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Which did you enjoy more, Poe or Poe2?

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Posted (edited)
7 hours ago, Moriendor said:

259 hours for the first game + WM1+2 seems a little excessive. I'm always a very completionist type of guy as far as finishing all of the content is concerned and it took me 118 hours to finish the first game on normal/classic difficulty in expert mode. I took my sweet time with it, too, so I think that for most people it would probably be more in the 100 - 110 hour range.

Yeah, I have no idea how one might get 260 of mostly gameplay on one playthrough. My total PoE1 count (and it's fairly reliable as I never leave the game running in the background and I always playd it with access to the internet so every single hour is accounted for) is 284hours, which consists of two full playthroughs (base game + expansions) one on veteran, other on PotD, reading everything, aside of the backer content. 

Deadfire is on 291h but it includes about 50h of beta, one full playthrough plus DLC, 75% of a playthrough without DLCs and 50% of turn based playthrough (and no DLCs). 

Deadfire might be more compact experience, which is interesting, as in my mind it is a much more expansive game. It is probably the lack of books - I spend a lot of PoE1 time reading, Not to mention 10 min+ wall-texts of companion introduction. 

Edited by Wormerine

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Posted (edited)

Interesting I have 442 hours on POE1 with just two playthroughs of all content including DLCs.  I booked close to the same without even finishing POE2 yet - on last DLC and final mission to Ukazio.  I definitely read almost everything though in POE1 and POE2 - and for POE2 I restarted almost everytime a major patch was released so many of those hours are in early game.  I don't know, I remember reading you could finish POE2 in a few hours with Berath's Blessings so you can definitely rip through it.  I think if you play PoTD it takes longer since an entire battle can take a full day especially if you lose at the last minute - one of the Survivor fights in the SSS DLC took me 3 hours for sure, if not longer - but I also don't play with an optimized party so I bet you could do them faster with a full party of custom characters - I mean I play Aloth as a Fighter/Mage lol I don't even get all the cool spells.

Edited by bringingyouthefuture

“How do you 'accidentally' kill a nobleman in his own mansion?"

"With a knife in the chest. Or, rather, a pair of knives in the chest...”

The Final Empire, Mistborn Trilogy

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Between the two, I prefer Deadfire. Pillars was great, don't get me wrong, but Deadfire gave me the one thing that Pillars couldn't - a feeling of freedom. The exploration was never bad in Pillars, but there was never much to find - the furthest places off the "beaten path" you could go were relegated to side quests, and frequently very small or lacking any particular oomph. Plus the final act was so horribly cramped, I felt like backtracking for anything was more of a chore than just gritting my teeth and making that push for the ending. 

 

Deadfire cured that rushed feeling for me - a significant number of locations had some bite-sized adventures, and several locations had something quite significant, and all the while you are making some kind of progress. The bounties helped keep things interesting, and I didn't feel pressured to commit to rushing the story at any part (barring perhaps the intro, before having a working ship, but that can be forgiven.) Add the plenty of interesting side stories (Neketaka alone feels like it has almost as much content as Pillars had before DLC, assuming you know where to look), with better mechanics and deeper character customisation, and there is no contest for me. 

 

As for which had a greater impact, I have to give it to Pillars. I would have no investment in this piratey adventure without the grim, serious narrative of Pillars. It helps to have the ironic twist that I always played a faithful of Eothas, making Deadfire this amusing game of cat and mouse. 

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Gameplay wise Deadfire is a much more refined experience, artwise too beautiful game indeed.

As for the story thats my beef I guess? The companions were all right and their stories were cool to follow but my main issue is the plot. Since the beginning you were there as the errand boy for the gods to plea a bargain for Eothas. Felt really powerless and didn't see much point since they could had sent an avatar to convey whatever political message that they were in the consensus in the pantheon. Or maybe I just wanted to fight a God. Something went missing for me in the main plot.

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To me PoE 1 is an overall better experience and a vastly superior game, plus a much better tribute to the old classics.

I recently finished a PoE 1 playthrough and jumped straight to PoE 2. This is what I immediately missed:

- linearity > in my opinion linearity is a trademark of classic cRPG's. semi-open / free worlds do not work for me in these games as they take away the core elements of immersion and intimacy that are inherently linked to the rest of systems (e.g. character development) in cRPG's.

- pacing > a bit related to the above, the pacing in PoE 1 is much better as it's organically embedded into the main quest development. This is a critical element where PoE 2 fails tremendously imo

- dungeon crawling > horrible in PoE 2. the hyper simplification of combat really kills this integral part of any cRPG. The injury mechanic and the rest system was what made PoE 1 good and what justifyed in my opinion a really weak character creation / develoment system. I do not know why Obsidian decided to go for a console-dumbed version for combat / dungeon crawling and a multiclassing system that is close to pointless given how simple the whole character development is.

- story > to me this is very subjective so I will not comment in detail. I honestly expected something different in PoE 2 and was very disappointed to see that it is just the same again but made worse as everything you do is loosely connected (being generous) to the main quest.

Basically the best PoE 3 experience possible to me would be PoE 1 with the technical aspects and artwork expertise from PoE 2.

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10 hours ago, RMRM said:

To me PoE 1 is an overall better experience and a vastly superior game, plus a much better tribute to the old classics.

I recently finished a PoE 1 playthrough and jumped straight to PoE 2. This is what I immediately missed:

- linearity > in my opinion linearity is a trademark of classic cRPG's. semi-open / free worlds do not work for me in these games as they take away the core elements of immersion and intimacy that are inherently linked to the rest of systems (e.g. character development) in cRPG's.

