Pillars of Eternity (Obsidian Isometric RPG Kickstarter) -…
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Deleted User 3420
24492 Posts
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Yurie
11692 Posts
https://forums.obsidian.net/blog/7/entry-179-patch-notes-103/ ETA: ? | ||
-Archangel-
Croatia7457 Posts
On April 03 2015 05:12 Yurie wrote: Patch notes https://forums.obsidian.net/blog/7/entry-179-patch-notes-103/ ETA: ? End of tomorrow their time. | ||
LaNague
Germany9118 Posts
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PassiveAce
United States18076 Posts
Tuned ranges of many Wizard spells to be higher. this could make wizards really useful | ||
Dagobert
Netherlands1858 Posts
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fixed_point
Germany4891 Posts
On April 03 2015 08:13 Dagobert wrote: DA is utter crap... it's blasphemous to even call it a role-playing game. It's a point-and-click adventure that offers you as much creative freedom as, say, "paint by number". Not to mention the insanely terrible camera controls. Like they're more concerned in you being able to see your shiny armour than the enemy. Anyway big patch of Pillars coming out. Finally fixing my cipher ![]() | ||
BluzMan
Russian Federation4235 Posts
They changed some of the casting mechanics from BG without changing much of the spells themselves. Basically, wizards in PoE are under permanent Alacrity and this works funny with some fast cast spells like minor missiles or fireball. You can throw like more than one fireball per second which makes wizard an AoE DPS machine as soon as they get access to level 3 spells. Before that, you can chain missiles to machine gun down critical targets like other mages. High int also makes wizards funny because the foe-only AoE grows faster than the base radius. Another trick is to use their level 1 accuracy self-boost to cast the extremely overpowered paralysis scrolls with almost guaranteed hits. In conclusion, wizards were already really useful =) I'm kinda sad they decided to be overzealous with porting mechanics back from BG. Getting 10 spells to choose from at level 1 as a druid with the ability to cast only one per rest is kinda stupid. Same with wizards, the real defense/counter wizard war (which made lich and other high level mage encounters extremely challenging, fun and impossible to complete by leftclicking) started only at spell levels 5+ and they ported that almost directly with the exception that 6 is the highest spell level in the game and the best spells were 7+. | ||
LaNague
Germany9118 Posts
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TheYango
United States47024 Posts
On April 03 2015 09:27 BluzMan wrote: I'm kinda sad they decided to be overzealous with porting mechanics back from BG. Getting 10 spells to choose from at level 1 as a druid with the ability to cast only one per rest is kinda stupid. Same with wizards, the real defense/counter wizard war (which made lich and other high level mage encounters extremely challenging, fun and impossible to complete by leftclicking) started only at spell levels 5+ and they ported that almost directly with the exception that 6 is the highest spell level in the game and the best spells were 7+. Don't the grimoires show up to level 10? I'd expect they'd add levels/spell levels in the expansion. Remember the progression here is basically the equivalent of BG1 (the level cap in BG1 was level 12 also, IIRC). You didn't get high level magic fights in BG1 either, you needed to get to BG2 where you started at a level with access to 3rd/4th level spells already. | ||
LaNague
Germany9118 Posts
For example spells dont have any way to scale. First of all the lvl 1 and 2 spells are as powerful as lvl 6 spells, sometimes even more powerful. Especially the cipher suffers since he has no limit on spellcasts and they didnt know how to balance that. And since they dont scale and the saving throws get better with higher level items, especially deflection but also others, spells get weaker and weaker. | ||
Xapti
Canada2473 Posts
Right now there's a major lack of polish with regards to informing the players specifically what certain abilities do, as well as lack of good talent variety (namely class talents), as well as general balance (firearms, classes). Overall, the game is quite worth it, especially in due time, and especially if they and the community put a lot of work into it. It would really need an expansion or two or even later on a sequel for it to fully develop. Obviously, there's at least going to be an expansion, so things should be good. On April 03 2015 12:13 LaNague wrote: their system isnt really fleshed out, it wouldnt work in higher levels atm. For example spells dont have any way to scale. First of all the lvl 1 and 2 spells are as powerful as lvl 6 spells, sometimes even more powerful. Especially the cipher suffers since he has no limit on spellcasts and they didnt know how to balance that. And since they dont scale and the saving throws get better with higher level items, especially deflection but also others, spells get weaker and weaker. I somewhat agree. It's a very strange system; although not necessarily unfixable. Regarding the defenses you were talking about, it seems that you didn't know that spells use accuracy, and