• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:53
CEST 11:53
KST 18:53
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
Geoff 'iNcontroL' Robinson has passed away SC4ALL II: SC2 Player Announcement 6/8 - Maru GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) Serral wins Maestros of the Game 2
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest SC2 AI Tournament 2026 Fall 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
Replay Review Process - What do you do? Pros React To: First 'Fastest' Map in ASL History BW General Discussion [Personal Project Share] Terran Defense v0.60 ASL22 General Discussion
Tourneys
Brood War in Budapest ! WORTEX 2026 BW Finals [ASL22] Ro24 Group C Small VOD Thread 2.0 Toronto invitational lan 22 august
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Dating: How's your luck? Artificial Intelligence Thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Young Players Exit Esports E…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5443 users

Pillars of Eternity (Obsidian Isometric RPG Kickstarter) -…

Forum Index > General Games
Post a Reply
Prev 1 66 67 68 69 Next
Miragee
Profile Joined December 2009
8699 Posts
February 06 2017 14:57 GMT
#1341
On February 06 2017 22:59 Foxxan wrote:
Show nested quote +
Guild Wars has an amazing dual class system (you can combine each class with any other class). It opens endless possibilities and combos but due to the fact that the skill set is limited to 8 skills at a time the issue of "weaknesses can get nulliefied"

I have actually played guild wars and gave it a fair chance.
But even with 8 skills, cant lets say a barbarian type get blink from the mage school? Thats huge man. Dont remember to many details so have mercy on me here.

Show nested quote +
It opens endless possibilities

I hear this argument from time to time but is it really true? And if true, does it really matter? I want different builds that changes how you play or else its kinda pointless. In PoE, if you get a paladin aura on some other class, it doesnt really change how you play.



Uh, Warrior can get blink from Assassins in GW and yes that is huge. It's widely used in PvE but not necessary because there are other good options in warrior lines or you need the skill slot for another skill that is necessary for the build played. It's not used in PvP.
Warriors can't really go full caster because they have shitty energy regeneration (there are a few very niche options for melee caster builds for warrior). Assassins can go full caster but it's either full Assassin (they do have a caster line) or full ghost ritu (possible for almost every lass, which of course shouldn't work imho). Broken things that function the same with every class shouldn't exist in my eyes. GW isn't perfect in this regard, which is a shame because it could simply be fixed. But in the later stages of the game they decided rather to add more of that instead of removing it from the game. There are PvE skills which are powerful and aren't tied to any attribute so every class can use them to the same effect. I despise them so much. I wish Anet would never have implemented them. It's still rather an exception to the norm though if you look at the entirety of the skill system and the possibilities.

And yes the argument is true. I don't think changing a class to something completely different is inherently bad. It's bad when the uniqueness of a class isn't viable and only cross combos, that water down said uniqueness, are playing a role in the actual gameplay. If a warrior-warrior is widely viable I'm fine with having options that turn a warrior into some sort of melee caster or so. It has to feel distinct from both the warrior and the other class he is drawing skills from though.
Another important point in GW is that each class has a main attribute which can't be skilled by other classes. That way certain combos are out of the question while at the same time certain lines of skills can work completely different for one class or another. For example, it's possible to adapt a Mesmer to a full Mage by using the Mesmer's main attribute which reduces long casting times. That way you can chain a few long casting spells from the mage which opens possiblities for nukes, knock down combos etc. On the other hand you lose damage and have worse energy management. So yeah, you can make very similar builds (exact or almost exact same skill set) on different classes and they still feel different when playing them.
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2017-02-06 16:46:52
February 06 2017 16:44 GMT
#1342
GW build system was so good.
Then they went ahead with GW 2 and destroyed all the fun of build creation... Not so much because they removed dual classing though. They just removed everything that made it interesting :D.
Bacillus
Profile Joined August 2010
Finland2090 Posts
February 06 2017 19:34 GMT
#1343
On February 06 2017 22:37 -Archangel- wrote:
Show nested quote +
On February 06 2017 22:09 Miragee wrote:
According to Josh Sawyer they are trying to design the multi-classing system in a way that the single classes are still viable. They intend to bring downsides for picking a sub-class so you need about the advantages and disadvantages you get when picking single or dual class. I think that's a good idea.

Not every dual class system is bad btw. Guild Wars has an amazing dual class system (you can combine each class with any other class). It opens endless possibilities and combos but due to the fact that the skill set is limited to 8 skills at a time the issue of "weaknesses can get nulliefied" is very small (the skill system is very team based anyways). Vanilla classes without second class are widely viable/best choice for all sorts of tasks. In the end it comes down to how the whole system is designed.

