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Which did you enjoy more, Poe or Poe2?


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#141
Verde

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I think the reasons are challenge or the adra stone for upgrading Legendary -> Mythic. I casually tried the Ooze, and got walloped.

Edited by Verde, 22 March 2019 - 07:26 AM.


#142
Enurale

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PoE 1 for me, too. Deadfire always leaves me with a feeling of shallowness.

 

For its story, i cant be aggreed more.



#143
Verde

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It's weird but the atmosphere finally clicked on my last playthrough, when I realized it's more fun for me to run 2 or more custom adventures in my party. After about 1/3 way thru, your companions rarely have anything to say unless it's story or DLC. I feel a lot more attached to my customs then I do the one dimensional companions. Eder, ofc, is an exception, and same with Tekehu. There isn't a playthrough I don't create a custom Paladin tho ha.

Edited by Verde, 22 March 2019 - 07:58 AM.


#144
bringingyouthefuture

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I think the reasons are challenge or the adra stone for upgrading Legendary -> Mythic. I casually tried the Ooze, and got walloped.

 

What's the recommended level for the megabosses?  I stumbled on the Ooze at level 16, and the giant Egwithan guy, both seemed rather out of my league.

 

Edit:  Upscaling on only upwards, no downscaling.


Edited by bringingyouthefuture, 22 March 2019 - 09:17 AM.


#145
Verde

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Def 20.
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#146
heldred

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Both games were a lot of fun and consumed hours of time.  With that said, any game can always be better...

 

POE1 Pros

  • Great story (superior to POE2, but certainly not winning a Pulitzer any time soon)
  • More immersive setting
  • Decent selection of loot, that progresses with your character's experience
  • Epic dungeon run
  • Good companion development, not great, but compelling at times
  • Casters are gods

POE1 Cons

  • Clumsy interface at times (pathfinding)
  • Less polished graphically
  • Casters are gods

 

POE2 Pros

  • Polished graphically (spell effects, combat moves, etc.) and technically (pathfinding, interface, etc.)
  • Greater class choices and decent balancing considering all the combinations
  • Better replay value on story lines and longer DLCs

POE2 Cons

  • Soulless story (no pun intended)
  • Uninspiring ending... then again, I'm never emotionally invested in any battle or decision (odd, I feel like a mercenary hired to finish some other hero's epic adventure)
  • Pirate theme wears on you after 100+ hours (for some reason, I don't have this problem with horses, woods, or more land-based campaigns)
  • Lame loot that never seems to improve after level 14... not looking for OP items, just useful improvements for the 40-50 hours of content at level 18+  (also, some really ugly, tribal-themed equipment, but again personal opinion)
  • Grimoires you can't edit... grrr
  • Drugs, food, potions, miscellaneous buffs, are the true causes of balance issues...  basically could do without eating, resting, stacking buffs, etc., which I end up doing any way.  Seriously what's a bigger issue, PL stacking or ability nerfs?
  • Depth of companions seems a mile wide (options) and an inch deep (what we really do or know about them in POE2)

 

The winner is... POE1.   Then again, my favorite beer is Coors Light... no accounting for taste.


Edited by heldred, 25 March 2019 - 07:01 PM.

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#147
thelee

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"casters are gods" as both a poe1 plus and minus: so funny and yet so true.

 

edit: also, coors light? what the heck is wrong you.


Edited by thelee, 25 March 2019 - 08:39 PM.

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#148
Messier-31

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  • Pirate theme wears on you after 100+ hours (for some reason, I don't have this problem with horses, woods, or more land-based campaigns)

 

075.jpg



#149
heldred

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"casters are gods" as both a poe1 plus and minus: so funny and yet so true.

 

edit: also, coors light? what the heck is wrong you.

 

I know, I was raised by savages...


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#150
draego

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"casters are gods" as both a poe1 plus and minus: so funny and yet so true.

 

edit: also, coors light? what the heck is wrong you.

 

what is funny is players complain that casters weren't god like enough like D&D but ye they are tops in POE1. BG made me hate wizards and POE brought them back some for me. 



#151
anishar

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I like both, PoE2 is a big step up when it comes to overall quality (graphics, sound, voice acting, environements, illustrations, UI, combat etc...)

 

However!

I do think the classes / talent trees could be made A LOT better. We have many boring generic talents (the ones i hate most are the 4 "empower" dedicated talents, boring, same purpose, lazy), many raws with trap choices (mostly due to a lot of spells being really bad compared to other available options... Casters are mostly concerned by this issue, Priest more than the others, gosh Priest feels so bad compared to PoE1..).

