CptMace
Self-Ejected
Bird poop. Reactivity is officially shit in deadfire.
Speaking of which, was it ever explained why they decided to implement the whole penetration thing? What's wrong with DR?Armour & penetration can work if they can balance it but that doesn't seem easy.
Only DR penalizes fast attacks and becomes hard to balance late game.
This is kinda like how Underrail has DR/DT, but JES decided that the only way to balance that is to be able to pierce enemy % DR. Also does something to differentiate weapons/abilities I guess, but looks like he ended up with a convoluted mess.
Scrap whole system use D&D 3.5!Return Health, remove Empower and Pen, make so you can memorize different spells when resting, rein in the combat in general, make casters hit harder with casted spells and extensively tweak debuffs. Voila, combat fixed while staying close to their overall direction.
and what exactly is the problem with this?then in a point-buy system you'll always minmax
You'll never make stats relevant to all classes. Min-maxing is still prevalent in PoE despite being designed against min-maxers.
If you hate min-maxers so much that you're willing to shit out a garbage stat system then just remove stats, items, rolls, and turn it into a visual novel where you pick dialogue choices.
and what exactly is the problem with this?
You'll never make stats relevant to all classes. Min-maxing is still prevalent in PoE despite being designed against min-maxers.
If you hate min-maxers so much that you're willing to shit out a garbage stat system then just remove stats, items, rolls, and turn it into a visual novel where you pick dialogue choices.
Pillars tries to standardize (maybe half intentionally and half collateral damage) the manner in which the player undertakes combat and choice takes a backseat here in favor of different ways to build characters.
"Build characters differently, then play combat the same!"Pillars tries to standardize (maybe half intentionally and half collateral damage) the manner in which the player undertakes combat and choice takes a backseat here in favor of different ways to build characters.
Attributes fluctuate a lot in PoE though, due to items' effects and afflictions.you set them at the start of the game and forget about them, for the most part.
Attributes fluctuate a lot in PoE though, due to items' effects and afflictions.
I find this to be a source of additional confusion at times. Some affliction which both applies a penalty to Accuracy and also reduces your Perception, leading to an additional loss of one Accuracy per point, instead of flatly telling you how much accuracy and reflex you lose. Who needs that? Overengineered again.
"Build characters differently, then play combat the same!"Pillars tries to standardize (maybe half intentionally and half collateral damage) the manner in which the player undertakes combat and choice takes a backseat here in favor of different ways to build characters.
On the flip side, while choosing attributes on character creation in the BGs/IWDs may be generally pointing to a particular attribute array for most classes, at least the actual gameplay offered various different ways to approach combat.
Pillars tries to standardize (maybe half intentionally and half collateral damage) the manner in which the player undertakes combat and choice takes a backseat here in favor of different ways to build characters. In turn the gameplay becomes quite rote ... I think in large part due to the mass homogenization of systems and class mechanics
I prefer the latter to the former (if I have to choose between both). I don't really care about attributes that much, you set them at the start of the game and forget about them, for the most part. You can still choose the gear and abilities/etc that you want to use and play how you want to play.
I actually like attributes being useful for different builds. I think it's a pretty fair criticism of 2E and 3E that your stats are largely determined by your class and anything else is just shit.
However in 3.5E with all the different prc combinations you can play with, stats became way more fun. Some builds around prc's are min / maxed by pumping 3 stats and not being able to dump any or only a few. Like when you get into 3 or 4 multiclass options - your skills and stats become very important for optimal builds.
Example: Maybe my build doesn't need int at all.. but I need just enough skillpoints to hit certain thresholds to mix two prc's together. Or to get enough UMD to offset a missing feature of one build. ect ect.
Where I disagree with the fanboys especially, is that POE 1 is some holy grail of stat heaven. After Josh finished his tinkering, there are about 2 or 3 stats right now that are hugely optimal over everything else. I find myself - no matter what build, pumping the same stats and dumping others.
(AKA Perception is usually a must and Resolve is usually a dump, then depending on class you may fill Dex or Int)
I was hoping PoE 2 would improve on it, not dick around for 2 years then revert everything back to PoE1.. oh well.
And Bg is more rewarding to play because everything else. So let see, should be care about 1% of the game or the other 99%.. hmm hmmthen in a point-buy system you'll always minmax
Min-maxing is still prevalent in PoE despite being designed against min-maxers.
PoE system is more rewarding to minmax (from a player satisfaction standpoint) in than IE because there are actual tradeoffs for dumping stats, instead of autopilot 3 WIS 3 INT 3 CHA or similar.
I actually like attributes being useful for different builds. I think it's a pretty fair criticism of 2E and 3E that your stats are largely determined by your class and anything else is just shit.
However in 3.5E with all the different prc combinations you can play with, stats became way more fun. Some builds around prc's are min / maxed by pumping 3 stats and not being able to dump any or only a few. Like when you get into 3 or 4 multiclass options - your skills and stats become very important for optimal builds.
Example: Maybe my build doesn't need int at all.. but I need just enough skillpoints to hit certain thresholds to mix two prc's together. Or to get enough UMD to offset a missing feature of one build. ect ect.
Where I disagree with the fanboys especially, is that POE 1 is some holy grail of stat heaven. After Josh finished his tinkering, there are about 2 or 3 stats right now that are hugely optimal over everything else. I find myself - no matter what build, pumping the same stats and dumping others.
(AKA Perception is usually a must and Resolve is usually a dump, then depending on class you may fill Dex or Int)
I was hoping PoE 2 would improve on it, not dick around for 2 years then revert everything back to PoE1.. oh well.
I also really like D&D 3.0 and 3.5 and the PrC and multiclassing systems there.
On the other hand, while PoE might not be the holy grail, the attributes there are far more interesting then in most other games available. So even if not perfect, it's still a huge achievement.
I'm not a fan of D&D 3 with PrCs. The reason is that they remove agency from the player, and give it to whoever designs the PrCs. All that's left for the player to do is to pick the PrC they want to go for and then colour very very carefully inside the lines to make sure he meets all the frankly pretty arbitrary requirements.
Don't remember a single impressive encounter in PoE,that was fun to fight and figure it out.
I've just read a hands on from GDC , a bit of new content with Raedric's hold vibes:
They had to kill a dude into a keep set on a island of pirates, with 3 ways of approach:
-Kill them all
-Show pirate flag and infiltrate like pirates and kill him while pirate party is going
-Go full stealth
Regarding attributes in PoE - eh, I'm kinda ambivalent towards them. Feats are much more important and a lot of the times attributes don't matter much. While there is a difference between 18 MIG and 10, it's eehhh, whatever. INT and DEX seem the most versatile and useful stats.