Were Obsidian scared of challenging their player-base which would possibly confuse them and subsequently anger them out of frustration? The only puzzles I remember were the bell puzzle (first few hours of the game) and the putting the weapon in the statue puzzle (during the Endless paths).
Next time you guys make a fantastical adventuring game, can you put in some nice puzzles and riddles? It seems as if combat was the prime focus in Pillars of Eternity, but with all the boring "unique" items, hilariously unbalanced (many overpowered (petrify, etc) and many underpowered (stoneskin, etc)) spells, and inability to change aggro resulting in the desire to minmax one party member (even if you wanted to roleplay the game, you obviously would roleplay that your party does not want to all die so want to make themselves into the strongest fighting force they can possibly be) into being an unkillable tank while all the others do all the damage, making it quite stale and "mmo-like", it fell extremely short of being held in the same light BG2 was.
And I know this has been said many, many times before, but whose bright idea was it to input all the immersion-breaking golden npcs and epitaphs with trite backer stories into the game?
Finally, there should have been way more "cruel" conversation choices to help flesh out malicious play-throughs.
I by no means think that Pillars of Eternity was a "bad" game, I just hate to see all the wasted potential. Thanks for reading.
Question
Pelmaleon
Were Obsidian scared of challenging their player-base which would possibly confuse them and subsequently anger them out of frustration? The only puzzles I remember were the bell puzzle (first few hours of the game) and the putting the weapon in the statue puzzle (during the Endless paths).
Next time you guys make a fantastical adventuring game, can you put in some nice puzzles and riddles? It seems as if combat was the prime focus in Pillars of Eternity, but with all the boring "unique" items, hilariously unbalanced (many overpowered (petrify, etc) and many underpowered (stoneskin, etc)) spells, and inability to change aggro resulting in the desire to minmax one party member (even if you wanted to roleplay the game, you obviously would roleplay that your party does not want to all die so want to make themselves into the strongest fighting force they can possibly be) into being an unkillable tank while all the others do all the damage, making it quite stale and "mmo-like", it fell extremely short of being held in the same light BG2 was.
And I know this has been said many, many times before, but whose bright idea was it to input all the immersion-breaking golden npcs and epitaphs with trite backer stories into the game?
Finally, there should have been way more "cruel" conversation choices to help flesh out malicious play-throughs.
I by no means think that Pillars of Eternity was a "bad" game, I just hate to see all the wasted potential. Thanks for reading.
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