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Ratios and Tendency posted:- countering mirror image (hits multiple times) The equivalent of Mirror Image got raped in Pillars as well. Waste of a per-rest use.
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# ? Nov 25, 2015 13:51 |
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# ? Apr 26, 2024 23:34 |
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Sensuki posted:I personally didn't have a problem with that. Backstab is pretty useful against a large variety of encounters in the game. It's no different than creatures being magic immune or something like that. It sucks if you've only got Thieves in your party, but you can still beat them by just attacking normally with a Potion of Speed or something. Mages can at least still summon something or just Lower Resistance later on. Of course, there are dead magic zones, too. I'm pretty sure backstab/sneak attack immunity was more of an issue in the NWN games at least. With BG2 the issue is more how often it's best to just let two or three party members with the relevant abilities/prebuffs steamroll a dungeon while the rest hangs back. Rascyc posted:I remember reading a post about someone's mage doing a dimensional door when they got in trouble and stunned a bunch of dudes and that sounded cool. But it just doesn't happen very often. Later on you can also combine that spell with Flagellant's Path if you've got a Monk, although it always requires enemies to line up for you. Furism posted:Something I've noticed in my latest run, which is a Triple Crown one, is that although you can't see the enemies vulnerabilities/immunities on the tooltip with a mouse hover, you still see them in the Cyclopedia. Anyone knows if that's by design? Wizard Styles fucked around with this message at 13:57 on Nov 25, 2015 |
# ? Nov 25, 2015 13:54 |
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Elias_Maluco posted:I was thinking yesterday while playing that one of my biggest difficulties with combat is that I usually cant tell if a spell/strike have hit or failed, except if I staring at the target to see if a red number pop out of its head. I also noticed this, some of Aloth's spells only report stuff like 'two hits, one graze' on one line with no mouse-over information. Is that right?
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# ? Nov 25, 2015 14:04 |
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Wizard Styles posted:I don't know what you mean by vulnerabilities not being visible in the tooltip window (I can only think of DR-related stuff and that's definitely there), but affliction immunities are going to be shown in it in the future. By vulnerabilities I mean the DR-related stuff, yes. It's definitively not there on Expert Mode. You only see the name, the current afflictions and the health ("Near death" etc). But, in the same Expert Mode, if you go to the Cyclopedia you can see all the vulnerabilities.
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# ? Nov 25, 2015 14:05 |
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Wizard Styles posted:It still reduces Thieves to really bad Fighters, and it's not like the Thief is an amazing class to begin with. For particular fights, yes ... except in BG2:ToB the Thief (any kit) becomes pretty drat powerful with Use Any Item. I don't have a problem with the idea that in some fights, certain party members aren't very good. quote:With BG2 the issue is more how often it's best to just let two or three party members with the relevant abilities/prebuffs steamroll a dungeon while the rest hangs back. I actually really enjoy the fact that you can split the party up. The BGs & IWD1 are more freeform and aren't so based around the rigid idea of "encounter-based" play where the whole party fights a mob. I don't really pre-buff that much in IE because it can often lead to an unnecessary waste of spells (which can shorten the adventuring day), and I've enjoyed only using certain characters to tackle certain encounters. In BG1 for instance, I only use my best Fighter to attack the Flesh Golems in High Hedge and the Treasure Cave on the coast. They're immune to piercing damage, have high magic resistance and need a magic weapon to hit so arrows are no good, so you gotta bash em and there's limited pathing space available in those areas, and you don't want them pulverizing one of your squishier characters, so best Fighter it is. Similarly, you can split the party across multiple screens. In IWD1 Lower Dorn's Deep you're often set upon by multiple groups of Fire Salamanders and Tarnished Sentries and splitting the party against those encounters is optimal because then you don't get more than one party member hit from the AoE fire damage of the Salamanders, and a standard party makeup should have 4 or so characters that have the AC to toe to toe with a Tarnished Sentry in melee. Sensuki fucked around with this message at 14:19 on Nov 25, 2015 |
# ? Nov 25, 2015 14:16 |
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Well, I don't mind it when it's just a few Flesh Golems in a cave. But when you make the decision to only send in a few party members, you obviously limit your tactical options in the battles themselves. Bodhi's hideout and the Mind Flayer lairs are the main examples that I can think of here. The optimal way to get through those is to put Chaotic Commands and Improved Haste on some warriors (plus some source of Negative Plane Protection against the Vampires) and send them in. Maybe summon some Skeleton Warriors and Fire Elementals if you feel like you need more bodies. The actual fights pretty much play themselves.Furism posted:By vulnerabilities I mean the DR-related stuff, yes. It's definitively not there on Expert Mode. You only see the name, the current afflictions and the health ("Near death" etc). But, in the same Expert Mode, if you go to the Cyclopedia you can see all the vulnerabilities.
