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Wishlist and Suggestions for PoE2

wishlist suggestions

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30 replies to this topic

#21
Abel

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"I've played a lot of no-heal, permanent-death, weapon-degradation, reset-levels, etc. games in my life. It's not like this is a gameplay style that is new or untouched to me."

 

I also dislike permadeath, no-save roguelikes. The suggestion was not exactly to have a no-heal, no-save rogue-like challenge.

 

I enjoy the oldschool rpg experience where you save after every battle, come up with tactics to ensure your party takes as little damage as possible, carefully manage your limited spells and resources and fight your way out.  I enjoy reloading and trying out different strategies to solve a difficult battle without sacrificing too much hp. Managing the health of your party across a dungeon run with limited heal spells and potions is a fun aspect that is missing in pillars. 

 

I guess this has been discussed before. Being able to go back to your stronghold and rest whenever your health is low takes away all the challenge. I can micromanage and optimize strategy for a challenging battle, but why bother when I can just throw all my spells at them, soak up all the damage and then stroll back home for a snooze if i'm out of camp supplies. There is no incentive to perform well in battle, and no sense that I am ever in danger.

 

Instead of full-heal camp supplies, I would prefer limited healing spells, potions and food (for health, not endurance), and some dungeons that do not allow you to return to base as and when you like, or a difficulty setting that enables this.

 

This. I like to manage whole dungeons without resting at all too. With your limited pool of potions and healing spells. But with this resting system, where a nap heals everything, i'm just frustrated. And the new thing about injuries doesn't look any better to me. I still don't know why they feel the need to revamp the good old health system. Just because it's old does not mean it's bad. Wasteland 2 allows this kind of gameplay, and i like it a lot. Looks like i pretty much play the same way as you. And i loved priests in IE games, with their self buffs and healing spells pools.

 

Aside from this, looks like they're working on the encounter designs. Though it's pretty hard to do throughout a whole game. I was ok with Pillars 1 in this regard.


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#22
PangaeaACDC

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I like to play like the above posters too. Always preserve spells and so forth, and try to go as long as possible (within reason) without resting. It was the same in Baldur's Gate and the like. When we were on our last legs, without spells (or near enough), I would rest.

 

Don't understand why people would be rest-spamming. What's the fun in that?


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#23
rjshae

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"I've played a lot of no-heal, permanent-death, weapon-degradation, reset-levels, etc. games in my life. It's not like this is a gameplay style that is new or untouched to me."

 

I also dislike permadeath, no-save roguelikes. The suggestion was not exactly to have a no-heal, no-save rogue-like challenge.

 

I enjoy the oldschool rpg experience where you save after every battle, come up with tactics to ensure your party takes as little damage as possible, carefully manage your limited spells and resources and fight your way out.  I enjoy reloading and trying out different strategies to solve a difficult battle without sacrificing too much hp. Managing the health of your party across a dungeon run with limited heal spells and potions is a fun aspect that is missing in pillars. 

 

I guess this has been discussed before. Being able to go back to your stronghold and rest whenever your health is low takes away all the challenge. I can micromanage and optimize strategy for a challenging battle, but why bother when I can just throw all my spells at them, soak up all the damage and then stroll back home for a snooze if i'm out of camp supplies. There is no incentive to perform well in battle, and no sense that I am ever in danger.

 

Instead of full-heal camp supplies, I would prefer limited healing spells, potions and food (for health, not endurance), and some dungeons that do not allow you to return to base as and when you like, or a difficulty setting that enables this.

 

This. I like to manage whole dungeons without resting at all too. With your limited pool of potions and healing spells. But with this resting system, where a nap heals everything, i'm just frustrated. And the new thing about injuries doesn't look any better to me. I still don't know why they feel the need to revamp the good old health system. Just because it's old does not mean it's bad. Wasteland 2 allows this kind of gameplay, and i like it a lot. Looks like i pretty much play the same way as you. And i loved priests in IE games, with their self buffs and healing spells pools.

 

Potentially they could enhance the Trial of Iron mode to include specialized supplies and talents for dealing with certain types of injuries. That would make the resource management more challenging, while leaving the simplified rest/healing system for the rest of us.


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#24
Torm51

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I like to play like the above posters too. Always preserve spells and so forth, and try to go as long as possible (within reason) without resting. It was the same in Baldur's Gate and the like. When we were on our last legs, without spells (or near enough), I would rest.

 

Don't understand why people would be rest-spamming. What's the fun in that?

I play the same as you guys I dont cheese resting.  I just rest when on my last leg.


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#25
injurai

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Yeah, I hate cheese resting. The problem in poe1 though was I wanted to scratch on by healthwise but often had to heal up in order to reset per-rest abilities. In pillars1 two things would trigger the need to rest, abilities and health, so the need to do so was more frequent than it needed to be and thus it prevented you from scrap nearly as low as you would like.



#26
PangaeaACDC

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Kinda fun to keep going when your health isn't too messed up, and your druid, priest and wizard is out of juice :dancing:


Edited by PangaeaACDC, 20 October 2017 - 11:20 AM.


