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Showing results for tags 'cooldowns'.
Hail, elves. It's been a while since we've had a mechanics update, so I'd like to cover a variety of topics today: the basics of our "non-core" classes, our cooldown system (or lack thereof), an update on how attacks are resolved, and another update on the evolution of our armor system. I'd also like to show you a dungeon tileset test render and some sweet shakycam of some of the combat basics running in engine. Non-Core Classes We've previously discussed the design of our "core four" classes: fighter, priest, rogue, and wizard. The non-core classes are the other seven: barbarian, palad
Ieo posted a topic in Pillars of Eternity: General Discussion (NO SPOILERS)I'm neutral because I adapted fine to all the magic mechanics I've come across. Instead of bemoaning Obsidian's basic decision on spell/ability cooldowns, let's have some constructive discussion on what can be done right with them. From Kickstarter comments Q&A (linked from Known Information sticky): Josh comments: (Geez, it's a fair bit of work to quote things when a thread is locked. )
So this happened. Without a Vancian magic system you end up with a bunch of underpowered sorcerers running around spamming underpowered spells. It takes all strategic planning out of a magic system and turns it into a purely tactical one. Some people like it but I always thought it was lazy design. It also tends to lead to a spell progression where you upgrade your spells as opposed to getting new spells. Also lazy. The sheer number of spells in BGT is astounding and choosing which ones to memorize and when to use them was a ton of fun. And hello mana pool! I suppose this wa