nstgc Posted June 23, 2018 Share Posted June 23, 2018 (edited) I saw a post on the Steam forums and was going to reply there, but decided that it would be better to put it here. Its complaining about the RP feel, or lack there of, with the changes. I have mixed feelings on this. First off, I agree that the changes feel. . .bad. However as has been mentioned, a change was needed. Did they go too far, sure. To elaborate on "bad" it feels artificial, and like I'm not a wizard. Wizardry, versus sorcery, is about learning, and scholarly stuff. It feels like this has been greatly diminished. I think a better solution would have been to give Wizards fixed number of per rest spells (like in PoE1) and THEN give them a grimoire which holds its own magic providing per encounter spells (1 per encounter, per level, per book). You can learn spells from grimoires, which you can cast per rest, but if you want to cast more spells you need to have a grimoire, and you need to swap them. This way you aren't just selling unique grimoires after learning the spells. Furthermore, make it so that grimoires are immutable. Once they've been written too, that's it. Make blank grimoires rare (like one in the game that doesn't have any limitations). edit: To elaborate on why a change was needed you can read through the linked thread . . .or i can tell you. Pretty much Grimoires, a class feature of the Wizard, were lack luster as the result of simply learning new spells and then adding them to your grimoire. Grimoire swapping wasn't a thing. I'm not sure its a thing now either, but it certainly wasn't then. And the unique grimoires, as items, weren't kept. They were sold. Which makes sense since the important part of any book for a wizard is the knowledge in them, but the devs thought differently. Edited June 23, 2018 by nstgc 5 Link to comment Share on other sites More sharing options...
InsaneCommander Posted June 23, 2018 Share Posted June 23, 2018 I didn't like the change. Let's hope they consider doing some changes. The return of per rest spells is very likely out of question, though. 1 Link to comment Share on other sites More sharing options...
house2fly Posted June 23, 2018 Share Posted June 23, 2018 I think wizards should be all per-rest, and able to freely learn spells from a grimoire, and learning spells should replenish the per-rest resources. I liked the ability to learn spells in the first game, it really made them feel distinct as a class 2 Link to comment Share on other sites More sharing options...
Tarlonniel Posted June 23, 2018 Share Posted June 23, 2018 I've always felt that one of the basics of wizardry was seeking out and learning new spells, perhaps by sharing knowledge with other wizards, perhaps by killing them and paging greedily through their grimoires. Expanding your own grimoire into the Ultimate Epic Spellbook of Epicness. The new system is much less fun. 5 Link to comment Share on other sites More sharing options...
try2handing Posted June 23, 2018 Share Posted June 23, 2018 The OP on Steam has a very strong personal idea as far as "wizards are supposed to be like this and not like that" is concerned. Me, I think PoE has its own universe and can totally has its own rule. I'm not arguing what is "fun" and what is not, since each has their own taste. Back on topic, personally, I don't have much issue with the "swapping" of grimoires, per se. I understand that this implementation is to give you the ability to adapt to different situations. However, the one problem I find with this mechanics is that, with one equipped grimoire and four in your quick slots, you pretty much cover all spells - or at least all the ones that actually matter - in any level. When I hit level 16 and can pick level 8 spells, there isn't much point of picking two spells to learn, since with all the grimoires equipped I already have access to all the spells of that level. So I agree that this mechanics removes the excitement from leveling up as a mage and learning new spells. 1 Link to comment Share on other sites More sharing options...
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