But if we can judge PoE 2 by PoE 1, Josh "no fun allowed" Sawyer will be sure to nerf them all into "not fun" category soon by a lot of patches.

To my experience, this is what happens with uncontrolled combinations way too often. You kind of have to make the overall class design very dull to make sure the combinations don't spin out of control.

That being said, I still like the multiclass system idea they have. With the right kind of stuff around it I could see it working. I guess I'm cautiously optimistic at this point, which is pretty good by my standards.
Yurie
Profile Blog Joined August 2010
12152 Posts
Last Edited: 2017-02-06 20:04:30
February 06 2017 20:03 GMT
#1344
On February 07 2017 04:34 Bacillus wrote:
Show nested quote +
On February 06 2017 22:37 -Archangel- wrote:
On February 06 2017 22:09 Miragee wrote:
According to Josh Sawyer they are trying to design the multi-classing system in a way that the single classes are still viable. They intend to bring downsides for picking a sub-class so you need about the advantages and disadvantages you get when picking single or dual class. I think that's a good idea.

Not every dual class system is bad btw. Guild Wars has an amazing dual class system (you can combine each class with any other class). It opens endless possibilities and combos but due to the fact that the skill set is limited to 8 skills at a time the issue of "weaknesses can get nulliefied" is very small (the skill system is very team based anyways). Vanilla classes without second class are widely viable/best choice for all sorts of tasks. In the end it comes down to how the whole system is designed.

But if we can judge PoE 2 by PoE 1, Josh "no fun allowed" Sawyer will be sure to nerf them all into "not fun" category soon by a lot of patches.

To my experience, this is what happens with uncontrolled combinations way too often. You kind of have to make the overall class design very dull to make sure the combinations don't spin out of control.

That being said, I still like the multiclass system idea they have. With the right kind of stuff around it I could see it working. I guess I'm cautiously optimistic at this point, which is pretty good by my standards.


I much prefer them doing everything over the top instead of making everything dull. You don't need perfect class balance in a single player game. The minimum level needed is so that normal difficulty can be completed with all classes. All classes does not need to be equal past that. Them playing differently is more important than them being equally strong.
andrewlt
Profile Joined August 2009
United States7702 Posts
February 06 2017 20:38 GMT
#1345
You also don't want combinations that are extremely broken because you know people will abuse them then complain that the highest difficulties are too easy. Sure, most of us know to ignore those kinds of people but they still end up driving the discussions and shaping the perception of the game.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
February 06 2017 22:07 GMT
#1346
On February 07 2017 05:38 andrewlt wrote:
You also don't want combinations that are extremely broken because you know people will abuse them then complain that the highest difficulties are too easy. Sure, most of us know to ignore those kinds of people but they still end up driving the discussions and shaping the perception of the game.

BG games had much stronger combinations and classes and it didn't make the game worse but better.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-07 01:16:48
February 07 2017 00:49 GMT
#1347
On February 07 2017 05:38 andrewlt wrote:
You also don't want combinations that are extremely broken because you know people will abuse them then complain that the highest difficulties are too easy. Sure, most of us know to ignore those kinds of people but they still end up driving the discussions and shaping the perception of the game.

But this are the designers job, to not let something like this happen. I dont care if people "want" this. Its not good for the game, so it shouldnt exist.

Besides, i just want to play the game and create builds where i see fit - I do not want to look at the internet and analyse comments from people or watch guides just so i will know that this is the combo i shouldnt create because then the game become to easy even on the hardest difficulty.

Challenging and fun gameplay should be the job and should be top priority and if it aint dont blame the players, blame the designers.


On February 07 2017 04:34 Bacillus wrote:
Show nested quote +
On February 06 2017 22:37 -Archangel- wrote:
On February 06 2017 22:09 Miragee wrote:
According to Josh Sawyer they are trying to design the multi-classing system in a way that the single classes are still viable. They intend to bring downsides for picking a sub-class so you need about the advantages and disadvantages you get when picking single or dual class. I think that's a good idea.

Not every dual class system is bad btw. Guild Wars has an amazing dual class system (you can combine each class with any other class). It opens endless possibilities and combos but due to the fact that the skill set is limited to 8 skills at a time the issue of "weaknesses can get nulliefied" is very small (the skill system is very team based anyways). Vanilla classes without second class are widely viable/best choice for all sorts of tasks. In the end it comes down to how the whole system is designed.

But if we can judge PoE 2 by PoE 1, Josh "no fun allowed" Sawyer will be sure to nerf them all into "not fun" category soon by a lot of patches.