hence increases per level just like D&D/OGL, or most other games. Still, the damage seems strange that it doesn't scale. The biggest thing is that it seems the higher level spells don't do enough damage compared to the lower level ones, not so much that spells themselves don't scale. Regarding the quests though, did anyone else find it strange that the protagonist would go out of their way to go kill Lord Raedric? Sure, it's optional, but it seems strange to me that anyone who is at all sane and who isn't crazy chaotic good would do such a thing. It's like walking into someone who you just met's house, learning they're a wife beater, and shooting them there on the spot. That's not the way things are done. I guess it's possible a player could just want to talk to him, and he gives a dumb ultimatum, but that ultimatum seems pretty ridiculous and unrealistic. He doesn't suggest that he'll compromise or change his ways one single bit. The ultimatum the animancer gives is lame too. No one seems to have a problem with this quest short of it's difficulty (I didn't have difficulty with it, but then again I didn't go running in with 3 characters at level 3 either (that was Temple of Eothas)), but I can't get the thing out of my head. I feel like it wasn't realistic and/or not enough options for role playing or branching outcomes. | ||
LaNague
Germany9118 Posts
On April 03 2015 13:07 Xapti wrote: This game needs a lot of polish (and some bug fixes, although they seem basic and easy to fix). Right now there's a major lack of polish with regards to informing the players specifically what certain abilities do, as well as lack of good talent variety (namely class talents), as well as general balance (firearms, classes). Overall, the game is quite worth it, especially in due time, and especially if they and the community put a lot of work into it. It would really need an expansion or two or even later on a sequel for it to fully develop. Obviously, there's at least going to be an expansion, so things should be good. I somewhat agree. It's a very strange system; although not necessarily unfixable. Regarding the defenses you were talking about, it seems that you didn't know that spells use accuracy, and hence increases per level just like D&D/OGL, or most other games. Still, the damage seems strange that it doesn't scale. The biggest thing is that it seems the higher level spells don't do enough damage compared to the lower level ones, not so much that spells themselves don't scale. Regarding the quests though, did anyone else find it strange that the protagonist would go out of their way to go kill Lord Raedric? Sure, it's optional, but it seems strange to me that anyone who is at all sane and who isn't crazy chaotic good would do such a thing. It's like walking into someone who you just met's house, learning they're a wife beater, and shooting them there on the spot. That's not the way things are done. I guess it's possible a player could just want to talk to him, and he gives a dumb ultimatum, but that ultimatum seems pretty ridiculous and unrealistic. He doesn't suggest that he'll compromise or change his ways one single bit. The ultimatum the animancer gives is lame too. No one seems to have a problem with this quest short of it's difficulty (I didn't have difficulty with it, but then again I didn't go running in with 3 characters at level 3 either (that was Temple of Eothas)), but I can't get the thing out of my head. I feel like it wasn't realistic and/or not enough options for role playing or branching outcomes. No, look. everything uses accuracy, accuracy grows per level as does defence. weapons gain stronmger magical accuracy bonus, armor gains magical deflection bonus, magical enchantments give more spell saves. Spells ....? For most people, once they see the tree with hanging dead people, they want to kill the asshole lord. | ||
lprk
Poland2249 Posts
I agree with nerfing approach as game is kinda easy even on path of the damned, mainly just the fights last longer. Especially chanters and arbalests nerfs are warranted, while slicken is very good i'm not sure if nerfing it was a good idea as apart from roleplaying reason it's only thing that may make you want to use wizard over druid. Sad not to see anything that would make ranger decent. | ||
-Archangel-
Croatia7457 Posts
On April 03 2015 11:56 TheYango wrote: Don't the grimoires show up to level 10? I'd expect they'd add levels/spell levels in the expansion. Remember the progression here is basically the equivalent of BG1 (the level cap in BG1 was level 12 also, IIRC). You didn't get high level magic fights in BG1 either, you needed to get to BG2 where you started at a level with access to 3rd/4th level spells already. BG1 was capped at lvl 4 spells and lvl 5 with the expansion. | ||
Immersion_
United Kingdom794 Posts
