I don't think I've seen the "mages are heavy artillery that win fights for you 25% of the time and are idle 75% of the time" concept in any CRPG made since the early 80s (japanese Wizardry clones may be an exception). In a blobber mages could hit enemies with staves while being safely in the back line, and in other games you'd use darts or slings. In both cases this meant doing low damage that was only really useful to finish off weak critters that already took some damage from the fighters (and in later games such 'caster weapons' would have a decent chance of inflicting some status effects to make them more useful against typical mook encounters), but I don't remember non-casting mages being useless party-fillers at all. And if shit got serious, you could always make the decision to spend your mages' limited resources on 'trash mobs'.
edit to be a bit more on-topic: for me in BG1/2 most of the fun related to casters was to squeeze out as much usefulness from their spells as possible and resting as little as possible (usually no resting at all in a hostile area until I cleared it out). This also increased the value of scrolls and potions quite a bit. Blowing my entire repertoire on any remotely challenging fight and then resting to get it all back again for the next part of the dungeon doesn't sound fun to me at all.
When I first eyeballed this topic title I thought it was some kind of parody. I always figured the most common complaint for "they have nothing to do in combat" are martial classes, ESPECIALLY the thief types in early RPGs where their role is basically "play with a smaller party size for combat, but you can get more loot through trapped treasure chests and you won't die to traps"
Seriously, when was wizards not having things to do in combat ever a problem except very early on in D&D games and maybe some of the older Wizardries where you can't rest after every battle to restore spells? What a weird academical debate.
Um yeah, I'm familiar with the intricacies (if you can call it that) of AD&D character building.Thieves should never be single class in AD&D; always make them Fighter/Thieves. They fight almost as good as a pure fighter and have the backstab ability.
Goldbox games spell selection is surprisingly not great. Kind of a shame since I really liked blobber dungeon crawl + tactical combat style.Cleric stuff
Critically miss your target through their backs. You know you want to.I once had other players in a P&P campaign get mad at me because for 1 round on my spellcaster I chose "nothing" as my action, telling them my dagger (for RP reasons) was too short range. They proceeded to buy me a spear and insist that I use it instead of doing nothing. Fucking popamoles, they're everywhere.
My other post ended in the Lilura thread and I think it bears repeating: unlike the IE games, PoE is being made with strategic resource management in mind. As much as I and some others preferred to play Icewind Dale and Baldur's Gate without rest spamming, PoE will have demands and incentives to that effect out of the box. That's the most important change here because that is the very premise of an interesting Mage. Wether or not you want more things to do during lesser encounters, everyone here looks forward to that time to shine, which is when you unload the spellbooks.
The second most important change is that those spellbooks themselves are changing. For each of the game's 6 spell levels, the Wizard holds a certain allotment of spellpoints which he can use to cast what he needs on the fly, this selection being only limited by what spells are inscribed in his spellbook. The spellbook itself can be changed during but preferably in between combat. This hybrid of a Sorcerer and a Mage is, in my opinion, a very important change because it may have been necessary due to the demands of no less rest spamming. It also turns the Mage into a much more powerful focused spell caster than he was in the IE games since the Sorcerer's versatility completely outclassed everyone who wasn't Edwin in BG2.
In face of these two changes, the per encounter/ always there powers Blast, Arcane Veil and Grimoire Slam are relatively minor additions which should be on par with other classes'. A straight wizard wouldn't necessarily want the opportunity to use either Veil or Slam, the former meaning you allowed him into danger and the later being basically a touch attack. Blast itself is meant to cause 'modest damage' and since it is tied to auto attacks it shouldn't matter in the balance of spells. The thematic change from stone slinging to wands and rods is welcome regardless of preference. Ultimately, the things that matter are also the more sensible ways to improve the Mage's standing: the changes to spellcasting and resting directly influx into the game's encounter design and pacing. Adventures will be controlled environments where your resource management, from health to spells, will hopefully be tested by the developers.
Bingo. And that's the main reason i disagree with Sawyer's 'balance" Screw low level combat. My worry is for the late stages of PE and for expansion/PoE2. In Sawyer's design, there is no room for the magic to be..."magical". The High magic in PoE will be less interesting than IE magic was. There will be no Time Stop, no insta-death spells, no PS:T High level ones, no summons.
POE will not have rest spamming because it will have auto heal, auto resurrection, and apparently also auto spell recovery! All the benefits of rest spamming and you do not even need to rest at all. Obsidiot and it's pretensions at being old school.
POE will not have rest spamming because it will have auto heal, auto resurrection, and apparently also auto spell recovery! All the benefits of rest spamming and you do not even need to rest at all. Obsidiot and it's pretensions at being old school.
Doesn't know much about Health and Stamina, do you?