#27
injurai

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Kinda fun to keep going when your health isn't too messed up, and your druid, priest and wizard is out of juice :dancing:

 

Yeah that's fun too, watch them get beat around on the front lines.



#28
Lephys

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Kinda fun to keep going when your health isn't too messed up, and your druid, priest and wizard is out of juice :dancing:

 

*shrug*. It is, in a way. My problem is that with old DnD/Infinity Engine rules, your casters being out of juice means that they're basically reduced to walking decoys. It's one thing to be down to a limited amount of effectiveness, but another thing to be functionally useless. That was always my biggest problem with older DnD Vancian magic. "You're a Wizard? Here, you get no competency at anything, and also these couple of Just Piss Off The Enemy spells per day! 8D!". Especially in the tabletop setting. You'd better hope your DM has a boat-load of non-combat adventuring planned for you for the next hour-or-so, 'cause you're not resting anytime soon.

 

"I'd like to swing my shoestring (the only thing I'm strong enough/competent enough to wield) at the goblin."

*rolls*... "You critically miss because you suck so badly at anything that isn't magic, and now you've choked yourself to death with your shoestring."

 

If not for that, I'd love to keep going when my Wizard's out of juice. That and my main character was always the Wizard, :p... I'd imagine it's not as bad if the caster who's out of spells is just one of your lackeys.



#29
Abel

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If not for that, I'd love to keep going when my Wizard's out of juice. That and my main character was always the Wizard, :p... I'd imagine it's not as bad if the caster who's out of spells is just one of your lackeys.

 

Absolutely true. Having your main character being useless at some point is not a good feeling. But now, Pillars allows for wizards to wield anything and have a decent accuracy, which should limit their uselesness, depending on how the character is built. It would be even more so with the possibility of multiclassing.

 

But still, i definitely miss the healing spells and low level self buffs of my priestess. This is the first thing that makes me want to play BG rather than PoE these days.



#30
PangaeaACDC

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I readily admit that it was a big problem in BG when your wizard was out of juice, as they'd have horrible chances to hit, and when they did, the damage was poor. In POE, however, your wizard can have a wand with area damage, and accuracy is generally good enough, so I don't find them useless. In fact, I often tend to just let the wizard use the wand after he's spent the per-combat abilities.

 

I suppose that is a problem in itself, and one of the reasons they're moving further away from Vancian casting now. However, for people who don't rest spam, I find the system in POE to be fun. Even more so in BG actually, as I found it fun and challenging to conserve spells and only use what was needed.

 

Part of the RAT PACK mentality really. "Maybe I can use this oddly shaped rock in a tough boss encounter way down the road, better save it."


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#31
Lephys

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I readily admit that it was a big problem in BG when your wizard was out of juice, as they'd have horrible chances to hit, and when they did, the damage was poor. In POE, however, your wizard can have a wand with area damage, and accuracy is generally good enough, so I don't find them useless. In fact, I often tend to just let the wizard use the wand after he's spent the per-combat abilities.

 

In PoE, it's not as bad, but your Wizard is still relatively usless. If you could put them in a bubble and let them stand around wand-blasting people all day, sure. Their output isn't the problem. The problem is that, at some point (and the game SHOULD be designed this way, so I'm not criticizing this), you cannot block ALL combatants from engaging your Wizard. Or rather, I suppose maybe you COULD, if you just had him jog around all day, Benny Hill style, and avoid getting 1-or-2-shotted. But, then he's not actually contributing to combat.

 

*shrug*. I'd love to see an evolution of this style of combat, in which there's a lot more organization as to who's fighting whom and who's able to do what, etc. Almost like a hybrid between grid-based turn-based and active. I think there's a lot of room for creativity there. But, that's kind of a whole different discussion, I suppose.

 

For me, it just comes down to having interesting stuff for a Wizard (for example... this goes for every class) to do when they don't want to use up their spell "heavy weapons ammo." "You get a blasty wand attack!" isn't a bunch of interesting options, to me. But, again, I'd love to see different stances/dispositions in combat, so you could actually have a Wizard who's designed to tie-up combatants and still live, to keep them from overwhelming your other party members. THEN he could use his spells if he needs to.

 

This is the beauty of a mana system, though, as opposed to Vancian-esque magic. Mana naturally limits what you can do when, how often you can do it, etc. You can use little bits of mana almost constantly, if you so choose. Or you can use it all up in one big blast, but are left without as many options afterwards. You can even have doing other things in combat directly translate into replenishing mana (a lot like how Cipher's and Focus work, or a number of other class mechanics). This gives you so much more agency in combat. The Vancian-style system just makes your magic feel like grenades. There's no "it'll be a bit before I can use this again if I use it up like this." It's just "Nope, I ran out of spells. Better pew-pew with my wand for a while. Or should I... I dunno... pew-pew with my wand? You know what? I think I'll go with Option C: PEW-PEW WITH MY WAND! 8D!"







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