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Ahvz

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Everything posted by Ahvz

  1. Steam. GoG doesn't allow me to spam my friends' feeds with PoE content. (that's not to say that I won't buy a GoG version later during a sale maybe)
  2. These are amazing portraits, especially the Aumaua one. Thank you for sharing them.
  3. So I picked the ebook up from Amazon and started reading it this morning, at your recommendation (to anyone). I'm a little under halfway through and it's very, very good.
  4. That might improve with patches. I had a few lucky battles where I was able to attack properly with all of my characters and there were no autopathing issues, and that really reduced the micromanagement required. I'm not sure if they're going to add in optional party AI but if they do that'll be another step towards less micromanaging for those that don't like it all that much. You'll still probably have to rely heavily on pause to get through the tougher difficulties, but on normal (unless they decide to make normal more difficult between now and release) you should be able to beat most enemies with fewer pauses than right now.
  5. I agree with your thoughts on the cat and mouse quest. While I really enjoyed the writing, I was waiting for the other shoe to drop and the sudden twist to be presented. But I got the feeling that the quest might have been a smaller part of a larger questline, and maybe that was just the setup for something to happen down the road... in which case it's fine in its simplicity. As for the Ogre, having your reasons for doing something doesn't make you a good guy. The cool thing about that quest was that it was really up to your own sensibilities to decide whether the Ogre had good reasons or not.
  6. That's not how opinions work. People who disagree with negative opinions/criticisms are not always White Knights, and people who prefer it the original way should speak up or certain devs might go around making changes that appeal to the vocal minority based on forum posts. The reason that the "White Knights" didn't rampage through your FTL save thread might be because it was genuinely a good idea to implement a save system and most people could agree on that. Not because they just decided to have a day off.
  7. Nothing in common? Are we playing the same game? This is the closest game to the IE games that's come out in more than a decade. Seriously, the way some of you Baldur's Gate 3 types talk I don't even think you've seen the beta and you just assume we're all playing Call of Duty, here.
  8. I may fail at reading comprehension, but I always read that as 'the combat will be fun and intense, like Icewind Dale's combat' instead of 'the combat will be exactly like the IE games.' Unless you also read "take the central hero, memorable companions [...] of Baldur's Gate" to mean we're revisiting the Spawn of Bhaal.
  9. Obsidian seems to have more faith in human intelligence than you.
  10. I'm okay with this system, but I wouldn't mind if the quest XP was split into smaller, more frequent rewards. I also would be okay with less quest XP if exploration XP could be added - perhaps for just lighting up certain notable areas in a map/dungeon. I think that would go a long way towards making the people who use kill XP as exploration XP happy, but still not only incentivize combat solutions.
  11. I thought one of the problems with Resolve was that casters (positioned correctly) weren't getting hit at all and so interruption never even came into play. I like the idea of adding a crit bonus to Perception, though.
  12. So Resolve will only be useful to classes with access to healing?
  13. It's more to spot more subtle openings and weak spots while fighting your enemies, I'd think. Certainly kicking the Ogre in the junk would cause an interrupt, but you have to find a good enough opening to kick him without him blocking you first.
  14. Ranger main, with probably priest, chanter, wizard, and rogue party members, provided the companions are all likable. Sixth slot for whichever other companion strikes my fancy, probably a fighter or barbarian.
  15. Gromnir's right. Casual/smartphone users are included in those stats, but that's a separate market from PC and console games. The games that most of us think of when we think about increasing inclusion probably only comprise ~30-50% of the study (MMOs and the Action/RPG sections)*. It would have been nice if the study had included the gender breakdown for each individual category, and I'm pretty sure such a breakdown would've revealed that men still make up the majority of players in those categories. That's not to say that equal, positive representation of both genders isn't something to strive for in video games... but the way people are citing that study is misleading. *I'm guessing based on the numbers on the social game breakdown page, since I can't find a better breakdown
  16. I understand what you're saying, and I still think that if you have problems understanding that might boosts damage after it's been explained to you, you're digging your heels in just because you can. It's not nearly as big of a deal as you're making it out to be, and it's not some hurdle that new players are going to have to overcome, unless they can't read the two-sentence explanation on the character creation page. You can't claim to have understood every facet of how attributes interact in D&D without reading at least a little. That's all you have to do to understand how Might works.
  17. *rolls eyes* You respond with asking me for a list of every game (RPG) that doesn't have D&D style stats, instead of addressing the fact that most people can read the description for Might and adapt accordingly - and that younger players who haven't spent years playing D&D games will adapt faster than you. That was actually the point of my response, btw - when you said 'if we don't get it, those 17 year olds won't'. But hey, don't let me stop you from focusing on only one aspect of my post. Dungeon Defenders - RPG, hero stats split into damage/health/casting rate/speed Borderlands 2 - RPG, no stat system at all. Skyrim - RPG, the stat system just increases your available HP/MP/Stamina. Mass Effect - class system And that's not counting other games that have character progression that don't really label themselves as RPGs, like Payday 2, Dishonored, and Sanctum 2. And it's hardly a comprehensive list because I don't play a huge variety of games.
  18. What you mean is, of course, you've never encountered a system that deviated further from D&D norm than maybe renaming a stat to something else, or adding in a stat for a unique mechanic. Dragon Age 2's system is only superior in your eyes because it's closer to D&D. Unlike D&D /= unintuitive. And I'm thinking most people coming in from less D&D-inspired games will take one look at Might, read the description, and go "okay, I can work with this" instead of "where's my strength stat?"
  19. I have a feeling that the average 17-year-old modern player will have less difficulty understanding the system, because they haven't had the previous experience with D&D to cloud their understanding.
  20. WOW. That is ... <makes diplomacy check> bold. Yeah, it certainly reads like satire, doesn't it?
  21. What? No it didn't feel 'epic', it felt boring. Basilisks especially so, since once you had the proper defenses up they were trivial at best to defeat. Clearing out that area east of Beregost was just a huge chore of casting protection from petrification and then sending in whoever you had cast it on to kill everything, rinse, repeat.
  22. None of my characters have had stat arrays even remotely close to yours, yet I've been more than successful playing the beta. Yeah, you can build a wizard and fighter the exact same and win with them both if you play to their strengths. And that was the point. If you can't imagine any other build than what you're using for both of them, that's your playstyle affecting things, not any railroading being done by the current attribute system. Edit: Per and Res do need a little work.
  23. With the limited rests setup, Unbending and Unbroken should remain active abilities. Automatically activating them could lead to strategic problems (having your fighter stand up just in time to catch an attack) and/or burning those uses on trash encounters (oh, look, a wood beetle! the priest is mid-cast for a heal but this triggers instead, sorry). Surge would also be less redundant with your current ideas, being the only manually activated stamina regen.
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