- pacing > a bit related to the above, the pacing in PoE 1 is much better as it's organically embedded into the main quest development. This is a critical element where PoE 2 fails tremendously imo

- dungeon crawling > horrible in PoE 2. the hyper simplification of combat really kills this integral part of any cRPG. The injury mechanic and the rest system was what made PoE 1 good and what justifyed in my opinion a really weak character creation / develoment system. I do not know why Obsidian decided to go for a console-dumbed version for combat / dungeon crawling and a multiclassing system that is close to pointless given how simple the whole character development is.

- story > to me this is very subjective so I will not comment in detail. I honestly expected something different in PoE 2 and was very disappointed to see that it is just the same again but made worse as everything you do is loosely connected (being generous) to the main quest.

Basically the best PoE 3 experience possible to me would be PoE 1 with the technical aspects and artwork expertise from PoE 2.

I honestly enjoyed the combat in PoE2 more. I prefer having more spells than constantly resting due to the lack of abilities. Deadfire's combat was, in my opinion, more fluid and fun. There is one major disadvantage to PoE2's combat: You can easily fall into a rhythm of just using the same spells every encounter, but still — better than micromanaging and timidly casting spells/ abilities only a few times.

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Posted (edited)

I was really enjoying combat system when I started my new run of Deadfire.  I customized my party with all classes I wanted to try and getting through first 12 levels and early fights was extremely satisfying.

I completed bounty hunts, most of the small islands and cleaned unique ships from the sea.  All this in first 10 hours.

 

But i did not have even remotely challenging fight for 20 hours after, while doing quests in Neketaka and faction lines, all fights devolved to "switch AI on and left click". 

Any dungeon of note is hidden behind the wall of dozen or so NPC spewing their "brilliant writing" at me.  And when I actually got to Poko Kohara (one of the biggest dungeons in original game) it was whole 20 minute of adventuring with 14th level party. And then back to yapping NPC.

It is such borefest that I tempted to drop game before seeing new Megabosses and, as I heard, nice dungeon in last DLC.

There is decent system in Deadfire and brilliant itemization, but severe absence of challenging combat (or any combat at all) for long stretches of time and general density of like 1 tiny dungeon for 5 hours of play is where game falls flat on its face.

 

PS I am playing om PoTD, but selecting all challenges and then doing non-combat quest first to level up or some stupid things like no-pause, breaking items and body-guarding low-HP NPC are even farther from my idea of fun.

Edited by Daidre
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Maybe because you completely over-levelled everything by doing all the ship stuff so soon...?????


nowt

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I did spend too much time fighting the pathfinding in the first game and in the end I did enjoy the game despite the gameplay whereas I've enjoyed Deadfire both because of its story and its gameplay. 

The first game had a very strong story so there's that but Deadfire has a very refreshing setting and is absolutely gorgeous. The major flaw with Deadfire is that you're drawn into the game that deities are playing and are forced to act as their pawn (and either you are a willing pawn and will want to move through the plot as fast as possible or you're a reluctant one and will do your utmost to stall them). 

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13 hours ago, Daidre said:

I was really enjoying combat system when I started my new run of Deadfire.  I customized my party with all classes I wanted to try and getting through first 12 levels and early fights was extremely satisfying.

I completed bounty hunts, most of the small islands and cleaned unique ships from the sea.  All this in first 10 hours.

 

But i did not have even remotely challenging fight for 20 hours after, while doing quests in Neketaka and faction lines, all fights devolved to "switch AI on and left click". 

Any dungeon of note is hidden behind the wall of dozen or so NPC spewing their "brilliant writing" at me.  And when I actually got to Poko Kohara (one of the biggest dungeons in original game) it was whole 20 minute of adventuring with 14th level party. And then back to yapping NPC.

It is such borefest that I tempted to drop game before seeing new Megabosses and, as I heard, nice dungeon in last DLC.

There is decent system in Deadfire and brilliant itemization, but severe absence of challenging combat (or any combat at all) for long stretches of time and general density of like 1 tiny dungeon for 5 hours of play is where game falls flat on its face.

 

PS I am playing om PoTD, but selecting all challenges and then doing non-combat quest first to level up or some stupid things like no-pause, breaking items and body-guarding low-HP NPC are even farther from my idea of fun.

Experience reduction mod solved this problem for me :)


“How do you 'accidentally' kill a nobleman in his own mansion?"

"With a knife in the chest. Or, rather, a pair of knives in the chest...”

The Final Empire, Mistborn Trilogy

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23 hours ago, wingedchocolatecake said:

I honestly enjoyed the combat in PoE2 more. I prefer having more spells than constantly resting due to the lack of abilities. Deadfire's combat was, in my opinion, more fluid and fun. There is one major disadvantage to PoE2's combat: You can easily fall into a rhythm of just using the same spells every encounter, but still — better than micromanaging and timidly casting spells/ abilities only a few times.

I'm not sure how anybody can say the combat in Deadfire is more "fluid"? The combat, especially on higher difficulties, absolutely drags. And this substantially longer average length of encounters coupled with the ability to more effectively use monotonous strategies adds up to a combat system that, imo, may seem more compelling at first, but, in the long run, does not have the depth of its predecessor. At least in regards to an overall "dungeon crawl" experience.

Secondly, I'm not sure what benefit Deadfire has to "having more spells" in each combat, if said spells have to then be nerfed? You're essentially ending up with the same dynamic of "timidly" rationing out empowers and some consumables, only instead of auto-attacking, you have to engage in a more tedious micromanagement (or set an AI) to exhaust the same-ish list of spells and abilities that you use in every battle. It seems to have added a layer of complexity to the combat to have all these spells and abilities be used more frequently, but I'd argue, once players get a handle on the system, it's only added a layer of tedium.

Combat in the original (and even the IE games) is much quicker, more dramatic and more elegant.

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