To my experience, this is what happens with uncontrolled combinations way too often. You kind of have to make the overall class design very dull to make sure the combinations don't spin out of control.

That being said, I still like the multiclass system idea they have. With the right kind of stuff around it I could see it working. I guess I'm cautiously optimistic at this point, which is pretty good by my standards.

Also in my experience, when you make multiclass it usually means the encounters in the game gets hurt aswell.
With no real weaknesses and strengths of the classes, the encounters will feel more bland and not have enough variation.

In PoE, i felt the encounters had very little variation and you played the same way pretty much all the time.

Iam still way more happy with dual class over multiclass and i still have hope, but as always, when the designers are set on something they wont change it.


EDIT: just thought about something. To "rescue" this kind of design, what if the developers designed some achievements with some very specific goals just for the challenging part.
For example:
"Play on the hardest difficulty"
"dont use guns on any character"
"party must consist of 1x, 2y, 2a and 1p"
"dont use spell x with spell y"

And to create some freedom for the player, it could be around 3-5 of these achievement with different restrictions and different party restrictions and while you finish one you get them all.
So you dont feel the need to finish them all.
Miragee
Profile Joined December 2009
8699 Posts
February 07 2017 10:56 GMT
#1348
On February 07 2017 09:49 Foxxan wrote:
Also in my experience, when you make multiclass it usually means the encounters in the game gets hurt aswell.
With no real weaknesses and strengths of the classes, the encounters will feel more bland and not have enough variation.



Just a wink as an idea: I always like it when encounters in games draw from the same pool of skills as the player does.
Bacillus
Profile Joined August 2010
Finland2090 Posts
February 07 2017 11:32 GMT
#1349
On February 07 2017 05:03 Yurie wrote:
Show nested quote +
On February 07 2017 04:34 Bacillus wrote:
On February 06 2017 22:37 -Archangel- wrote:
On February 06 2017 22:09 Miragee wrote:
According to Josh Sawyer they are trying to design the multi-classing system in a way that the single classes are still viable. They intend to bring downsides for picking a sub-class so you need about the advantages and disadvantages you get when picking single or dual class. I think that's a good idea.

Not every dual class system is bad btw. Guild Wars has an amazing dual class system (you can combine each class with any other class). It opens endless possibilities and combos but due to the fact that the skill set is limited to 8 skills at a time the issue of "weaknesses can get nulliefied" is very small (the skill system is very team based anyways). Vanilla classes without second class are widely viable/best choice for all sorts of tasks. In the end it comes down to how the whole system is designed.

But if we can judge PoE 2 by PoE 1, Josh "no fun allowed" Sawyer will be sure to nerf them all into "not fun" category soon by a lot of patches.

To my experience, this is what happens with uncontrolled combinations way too often. You kind of have to make the overall class design very dull to make sure the combinations don't spin out of control.

That being said, I still like the multiclass system idea they have. With the right kind of stuff around it I could see it working. I guess I'm cautiously optimistic at this point, which is pretty good by my standards.


I much prefer them doing everything over the top instead of making everything dull. You don't need perfect class balance in a single player game. The minimum level needed is so that normal difficulty can be completed with all classes. All classes does not need to be equal past that. Them playing differently is more important than them being equally strong.

Yeah, that probably should be the goal. I guess it's still often nightmarish to reach even a so-so balance if the broken combinations are too obvious. It doesn't look good if first week streamers are crushing the game on hardest difficulty with some monotone build while others are struggling to complete normal difficulty withouth abusing the system.
Miragee
Profile Joined December 2009
8699 Posts
February 07 2017 11:45 GMT
#1350
What has the internet done to us? -.-'
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
February 07 2017 16:45 GMT
#1351
Disseminate infomation on bad game design.
Yurie
Profile Blog Joined August 2010
12152 Posts
Last Edited: 2017-02-09 07:11:47
February 09 2017 07:03 GMT
#1352
I just checked out their campaign and saw they actually created an investment scheme for it instead of just having the normal funding for in game stuff. Seems likely to return a positive return on the investment, low risk, decent reward which is why it filled up fast I guess.

https://www.fig.co/campaigns/deadfire/invest

Will be interesting to see if I miss out on a lot by not having played White Marsh, doubt I will ever play it due to not wanting to replay the campaign up until that point a 4:th time.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
February 09 2017 08:54 GMT
#1353
On February 09 2017 16:03 Yurie wrote:
I just checked out their campaign and saw they actually created an investment scheme for it instead of just having the normal funding for in game stuff. Seems likely to return a positive return on the investment, low risk, decent reward which is why it filled up fast I guess.

https://www.fig.co/campaigns/deadfire/invest

Will be interesting to see if I miss out on a lot by not having played White Marsh, doubt I will ever play it due to not wanting to replay the campaign up until that point a 4:th time.