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# ? Nov 25, 2015 14:32 |
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I actually didn't even know Chaotic Commands stopped the Mind Flayer stunning you until someone told me earlier this year. I usually have quite a few Potions of Genius and Mind Focusing that I never use, and Mind Flayers mostly do INT damage so throwing on a potion of genius and tanking a bunch of hits worked pretty well - same approach though I would just use my best warriors to do those bits. I think Remove Paralysis or Free Action also works against the stun? I had a fantastic time doing the Underdark Mind Flayer lair last time I played it, but I used a mod that added a bunch of improvements to it. As before with the Basilisk example, I think that's just a problem with the Mind Flayer creature design. If the Intellect drain is their only dimension, then that's a one dimensional creature. Give them some spell-casting or weapons or some poo poo and different story. Sensuki fucked around with this message at 14:45 on Nov 25, 2015 |
# ? Nov 25, 2015 14:40 |
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Sensuki posted:I actually didn't even know Chaotic Commands stopped Mind Flayer intelligence drain until someone told me earlier this year. I mentioned Chaotic Commands because of their Domination attack, for the Int drain I always kept a potion around just in case as well. quote:I had a fantastic time doing the Underdark Mind Flayer lair last time I played it, but I used a mod that added a bunch of improvements to it.
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# ? Nov 25, 2015 14:45 |
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Sorry edited my post, I meant the psionic stun as that makes them auto-hit you with the INT drain.Wizard Styles posted:Do you mean the SCS component that buffs them or is there another mod for that? Nah it was something else. I'll look it up and edit this post. http://www.pocketplane.net/mambo/index.php?option=com_content&task=blogcategory&id=128&Itemid=100/ quote:* Mind Flayers gain a greater repertoire of psionic abilities, and will use them less predictably. They may also try to escape a battle if wounded (inspired by Blucher's Smarter Mind Flayers), and may even return to fight you again later. Alhoons also gain a small number of appropriate mage spells I believe when I did it I was quite high level, so the level scaling upped the encounters a bit. Sensuki fucked around with this message at 14:53 on Nov 25, 2015 |
# ? Nov 25, 2015 14:46 |
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Sensuki posted:Sorry edited my post, I meant the psionic stun as that makes them auto-hit you with the INT drain. quote:Nah it was something else. I'll look it up and edit this post.
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# ? Nov 25, 2015 14:48 |
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Sensuki posted:I actually didn't even know Chaotic Commands stopped Mind Flayer intelligence drain until someone told me earlier this year. I usually have quite a few Potions of Genius and Mind Focusing that I never use, and Mind Flayers mostly do INT damage so throwing on a potion of genius and tanking a bunch of hits worked pretty well - same approach though I would just use my best warriors to do those bits. It's really weird how you're this diehard IE savant and you didn't seem to know or use some of the most common cheese strats people used through those games. Next you'll be telling us you don't use Negative Plane Protection against vampires
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# ? Nov 25, 2015 14:48 |
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There's a lot of ways you can cheese stuff in the IE games but doing it isn't very fun is it ?
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# ? Nov 25, 2015 14:50 |
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Yeah, being aware of cheese doesn't mean you have to use it. I mean, when I play PoE I don't use the summoning trinkets (Except for the cloak that summons a Beagle, how could you not give that to Edér?), and I scoff at doorways that I know lesser players like to park their tanks in.
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# ? Nov 25, 2015 14:57 |
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Wizard Styles posted:Yeah, being aware of cheese doesn't mean you have to use it. If the game mechanics allow for a tactic, I'll sure as hell use it. If fighting at a choke-point is good enough for King Leonidas of Sparta and Aragorn II, son of Arathorn, it's good enough for me.
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# ? Nov 25, 2015 15:04 |
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I only played the old IE games solo so a lot of the cheese I used will be quite diff to others. I suspect there are many flavours of cheese; many paths to the one eternal stilton.
