Phenomenum Posted June 19, 2017 Posted June 19, 2017 (edited) Hello to everyone!I always wonder about difficulty conditions/methods in RPG-games, including PoE. If we set difficulty on Hard or PotD it will affect only battles (mobs turning into supermans with tons of health while our party looks like bunch of disadled freaks). This is exaggeration, but you probably understand what i mean)But, in PoE, besides of battles, we have dozens of quests, with different checks - stats, skills etc. And this is bigger part of the game, even in crit (story) path. Sooo...why difficulty always affects only encounters? Stats and skill checks also could be affected. For example, if we have a Int check of 15 on Normal, let's rise it unto 16 on Hard and 17 on PotD.Another example, with traps - if we have difficulty 5 trap on normal, let's rise it on 6-7 on higher difficulties.I think, it will be interesting decision, becose it will force players more carefully and precisely choose skills, stats, specialisation of our party members. It's the only thing, which can't be resolved by save/load in contradistinction to encounets, which you can win with lucky rolls.What are you thinking about it? Edited June 19, 2017 by Phenomenum Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
Wormerine Posted June 19, 2017 Posted June 19, 2017 It is an interesting idea, but whenever it should be implimented depends on a design philosophy Obsidian has on those skill checks. From what Josh said they didn't want skill checks to be necessary better choices. Rather they were game's way to ackowledge who you are as a character. From what I remember it was true. I don't remember "winning" a conversation, rather you would have an ability to say things based on your stats, abiltities, class etc. It might work better in scripted interaction, depends how they handle them. As far as traps and other stuff goes... maybe, as long as you can bypass them. Balancing it might be weird though. I would rather have both soft, and extreme checks in default difficulty (or all difficulties) rather than average checks in default (which you can pass for the most part) and all extremely difficult checks in hard/PotD. What I am trying to say is no, I don't think those checks are difficulty related.
dam Posted June 23, 2017 Posted June 23, 2017 Hello to everyone! I always wonder about difficulty conditions/methods in RPG-games, including PoE. If we set difficulty on Hard or PotD it will affect only battles (mobs turning into supermans with tons of health while our party looks like bunch of disadled freaks). This is exaggeration, but you probably understand what i mean) But, in PoE, besides of battles, we have dozens of quests, with different checks - stats, skills etc. And this is bigger part of the game, even in crit (story) path. Sooo...why difficulty always affects only encounters? Stats and skill checks also could be affected. For example, if we have a Int check of 15 on Normal, let's rise it unto 16 on Hard and 17 on PotD. Another example, with traps - if we have difficulty 5 trap on normal, let's rise it on 6-7 on higher difficulties. I think, it will be interesting decision, becose it will force players more carefully and precisely choose skills, stats, specialisation of our party members. It's the only thing, which can't be resolved by save/load in contradistinction to encounets, which you can win with lucky rolls. What are you thinking about it? My stance on this is it would make most interactions entirely unavailable, and thus deprive those who wish for more challenging encounters from a good portion of the rest of the game. Wanted to convince someone to sell you this ? Yeah no, monsters are too virulent around here you need to convince me harder. Wanted to push that wall down ? Son, dem monsters be tuf you know, wall be tufer too... Definitely no.
MaxQuest Posted June 25, 2017 Posted June 25, 2017 (edited) Sooo...why difficulty always affects only encounters? Stats and skill checks also could be affected. For example, if we have a Int check of 15 on Normal, let's rise it unto 16 on Hard and 17 on PotD. Another example, with traps - if we have difficulty 5 trap on normal, let's rise it on 6-7 on higher difficulties. To an extent this is already the case in PoE1. Upscaling, besides multiplying enemy creatures' level by 1.333 and adding +2 to all of their attributes, also sets the following multipliers: DetectableDifficultyMult = 1.250000 DisarmDifficultyMult = 1.250000 TrapAccuracyBonus = 20 TrapEffectMult = 1.330000 TrapDamageMult = 1.330000 SkillCheckMult = 1.250000 OT: I would gladly have a mode with increased check thresholds, especially if that would override the current "Expert Mode". (I prefer to learn/know/see information, instead of it being hidden..) Edited June 25, 2017 by MaxQuest PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
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