On April 03 2015 13:07 Xapti wrote: This game needs a lot of polish (and some bug fixes, although they seem basic and easy to fix). Right now there's a major lack of polish with regards to informing the players specifically what certain abilities do, as well as lack of good talent variety (namely class talents), as well as general balance (firearms, classes). Overall, the game is quite worth it, especially in due time, and especially if they and the community put a lot of work into it. It would really need an expansion or two or even later on a sequel for it to fully develop. Obviously, there's at least going to be an expansion, so things should be good. I somewhat agree. It's a very strange system; although not necessarily unfixable. Regarding the defenses you were talking about, it seems that you didn't know that spells use accuracy, and hence increases per level just like D&D/OGL, or most other games. Still, the damage seems strange that it doesn't scale. The biggest thing is that it seems the higher level spells don't do enough damage compared to the lower level ones, not so much that spells themselves don't scale. Regarding the quests though, did anyone else find it strange that the protagonist would go out of their way to go kill Lord Raedric? Sure, it's optional, but it seems strange to me that anyone who is at all sane and who isn't crazy chaotic good would do such a thing. It's like walking into someone who you just met's house, learning they're a wife beater, and shooting them there on the spot. That's not the way things are done. I guess it's possible a player could just want to talk to him, and he gives a dumb ultimatum, but that ultimatum seems pretty ridiculous and unrealistic. He doesn't suggest that he'll compromise or change his ways one single bit. The ultimatum the animancer gives is lame too. No one seems to have a problem with this quest short of it's difficulty (I didn't have difficulty with it, but then again I didn't go running in with 3 characters at level 3 either (that was Temple of Eothas)), but I can't get the thing out of my head. I feel like it wasn't realistic and/or not enough options for role playing or branching outcomes. + Show Spoiler + You talk to Raedric and he's basically saying kill the other dude so I can go back to "working on a cure" which means butchering a load more townspeople, allowing weirdos to experiment in the dungeon, stabbing his wife to death etc. Guy was a nutter and need to be put down :p I think the system was designed so a spell like fan of flames is hard to land properly so does more base damage than, say, fireball. The wizards still get way more powerful at higher levels without having damage scaling so I don't have an issue at the moment. I agree some serious tweaking will be needed for when lvl 10 spells are rolling out, and I think they will put a lot of work into it, because sorting the system now is work ahead of time for the seemingly inevitable sequel given the amazing sales. | ||
-Archangel-
Croatia7457 Posts
On April 03 2015 12:13 LaNague wrote: their system isnt really fleshed out, it wouldnt work in higher levels atm. For example spells dont have any way to scale. First of all the lvl 1 and 2 spells are as powerful as lvl 6 spells, sometimes even more powerful. Especially the cipher suffers since he has no limit on spellcasts and they didnt know how to balance that. And since they dont scale and the saving throws get better with higher level items, especially deflection but also others, spells get weaker and weaker. Your wizard's Accuracy gets better with levels and equipment and it scales compared to enemy saves. Also wizard at lvl 1 has Eldritch Aim which gives him +15 accuracy. Your spell damage does not scale automatically but neither does weapon damage for others nor do they ever get more attacks like they did in BG games. So it is still balanced at higher levels. Higher level spell give you access to more powerful debuffs and spells that do more damage and are aimed easier or affect a bigger area or last longer or give multiple debuffs. Or access to better defensive spells. | ||
True_Spike
Poland3410 Posts
On April 03 2015 11:56 TheYango wrote: Don't the grimoires show up to level 10? I'd expect they'd add levels/spell levels in the expansion. Remember the progression here is basically the equivalent of BG1 (the level cap in BG1 was level 12 also, IIRC). You didn't get high level magic fights in BG1 either, you needed to get to BG2 where you started at a level with access to 3rd/4th level spells already. Not even close. The level cap in BG1 was 6/7/8 (with the expansion, also class dependant). | ||
Hoenicker
243 Posts
Ofcourse my goggles are rose coloured, and I'm an old fart, so anything that isn't BGII isn't BGII :p PoE is still a great game, and im definately curious what other games this engine will spawn. | ||
-Archangel-
Croatia7457 Posts
Also in BG1 after the opening part you are just left with people complaining about iron shortage and iron weakness and except for assassins coming after you it does not feel like you are really connected with it or need to do anything about it right now. In PoE you also wonder around and common problem is Hollowborn but you don't seem to be directly connected with it. BTW, I am not spoilering anything as I don't have a clue if your main story is really about Hollowborn or not (I am not that far into the game) but I see these things similar to how BG1 story was presented so I am guessing your story is connected to Hollowborn just like in BG1 you story did end up connected with Iron problems. Personally I like PoE storyline to be more like BG1 as I enjoyed that freedom BG1 allowed. | ||
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