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# ? Nov 25, 2015 15:10 |
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Wizard Styles posted:I mean, when I play PoE I don't use the summoning trinkets (Except for the cloak that summons a Beagle, how could you not give that to Edér?), and I scoff at doorways that I know lesser players like to park their tanks in. It's kinda weird how that happened, you could certainly do the doorway thing in the BGs/IWDs but I just never found it necessary 99% of the time and I didn't really see other people doing it either. Iron Golems - sure but otherwise I never did it. I play like an aggressive bastard and bumrush the enemy. I think it's a result of a combo of encounter design and system design choices. They went out of their way to remove the "oh poo poo" moments from the IE games where you have like a fight upon entering an area or a setpiece where you're railroaded to a specific position, doorways are often single doors rather than double doors [design limitation?] and you don't need to be pro-active about dealing with ranged/caster enemies very often, so you're not required to push through a space ... and the gameplay punishes doing that anyway. One of the specific things Engagement was meant to do is that it's supposed to combat the (IMO very fun) situations where you can just rush a Fighter through an enemy pack and bash your target of choice and forces you to play a specific way where you (should) always make the enemy come to you instead, and there's also how the defense system works (game promotes dedicated tanking, IE games did not) and your Health also has a cap, it doesn't in the IE games due to potions/temples. The IE games give you a choice of how to play - you can play defensively or offensively, rather than one specific playstyle being punished by the systems. IE combat gameplay is a lot more emergent IMO. Even with Engagement disabled it's still beneficial to use doorways, mostly because of the Health system I think. Sensuki fucked around with this message at 15:38 on Nov 25, 2015 |
# ? Nov 25, 2015 15:22 |
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The doorway blocking strategy seems like a holdover from the game's release where people just made one or two super-tanks that absorbed all hits and had the rest of the party stay back and attack with ranged weapons. It's still doable in the current version, but it's so slow and inefficient that I don't know why you'd bother. Having an active frontline where you can spread the hits around seems like a much faster and more interesting approach.
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# ? Nov 25, 2015 15:34 |
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Samuel Clemens posted:The doorway blocking strategy seems like a holdover from the game's release where people just made one or two super-tanks that absorbed all hits and had the rest of the party stay back and attack with ranged weapons. It's still doable in the current version, but it's so slow and inefficient that I don't know why you'd bother. Having an active frontline where you can spread the hits around seems like a much faster and more interesting approach. Plus, it's more epic that way. I play these games to be the big goddamned hero, not a cheesemaker. Much more fun for me when my guys are in the fray, scrambling for the victory.
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# ? Nov 25, 2015 15:39 |
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Samuel Clemens posted:The doorway blocking strategy seems like a holdover from the game's release where people just made one or two super-tanks that absorbed all hits and had the rest of the party stay back and attack with ranged weapons. What about Pikes & Quarterstaves m8?
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# ? Nov 25, 2015 15:46 |
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Samuel Clemens posted:The doorway blocking strategy seems like a holdover from the game's release where people just made one or two super-tanks that absorbed all hits and had the rest of the party stay back and attack with ranged weapons. It's still doable in the current version, but it's so slow and inefficient that I don't know why you'd bother. Having an active frontline where you can spread the hits around seems like a much faster and more interesting approach. That really depends on a lot of stuff though. Casters can still target your backline and on PotD your tank might not be able to soak all the damage forever. In TWM Barbarians (and Rogues?) will teleport past your frontline. And you might not get a chance to put the enemies in a state where your Rogue can sneak attack. It's not required, especially for the easier packs, but on some fights, like that Ogre Level in Caed Nua where enemies can one-shot your squishies, it does help a lot.
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# ? Nov 25, 2015 15:57 |
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so i made character specifically to try to kill the entire caravan to see what would happen, i killed everyone but odema by pulling them away and then i fought odema and he got me to 0 hp and i stood there hitting him until he died, and then it did a modified version of the event where you run into the ruins. And then im a level 7 orlan cipher with maxed out stats and exceptional equipment halfway into the ruins? whats up with that? edit: i guess i activated some kind of debug mode because i have a bunch of unique weapons and armor and debug skills and nothing aggros properly and scripted events are acting weird jsoh fucked around with this message at 16:25 on Nov 25, 2015 |
# ? Nov 25, 2015 16:02 |
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Sensuki posted:Some counter-spelling & some dispelling that I remember off the top of my head in IWD1 FWIW, some of the counter spells in PoE are being beefed up (e.g. Purge of Toxins) and keyworded attacks (e.g. Poison, Disease) will be more clearly communicated in patch 3.0. Sensuki posted:The equivalent of Mirror Image got raped in Pillars as well. Waste of a per-rest use. Ratios and Tendency posted:Magic missile has four main tactical uses: We do have a little more time for patches and fixes in PoE, but we're not going to turn the world upside down in the next few months. That said, if we make a sequel, it would be much easier to code in new/unique things.