It is also more vulnerable than both the same game's health and the IE equivalent, hitpoints. It is a per encounter health bar. Wether or not it is easily replenishable doesn't matter on the long run. It matters in each encounter. This means that a character's fighting capacity isn't hampered until the health bar itself is low. Somewhat the same as in the IE games where you won't risk fights who still have a large number of remaining hitpoints.In POE, you are out of battle when your stamina hits 0. This means what POE calls "stamina" is actually a health bar. But, it regenerates, and when it depletes, you are not dead and end up waking up (resurrecting) after battle, and every class has it's own way of recovering stamina. So stamina is an auto regenerating, easily replenishable, universally healable health meter.
As far as we know, it allows your characters to be eliminated once and to limp on, considerably less useful and under a risk of permanent death until you rest. Since there are actual rest limitations this is actually important. If anything, PoE might be more punishing than the IE games, especially in higher difficulty modes.It allows your characters to be eliminated from combat and still keep coming back to life.
It didn't. Even if you play with self imposed rest constraints, health potions and even healing magic isn't on short supply. Depending on the game there's also resurrection.1. In IE games, when your health hit 0, you were out of battle and dead.
Ha. You should know by now that role-playing has no place in a "Role-Playing Game".I once had other players in a P&P campaign get mad at me because for 1 round on my spellcaster I chose "nothing" as my action, telling them my dagger (for RP reasons) was too short range. They proceeded to buy me a spear and insist that I use it instead of doing nothing. Fucking popamoles, they're everywhere.
Lies, it totally does, them RP exp bonus mate.Ha. You should know by now that role-playing has no place in a Role-Playing Game.I once had other players in a P&P campaign get mad at me because for 1 round on my spellcaster I chose "nothing" as my action, telling them my dagger (for RP reasons) was too short range. They proceeded to buy me a spear and insist that I use it instead of doing nothing. Fucking popamoles, they're everywhere.
It is also more vulnerable than both the same game's health and the IE equivalent, hitpoints. It is a per encounter health bar. Wether or not it is easily replenishable doesn't matter on the long run.
It matters in each encounter. This means that a character's fighting capacity isn't hampered until the health bar itself is low. Somewhat the same as in the IE games where you won't risk fights who still have a large number of remaining hitpoints.
As far as we know, it allows your characters to be eliminated once and to limp on, considerably less useful and under a risk of permanent death until you rest. Since there are actual rest limitations this is actually important. If anything, PoE might be more punishing than the IE games, especially in higher difficulty modes.
It didn't. Even if you play with self imposed rest constraints, health potions and even healing magic isn't on short supply. Depending on the game there's also resurrection.
Of course it does. It means you are always at full health all the time.
There's a bunch of per rest abilities too.If I played POE, I will be forced to autoheal and autoresurrect and will probably have lots of unlimited and per encounter spells and abilities. TEH AWSUM!!!
So have I. Big whoop. I guess we're both video game programming experts then.Have you ever programmed? I have.Again, another weak justification on this that only proves my point by admitting that it's not realistic. Btw, I'm sure it'd take TONS of time to program attributes that make sense.things that actually affect gameplay quality - than making attributes have realistic effects.
Mages not being constantly useful earlier in the game was not a giant problem. Infinitron remembering it sucking in retrospect after Josh pointed out the problem doesn't really count. It's not like BG1 itself was really that exciting early game.
Shit, it's not like fucking Fallout games themselves were exciting early on. But you know what, Fallout didn't give you some shitty energy pistol outside of the vault just so you can feel better about yourself for tagging that skill.
There's a bunch of per rest abilities too.
As far as attributes "making sense", there's an incredibly easy fix. Just stop reading the statistic names as English words and read them as game terms instead. There is no longer an "Intellect" stat, just a "Stat Blue" that determines AOE and duration of all game effects. There is also a "Stat Yellow" that affects hitting and dodging and a "Stat Red" that affects damage and carrying capacity, and some others. There, now it all makes sense.
I suppose it's not too hard to code, but let's look at the effects besides coding time.So have I. Big whoop. I guess we're both video game programming experts then.Have you ever programmed? I have.Again, another weak justification on this that only proves my point by admitting that it's not realistic. Btw, I'm sure it'd take TONS of time to program attributes that make sense.things that actually affect gameplay quality - than making attributes have realistic effects.
A stat system that makes sense isn't inherently complicated. I'm not talking about simulating reality to a tee, I'm talking about reassigning the attribute effects for certain classes. Tell you what, when the game is released you can go through the code and then post on here the proof of how much more elegant it is and how much more complicated it'd be to do it in a way that makes sense.
Of course, even if you did that, it still won't make INT affecting barbarian AoE make sense, which is kind of my whole point.