
MunoValente
Members-
Posts
222 -
Joined
-
Last visited
-
The supplies mechanic is bad
MunoValente replied to Arnegar's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Maybe instead of limiting camping supplies, they could have made them more rare and/or expensive not that that is a terribly realistic either, but might be a better balance. -
Summoners nerfed hard?
MunoValente replied to AzuredreamsXT's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Having the summons be shorter seems like a good way to balance them relative to the other invocations, which were for the most part not as useful as the summons. Also because the invocations come faster now, you can re-summon more often to help make up for it. -
No Roleplay? :-(
MunoValente replied to Dykeras's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Sounds like everything you read was massive, overblown exaggerations. These might not be the most optimal, efficient things that you could do, but they plenty viable. -
One thing with monks I wouldn't mind seeing is perhaps a bonus to their deflection in lighter armor, perhaps shift some of their base deflection into the bonus, as it currently is, I think armored monks are a good amount better than more traditional light armor monks and crossover a bit much with fighters.
-
Shame on you, Obsidian.
MunoValente replied to Xanar's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I haven't played it, but to me it looked more like Dark Alliance or Dungeon Siege III, but not as good from what I saw of it. I like Dark Alliance and DS3 well enough, so if it was good game of that type, I'd play it, but I haven't heard much good about it. NWN2 with years of patching, all of it's expansions, and modern hardware is very good in my opinion. -
A query on combat gameplay
MunoValente replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think something like the injury system from DA:O would be good for making knockouts mean a little more. Pillars already has injury statuses related to the scripted events, seems like they could attach them to knockouts as well. Would make things like Wound Binding or Field Triage better as well, you could use those to eliminate injuries as well as health damage. -
A query on combat gameplay
MunoValente replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
So how much is all of this a problem with the fact that for Pillars -> hard is normal and Path of the Damned is the only way to play for something of a challenge? Or, in my favorite drum to beat, the fact that the upper levels don't have enough xp between them, so you can get over-leveled way to easily. Path of the Damned is more challenging, but in a way that is generally more tedious rather than tactically interesting. For me the biggest issue is encounter designed. White March is better here, particularly Lagufaeth and Mercenary Brawler encounters as those enemies are more dynamic than endless mobs that mostly just try to run up to your front liners and try to pound their face. In the main game many of the best encounters also involve enemies try to get around from frontliners in some way or another, such as spirits; I've also run into a few encounters where xaurips come at you from a few angles at once that I've likely. Encounters with enemy reinforcement mobs coming at you from a flank or behind I think would make battles more interesting. One thing I'm consistently underwhelmed with is enemy ranged attackers and spell casters, they just never seem powerful enough or smart enough as they need to be to be as scary as they are in a lot of games. -
A query on combat gameplay
MunoValente replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
One thing with the combat being repetitive is that it's probably more common on the PotD, because the enemies have so much more brute force and resistance, taking certain risks and experimenting with certain tactics and abilities and being lax with preparation and micromanagement is much more punishing. This isn't really a situation unique to Pillars either, even playing better tactical games like XCOM or Jagged Alliance 2 v1.13, I've found my biggest tactical adjustment to cope with the overwhelming brute force on the highest difficulties, is usually to play in a more cautious, more structured and more repetitive style and while it's more effective tactically, I find it to be significantly less fun than playing on a next difficultly down and taking more risks and experimenting more, so while the tactics may be good from an effectiveness stand point, they aren't good for an enjoying the game standpoint. -
A query on combat gameplay
MunoValente replied to Sensuki's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Most encounters dont require nearly that much preparation. I think that if prepare that much for each encounter you are both wasting a bunch of time and making the game more boring by making easy encounters even easier. I feel like the game was largerly balanced for players that just kind of run around without much caution. If youre reckless, you're likely to end up interesting tactical situation, but if you're careful they are almost always easily avoidable. I do think the expansion encounters are better, particularly against the more mobile enemies.