Valorian Posted April 10, 2015 Share Posted April 10, 2015 Pillars of Eternity is a great game and everybody should play it. That said, these are some of my observations regarding combat on hard/expert (with self-imposed rules such as no kiting, limited resting and reloading): 1. Luring enemies to choke points is a wise thing to do. Sadly, AI gets confused, splits its encounter group and sends one foe at a time if you lure them far enough (if the choke point is not near e.g.). This process doesn't involve any challenge at all. I've stopped doing it after a few times because, obviously, it makes combat encounters so easy that it feels like cheating. I don't want to be forced to choose between a) throwing Charname and companions to enemies as is and b) breaking the AI. Can you please instruct the AI, at least on hard, path of the damned and expert to chase the party as a group; everywhere and forever? 1.2. Chanter's invocations. Classes like monks and ciphers, which I haven't played yet, fuel their main powers by being hit or hitting. Invocations are strong, particularly certain summons, and the 12 or more seconds timer before you can use them is supposed to keep them in check. The chanter doesn't need to be anywhere near an enemy for the timer to tick down though. This means that you can send your group, chanter included, at a choke point ~12+ seconds away and by the time one of your party members gets there followed by an enemy, the perma-stunning phantom will be ready, circumventing the purpose of the timer. You can, of course, also run with the entire group to the choke point and when you arrive the invocation will be ready. I'd like the invocation timer to tick down only when a) an enemy is in range of the chant and b) when the chanter is not moving. 2. Two-stage passive and active attacks. I love those, for enemies and allies, because it adds variety to combat. However, I think that if the primary attack is a graze, then the secondary attack should be executed with halved accuracy. I remember Josh mentioning, many months ago, that two-stage attacks would take this into account. It would reduce a chanter's invoked phantom capability to permastun things, for instance. (In addition to this, but not as important, attacks targeting fort./will/refl. could have 0/-75%/standard/+75% damage/duration to increase the value of these 3 defenses.) 3. With a full party I'm deleting and obliterating things left and right without using per rest abilities, and hardly losing any health. I decided to recruit as many people as possible because I am curious about their stories, but for the 2nd playthrough I plan to let 2 join at most to retain a bit of challenge hopefully. Everyone is able to dish out copious amount of damage with auto-attacks and per-encounter abilities and it's also pretty easy to equip people who are taking point with ridiculously high DR*. Sagani counts almost as 2 companions because of her animal and so does Kana with his summon spamming. I hope it is understood how powerful is to summon/have a thing that both deals decent damage and soaks damage. Each additional party member makes combat exponentially easier, not to mention that you get to explore their personal quests. Expand XP from bestiary, per kill and total, for each empty party member slot. The highest number of people that you used to defeat a certain monster at any point would always count as the maximum potential XP amount for that particular bestiary entry. Example: you defeat your first skeleton solo; +200 XP -> 200/4000 XP. Then you defeat a 2nd skeleton with a full party; +100 XP -> 300/1000 XP (maximum permanently reduced for skeletons, but you can't lose XP). Also proportional for 2, 3, 4 or 5 people. *To alleviate the DR problem, all melee attacks could have a base 50% chance to halve the DR for that particular attack, representing the attacker hitting a weak spot on the armor. 4. Resting. I like resting restrictions, but wouldn't it be better to restrict resting by drastically increasing the price of camping supplies and having to use one (the healing herbs and whatnot that are part of it), even in 0-coin-resting zones, to be able to heal health? You'd be able to remove fatigue and restore per rest resources as usual, but restoring health would always require supplies. Also, instead of having 2 camping supplies slots, have 4, but increase the price 4 times or more for higher difficulties. After all, those camping supplies are very valuable if they can heal wounds and restore health. It could be a decent coin sink and would be more in line with the purpose of the stash (not going back and forth); deciding whether to use something expensive rather than deciding if you want to bother to travel to the nearest village to buy it for a couple of coins. Minor: I thought the purpose of 4 quick slots is to have 4 items in total that you can use during combat, not 20. ***** That's that on a macro level, for now, avoiding the feels tangent. Regarding feels, I would love fighters to get to pick a combat style at level 1 as a mandatory choice, for example. I would like to make him a dual-wielding "expert", but there were things to pick that I found more essential than an attack speed bonus and since everyone is able to dual-wield just fine without any talents (bad feels)... Maybe at higher levels? PoE's combat is very good. Among other things, I like how the variety of afflictions and effects that some monsters apply on-hit add to combat complexity and diversity, I like that there's no level scaling, I like the engagement mechanics etc. I avoided the beta, videos, and all topics that could contain information about main and side content, including "balance" topics and I will continue to do so until I finish the game. I plan to avoid even my own topic till then. See you in a week or 2. 1 Link to comment Share on other sites More sharing options...
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