All games being crowdfunded on Fig have that option. That is the main difference between Fig and KS.

Also it is one of main reasons why PoE 2 got so much money (or why Wasteland 3 before it got a lot), today the people that funded KSs in 2012 with big monies no longer want to as they got either disappointed by unmet promises or consider all those games to have earned enough of their own money with sales so they don't need to invest more than minimal.
Xxio
Profile Blog Joined July 2009
Canada5565 Posts
February 09 2017 09:37 GMT
#1354
Berath's Blessing is a feature I really wanted in Pillars 1. Great idea, and I think they will reach 2.6. Now I'm wondering what the 2.8 goal will be!
KTY
andrewlt
Profile Joined August 2009
United States7702 Posts
February 09 2017 20:34 GMT
#1355
On February 09 2017 16:03 Yurie wrote:
I just checked out their campaign and saw they actually created an investment scheme for it instead of just having the normal funding for in game stuff. Seems likely to return a positive return on the investment, low risk, decent reward which is why it filled up fast I guess.

https://www.fig.co/campaigns/deadfire/invest

Will be interesting to see if I miss out on a lot by not having played White Marsh, doubt I will ever play it due to not wanting to replay the campaign up until that point a 4:th time.


This is going to make a lot of gamers realize why sequels get a lot more funding than original games.
True_Spike
Profile Joined July 2004
Poland3434 Posts
February 12 2017 09:26 GMT
#1356
That last update was pretty kick-ass.

All in all it already seems to be a much better game than PoE1.
Miragee
Profile Joined December 2009
8699 Posts
February 12 2017 11:34 GMT
#1357
On February 12 2017 18:26 True_Spike wrote:
That last update was pretty kick-ass.

All in all it already seems to be a much better game than PoE1.


The only thing I hope for is that the general writing/implementation of the story is better.
True_Spike
Profile Joined July 2004
Poland3434 Posts
February 24 2017 09:28 GMT
#1358
15 hours left to go

I've seen all the Q&A's on youtube so far and Obsidian seems to have a grip on what went wrong in the original game and are keen on fixing it. I upped my pledge and grabbed the DLC season pass as well.
Bacillus
Profile Joined August 2010
Finland2090 Posts
February 24 2017 09:59 GMT
#1359
There was some quick glimpse that suggested the stronghold is replaced by a ship you use to move around. At least on paper it seems like a nice idea. Strongholds often get kind of abandoned when you enter longer storymode bits. Meanwhile a ship probably stays much more relevant whenever necessary, a little like Normandy worked in Mass Effect trilogy.
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
February 24 2017 16:31 GMT
#1360
Do you guys enjoy the stronghold upgrading parts? I found it to be boring busywork in both PoE and Tyranny.
Bora Pain minha porra!
Prev 1 66 67 68 69 Next
Please log in or register to reply.
Live Events Refresh
Next event in 7m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech43
BRAT_OK 26
MindelVK 12
StarCraft: Brood War
Leta 3942
Shuttle 2711
Hyuk 863
Bisu 741
BeSt 635
Killer 210
EffOrt 162
PianO 111
Pusan 91
Sharp 81
[ Show more ]
Mini 76
Stork 59
Zeus 49
Yoon 47
Mind 44
Hm[arnc] 43
Bale 26
Sacsri 20
Aegong 18
Noble 14
ZergMaN 8
Dota 2
The International172303
Gorgc10662
singsing3253
Counter-Strike
shoxiejesuss903
Super Smash Bros
Mew2King67
Other Games
Sick150
[ Show 13 non-featured ]
StarCraft 2
• StrangeGG 30
• LUISG 27
• CranKy Ducklings SOOP1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV216
League of Legends
• Jankos1086
Upcoming Events
Sparkling Tuna Cup
7m
CranKy Ducklings1
PiG Sty Festival
2h 7m
Solar vs Reynor
Serral vs Maru
OSC
6h 7m
Afreeca Starleague
1d
hero vs ggaemo
Larva vs Mong
The Patches Monday
1d 6h
Afreeca Starleague
2 days
Soulkey vs PianO
JyJ vs sSak
GSL
2 days
PiGosaur Cup
2 days
Replay Cast
2 days
Afreeca Starleague
3 days
Mini vs Calm
Queen vs EffOrt
[ Show More ]
Replay Cast
3 days
The PondCast
4 days
IntoTheTV X SOOP
5 days
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S3: W8
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.