Imo PoE1 classes felt better overall even if you couldnt multiclass. And the grimoire system was also much better. PoE2 gives 0 flexibility with grimoires, loot ninagauth and never change it, yey! (boring zzz)

 

I enjoy multiclass, but to be fair i'd rather have no multiclass but much better single classes designs, witch actual choices (currently a lot of the time you end up picking a talent or spell because it's strictly superior to other options, not really because you deliberately make a "choice" between multiple good options).

I actually wish the game gave you LESS options, but ACTUAL options. If you remove all the dead talent/spells we have there isnt much left to be fair, just like the world size, they see too big, too ambitious, and it's disapointing. Make smaller talent trees, fewer choices, but make every square a valid and fun option! I wouldn't mind having to pick between 6 spells instead of 12 every raw (where only 2 are good LOL)

 

Also there are so things that really trigger me like the character level up menu, in a game where building characters is a big part of the fun, having to next through skills 20x and talents 20x is so tedious and outraging! >.<

 

But to be fair, even with all of these flaws, i do really love the game. I overall very much liked the interaction between factions and there are fun dialogues, you have multiple smart ways to overcome situations, it has a lot of positives.

 

Though, i prefered the 3 DLCs over the base game, mostly because i didn't really enjoy the "go to this island, stomp a single fight, get an item, repeat" process. I wish  there was LESS islands, with more story attached to each of them, and each island to be an actual challenge. It feels like they made the world too big and tried to fill it with small things here and there but it's not very fulfilling.

 

Smaller world, higher quality stories / combat, it's basically what the DLCs are, if each Island in the game had a DLC-quality attached to it, the game would be so much better.

 

Unfortunately i don't see this happening. However, i do hope we will see a PoE3, who learnt from PoE2 flaws, and be the best CPRG ever made. I really hope this will happen


Edited by anishar, 29 March 2019 - 10:48 AM.

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#152
Armanz

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Having finished PoE1 4¾ times (one of those vanilla, rest with WM) and the sequel twice (vanilla) I have to say I give the edge to part 1s gritty and dark atmosphere. However, WM gave Pillars a huuuuge boost and I have yet to play the sequels DLCs (I have all of them but have not touched them yet in my third run).

Despite having issues with open worldish feel I like the exploration of Deadfire, I LOVE multiclassing and kits, I love how good the loot feels. And the world feels so so alive, it's incredible. The graphics, the sound, the weather, everything feels so beautiful. And I love how all the factions are complete ****, except maybe the Valian Trading Company, they're sort of okay. I also love the sheer scope of side contest/quests.

Buuuut it made a couple missteps. Too many 1 fight islands and locations. I want more meaty dungeons. Too lighthearted atmospherewise (though I get why). Combatwise I don't think stepping away from Endurance/Health was a good choice and neither was the implementation of the Power Level refresh or use 1 spell with high lvl thingy. Also the lack of soulbound items is very, very disappointing and most of them are on boring weapons (Pollaxe, Knife).

Regarding the kits, I find that a lot of them don't tickle my fancy and my favorite class Barbarian doesn't really have anything I regard as cool. That's probably really personal taste but I found most kits not to my interest.

 

I might change my mind after playing the 3 DLCs (WM did the same thing after all) + I was insanely, incredibly overhyped for the sequel due to my personal background (I grew up with IWD, BG series and basically never liked any RPGs that aren't isometric RTwP, so when the genre came back I lost my **** over Pillars and after gaining my **** back over the years, hearing of the sequel made me lose it way harder) and realize that that clouds my judgement. Right now I give Pillars 1 vanilla a 8,5/10 and with WM a 9,5/10. Deadfire is a 8/10. In the beginning it was a 10 simply because of how everything feels and sounds but then some of my issues started like lack of soulbounds, small locatins etc.

 

That's my 2 cents on the matter.

I pray for part 3 every day and if the gods are just we will get one (in the same style as part 1 and 2, though). But usually the gods are a vengeful bunch.


Edited by Armanz, 29 March 2019 - 03:38 PM.

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#153
Verde

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Each game does a few things really well, a number of things decently, and a few things less than stellar. I hope PoE3 combines the best of both worlds :)

And for the love of God, stop giving us urgent main quests and then a bazillion side quests to dilly dally.

Edited by Verde, 30 March 2019 - 04:00 AM.

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#154
xzar_monty

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Having very recently played both, I feel there are only two things where PoE1 surpasses Deadfire: tone and companion quests.

