Infinitron Posted August 25, 2014 Share Posted August 25, 2014 (edited) It's apparent that Pillars of Eternity will have few to no spells and items that grant outright immunity to things. Instead, it'll make more use of the saving throw and resistance systems. So, for instance, instead of "Immunity to Charm" you'll get "Resistance to Charm + 50". I asked Josh about the details of this principle on his Tumblr: melnorme said: Your opposition to hard counters is well known, but I'm curious. Is there a level of absolute immunity to some spell or status effect that you ARE willing to accept? What if it only protects against a very narrow set of spells/effects? What if it's only temporary? There are effects on items, racial abilities, talents, and spells that grant high Defensive bonuses against families of effects. The most notable examples are the priest’s Prayer Against _______ spells. They aren’t immunity, but they reduce existing durations a lot and they give large defensive bonuses, which tend to result in a lot more Miss or Graze results and few Crits. melnorme said: So I take it the answer is "no", then? However, if the immunity has a short enough duration - I'm talking seconds, not minutes - isn't it no longer a hard counter? You can always just wait it out. And if it's also resource-limited, you can't repeat it endlessly. Another thing - what if you cast a "Prayer against X" type spell and then apply lots of additional resistance enhancing buffs _in addition to that_, making that resistance SO high you're practically immune? Would that be okay with you? I think most people generally consider a hard counter to be a single or narrow spectrum of reactive tactics that comprehensively cancel the opponent’s tactic to such an extent that all other choices are rendered obsolete. Using that definition, I don’t think the scenarios you’re describing involve hard counters because there are a lot of other things you could do (including going heavily on offense) that could bring victory. You could cast Prayer Against X spells and additional defense spells as a very strong counter, but buff spells in PoE all have an opportunity cost because they must be cast in combat. In the IE games, because buff spells typically did not have an opportunity cost, the ideal way to play through a fight was to wade in, get murdered, reload, and metagame by layering on tailored buffs before fighting again. If you didn’t pre-buff, you were fighting at a huge disadvantage. In PoE, the opportunity cost of buffs means they can’t really be taken for granted in the overall balance of fights. Winding up with practical immunity to a type of attack (especially if it’s a narrow spectrum) over the course of a battle isn’t really an issue as much as what tactical choices the player made (or skipped over) to get to that point. The aim of these changes is to create a wider variety of effective party builds instead of requiring the player to always tote around a character of a given class because the game’s content would be enormously difficult to complete without them. Ideally, I would like players to feel that priests are valuable, but not necessary. Wizards are valuable, but not necessary. Fighters are valuable, but not necessary. Even certain weapon types are valuable, but not necessary. Some of the creatures in the Backer Beta have very high resistance to one or two type of damage but are much more vulnerable to the other five or six basic types. I think there’s an important difference between that and saying, “You can only damage this creature with Slash.” or “You can’t hurt this creature until you cast one of these three wizard spells.” The latter prohibitions narrow the player’s viable tactics down to a tiny number. The former says, “Try something else.” and gives the player more room to find their own way through. Edited August 25, 2014 by Infinitron 10 Link to comment Share on other sites More sharing options...
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