mean a game in 2014 should not try.
  25. If too many enemies are a problem in some battles, those enemies should be balanced. But if a player attacks a group and he is not careful and noise of battle attracts more enemies, and player party loses that is OK. Next time player should scout better and prepare his tactics better.
×
×
  • Create New...