 

There's something very appealing about the dark, almost brutally harsh general tone of PoE1. It's not horror by any means, but it really is gritty and quite well done. This, of course, is subjective. What I think is less subjetive (ha) is that the companion quests in PoE1 are more involved, better written, more immersive and just generally a lot better. Sagani, Zahua, Eder, Aloth and the Devil of Caroc are all very good(*). And, furthermore, damn it: I've never had to sleep so much in the game that I would've got to the end of Durance's or the Grieving Mother's quest. That's a definite downer. I'd say that except for Eder, all the companion quests in Deadfire are inferior to what we had in PoE1.

 

(*) Aloth's quest is a bit of a disappointment in the sense that it doesn't seem to matter at all what you choose in the end, i.e. whether you destroy the research or allow the animancer to keep the results. Is anybody certain about this? Does your choice make a difference? I didn't steal or destroy the research, I wanted the animancer keep her work, I thought it was a fair exchange, and although Aloth was a bit disappointed, nothing at all seemed to follow from this.



#155
Insolentius

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PoE > PoE: Deadfire because...

 

  • I don't particularly enjoy the tropical setting
  • I loathe pirates
  • the open-world design doesn't gel well with story-driven games
  • quantity-over-quality approach to dungeon/location design
  • shallow main quest
  • shallow companion quests
  • overall bugginess nearly a year after the game had been released
  • voiced dialogue (which negatively affected the dialogue/narrative text ratio (i.e. I got sick of characters "worrying their knuckles" and "furrowing their brows")
  • ship management & ship combat
  • poor performance on high-end PCs


#156
Archaven

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PoE2 for me. but my biggest issue with obsidian is their approach. They use nerf as a concept in balancing the games. Instead of making their games better. Well of course it's the most fastest and easiest way instead of improving the AI, putting thoughts and revisiting and handcrafting the encounters

#157
Phenomenum

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...the open-world design doesn't gel well with story-driven games

 

It's good, that CDPR don't know about this :)



#158
Insolentius

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...the open-world design doesn't gel well with story-driven games

 

It's good, that CDPR don't know about this :)

While Witcher 3 is a stellar game, all of its ancillary content (contracts, side quests, horse racing, fist fights, Gwent etc.) only serves to detract from the primary story. The side quests were well-written, but most of 'em had nothing to do with the main story. A focused narrative needs a linear (or a restricted faux-open-world) design.


Edited by Insolentius, 31 March 2019 - 04:39 AM.


#159
Phenomenum

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...the open-world design doesn't gel well with story-driven games

 

It's good, that CDPR don't know about this :)

While Witcher 3 is a stellar game, all of its ancillary content (contracts, side quests, horse racing, fist fights, Gwent etc.) only serves to detract from the primary story. The side quests were well-written, but most of 'em had nothing to do with the main story. A focused narrative needs a linear (or a restricted faux-open-world) design.

 

 

I guess, it's a matter of taste. I like Witcher 3 approach.



#160
algroth

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...the open-world design doesn't gel well with story-driven games

 

It's good, that CDPR don't know about this :)

While Witcher 3 is a stellar game, all of its ancillary content (contracts, side quests, horse racing, fist fights, Gwent etc.) only serves to detract from the primary story. The side quests were well-written, but most of 'em had nothing to do with the main story. A focused narrative needs a linear (or a restricted faux-open-world) design.

 

 

To be fair, you could say the same of most games that are pretty heavy on side-content, from Witcher 3 or Skyrim to, say, Baldur's Gate. I personally enjoy this freedom, I enjoy finding off-shooting stories within these settings, especially if, like in both Pillars or Planescape: Torment, they also add plenty of facets to the story and themes as well. Thing is, however, that they ought to be interesting in and of themselves, and where I have trouble with Witcher 3 or Skyrim is that much of the content there just *isn't*, and is rather repetitive and fillerish in turn. A lot of people like to point at the Bloody Baron storyline as "a great side quest" but not only is a large chunk of this part of the main story itself, but for every one of these there were in the game there were five standard "use witcher senses to hunt down beast" contracts, fifteen "loot the box right next to the body" treasure hunts, and sixty trash mobs padding the way between each. All the same I cannot say that I felt the side content really *distracted* from the main story, but I do wonder if the full open world approach didn't spread the worthwhile content a little too thin - it is especially troublesome when you get some massive areas like Oxenfurt that ought to be brimming with stuff to do and yet at best offered a couple of tasks and one or two stops for other quest or story events (I understand that there more to do there in one of the DLCs but I haven't played them yet myself). I wonder if Novigrad wouldn't have been that much more memorable a city had so much of the effort spread across the 140km2 of open world terrain would have been centered on smaller and meatier areas instead.


Edited by algroth, 31 March 2019 - 07:37 AM.





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