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Here's two pages from that: https://shop.gamestar.de/$WS/webedi...ar/einzelausgaben/2018/G2D1803_Leseprobe1.pdf
https://forums.obsidian.net/topic/96138-gimme-your-best-and-gimme-your-worst/
So Cdiaz at Obsidian asked for feedback on best and worst features of Deadfire...
Virtually every response mentioned spellcasting under the bad/worst category. I don't think ANY of the responses mentioned spell cancellation as a significant issue (Edit: there is at least one that put's it in their neutral mentions). Common concerns were the switch to per-encounter, spell selection at level up, casting speed and damage of spells, and the lack of long term strategy. Several of the responders were long active forum participants some of which have thousands of hours in game for PoE 1.
I don't know what else to say.
Of course you can!Can i have 20 cats on my ship?
I might post this on their forum.
Penetration is bad across the board, the difference between casters and melee in this context is that melee have higher Penetration and can buff it and debuff armor much more easily and accessibly. We are in this whole mess because the mechanics aren't consistent between spellcasters and martials, I don't think they need more ways for the mechanics to discriminate between them.
It's not about mechanics discriminating, it's about mechanics corresponding properly to reality of the situation. A melee character uses a weapon and will depend consistently on its penetration, with buffing their own penetration across the board or for specific weapons to get through some of the higher armour targets. Similarly, a spellcaster uses spells, which are supposed to be asymmetric in their effects and impact against various targets in various situations. This way your bolt of whatever that has medium single-target damage and high penetration can reasonably deal with a heavily armoured target, while your ball of whatever that has high damage and low penetration will be able to respond to crowded situations, even on top of your own targets.
These are two basic examples of how much design space spell-specific penetration opens up for asymmetric reaction to situations and encounters. Which was also what PoE1 was lacking in terms of diversity and tactical depth.
There is also another thing, Infinitron, Penetration forces every build that wants to do damage to stack Penetration as high as the highest AR enemy in the game, making every build the same in this regard and leaving very few opportunities to deviate, and automatically shooting subclasses with free access to Pen (like Devoted) up. There is no such thing with dealing damage. It also uses up the very few spells per encounter casters have on buffing Pen or debuffing armor. If there is some spell or mechanic that you have to automatically use in every encounter, it should be removed or baked into the spells/abilities.
You aren't taking Accuracy into consideration. We are already choosing what spells to use depending on the defenses of the enemies, so adding another thing on top will create situations like a spell having high Penetration and targets Reflex, but the enemy has high armor and very high Reflex defenses. You'd have to debuff the Reflex first (if you can) and then use the spell. You might say we have 10 spell levels' worth of different kinds of spells to circumvent whatever defenses they have, but we have very limited spell selection and using them up on all kinds of Pen and defense targeting spells won't be very diverse; we don't have access to all the spells from the beginning, so this only applies to high-level play, i.e. the last 20% of the game; AND, the most important thing, it relegates the spellcasting to a puzzle-like state in which you are fitting very specific spells to very specific circumstances, forcing you to figure out what spells the developers intended for you to use in any given battle, instead of creating your own tactics.
I don't know, I feel like you're probably frustrated with Penetration like I was with some armored enemies in PoE1 who forced me to switch from my rapier to a slow-ass arbalest to be able to make a dent. DT in New Vegas could be even worse. Sometimes it felt like those games were forcing me to be something, but ultimately it was all right.
Is the Penetration threshold more punishing? Then change it. But I think they've already done that. I agree that Penetration should generally be something that you slowly grow over the course of the game starting from a particular baseline, rather than something that you can awesome-button up at will. I think a good low-level Penetration buff would be one that adds a one-time Penetration bonus to your next attack, rather than one that ups your Penetration for a duration of time.
Didn't Sawyer say they will literally double the amount of available spells? In either case I agree that perhaps having two layers of abstraction in terms of defences might be too limiting, although I stand behind that perhaps SOME spells at least could have specific penetration stats, ones that are meant for specific situations. This would increase tactical depth of the game and improve the asymmetric balance between melees and casters.
Strangely, I am thinking of Total Warhammer, where units have armor, melee defense (think deflection), melee attack (think accuracy),weapon strength (think damage), and armor piercing (amount of damage that ignores armor). There are units that have high armor piercing, but lower overall weapon strength, meaning a unit that trades well against a high armored targets, will not necessary perform as well against a low armored targets.
To clarify, I had hoped the system would make Pen more situational and not as general as deflection or accuracy. I just do not see a downside to Pen at the moment.The UI is pretty clear when you don't have enough Pen and the spell descriptions state how much Pen they have. I don't see why they changed DR, though, I think it worked fine for what it tried to achieve.
I would think that a similar hierarchy exists in PoE2, where the weapons that have high Penetration might also tend to have lower damage or lower speed and so on. If somebody posts all the game's basic weapon stats we could put all the numbers in a table and graph the correlation.
Full Penetration (+30% Damage) - Penetration is twice the target's Armor Rating or more.
Penetration (Listed Damage) - Penetration meets or exceeds the target's Armor Rating.
No Penetration (-70% Damage) - Penetration is less than the target's Armor Rating.