sapientNode Posted September 30, 2015 Share Posted September 30, 2015 (edited) I think its time to stop trying to tie this game to the predecessors and just go ahead and keep pushing ahead with designs like per encounter. I absolutely love the new mechanic of scripted events and the story is great but the combat and itemization and all the arguments revolving around them tend to be wanting to adhere to the old days. Which we all may have nostalgia when thinking back but we are in a very distinct new age of gaming where it is time to take it to the next level. I know Divinity: Original Sin may not be everyone's cup of tea but that game is doing exactly that and pushing boundaries and setting a foundation for evolution. Per encounter is an evolution just like not having to rest to scribe spells every time you change the spells in your book. And when it was changed there was complaints about how it would wreck things. Now who the hell would even want that system or even defend it. Luckily they are not entirely doing away with per encounter spells so the design and system will stay in place. Is there anyone that can explain the logical reason why people are upset about per encounter to begin with? If I utilize my low level spells in a spam fest I do not do nearly as much damage because I forego my higher tier spells in favor of something that has the illusory appearance of being more abundant. If I camp a lot or go to inns (even if I stop my dungeon crawling) I end up with the same amount of spells per encounter. If my caster is helping me win the battle isn't that a good thing? Is the issue centering around overall difficulty and an issue that combat becomes trivial or something with a large number of per encounter spells? Because I am playing on PoTD and sometimes I forget to cast spells because I am micro managing my rogue and the battles are often extraordinarily trivial at times simply using some auto attack and endurance buffing. I am glad they are taking the vocal nature of the community around the issue to heart. I just think that vocal nature could be focused on a more robust system rather than a nerf. Similar to the argument that "crafting sucks and needs to be removed." because it totally breaks the game. I just do not understand nerfs and really never will. Even if it takes longer to add more power to other classes that type of solution increases the core flexibility and allows for more creativity and robust mechanics. Relying on nerfs is meh... It has shown it never pleases the people who are vocal because they just move onto another thing to be vocal about. And it can create a greater degree of homogenization in the game play. Where like an MMO you end up having less and less difference between classes. Edited September 30, 2015 by sapientNode Link to comment Share on other sites More sharing options...
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