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# ? Nov 25, 2015 16:51 |
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Sensuki posted:One of the specific things Engagement was meant to do is that it's supposed to combat the (IMO very fun) situations where you can just rush a Fighter through an enemy pack and bash your target of choice
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# ? Nov 25, 2015 17:05 |
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rope kid posted:It was designed primarily for the player to use to prevent enemies from bypassing the player's front line. I've said that from the first time I talked about it. Since 2.0 enemies seem to ignore that behavior a lot though and rush past the Fighter if they find a juicy target not too far - and eat the Disengagement Attack. They might even change target if, say, my Rogue walks close-by in order to get behind the target. It's not a problem exactly but I find Engagement unreliable now and I have to be much more cautious than before. Is the current state the way you wanted it to be? I'm not suggesting it's bad, and in fact it's probably better now - forces me to be more cautious - but the "unreliable" part can be annoying sometimes. I can't figure out when an enemy will switch target and this caused a lot of KO's to the Rogue of my current run.
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# ? Nov 25, 2015 17:14 |
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Furism posted:Since 2.0 enemies seem to ignore that behavior a lot though and rush past the Fighter if they find a juicy target not too far - and eat the Disengagement Attack. They might even change target if, say, my Rogue walks close-by in order to get behind the target. It's not a problem exactly but I find Engagement unreliable now and I have to be much more cautious than before. I think the enemy takes into account your accuracy and damage potential when deciding whether they risk disengagement. I'm experimenting with this at low levels sure but I've found enemies far less likely to run around Eder when he has a Sabre only than when he has a Hatchet and Larder Door for example. How they'll handle retargeting when flanked seems up in the air. Sometimes enemies will switch to hitting my barely armored monk, sometimes they stick to Eder anyway. That's where I'm finding a lack of consistency.
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# ? Nov 25, 2015 17:23 |
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rope kid posted:It was designed primarily for the player to use to prevent enemies from bypassing the player's front line. I've said that from the first time I talked about it. I think that a lot of people's frustration regarding controlling enemy targeting in the IE games was because they just didn't know how the targeting worked in the first place. Because I came from an RTS background it's something I've always been mindful of, so I never found it an issue, whereas players who don't necessarily have the tactical background that I do tend to just simply issue an attack command and expect things to work. In Baldur's Gate or whatever IE equivalent, if you want enemies to attack your Fighter, you need to position your Fighter so that they are targeted. If they are not being targeted because your Mage is closer, you need to move your Mage a certain distance away from the enemies and make the Fighter the closest enemy when the next AI targeting check runs. That's how it worked, but I don't think many people understood that, and thus were not able to successfully switch the aggro to their Fighter. This is one of the things that makes positioning and movement in combat important, but it's not something that every player understands so they don't see those positioning and movement related aspects. I've seen quite a few people say that positioning in the IE games does not matter, but I think that's untrue. One of the problems with that is that there's no way that a player can read up on how it works, it's just a trial by error thing. While not necessarily a bad thing (depending on what your opinion on obfuscation is), it could be something that is documented, like the targeting mechanics of enemy creeps in DotA are documented somewhere online. I think if more people understood or were conditioned to think about how to manipulate enemy AI targeting in games in general then there would be less complaints about such things. edit (for example): quote:Lane creeps target first enemy lane creeps, secondly enemy heroes, and lastly enemy siege creeps. Nearby creeps will report their aggro on you if you attack an enemy hero (or attack click an enemy hero), allowing you to bring them behind your own creeps in order to farm more safely. Lane creeps can also follow you very far, inside the jungle and even as far as another lane. They stop chasing you if they lose sight of you for a long time. Using this information, you can manipulate enemy AI targeting to your advantage. I also recall you talking about something kinda similar regarding Hitman Blood Money on a podcast (not related to AI targeting, but consistent AI behavior and because you understand how it works, you can use it to your advantage to do cool things). The targeting clause included in the Engagement system (for enemies at least) is all that I think was necessary to make this a bit easier to do, which is why for the Remove Engagement component of the IE mod, we kept the targeting clause so that players still had that easy way of controlling the targeting. One of the reasons why I dislike that system so much is because one of the reasons it exists is that it attempted to solve a problem that did not exist for me (I can perfectly control enemy targeting in the IE games because I understand how the targeting works) and instead of helping me do anything, all it did was restrict what I could do and force me to play a certain way (well, not force but punish me for playing how I would in BG/IWD). There are people that like the mechanic a lot for both the things it does - the AI targeting clause and the punishment of movement in melee (which I hate because I like dynamic movement in combat, but some people think that you should have to 'prepare' for a retreat), so I'm not sure what you'd do there for a sequel whether you'd keep it or not, but I think that other non-RPG real-time tactical games handle enemy AI targeting very well and in those games movement is controlled actively through crowd-control abilities which IMO is a more fun, reactive and rewarding experience in a real-time game than a passive system adapted from a TB game and might be worth looking at if you do decided to consider a different approach. YMMV. Sensuki fucked around with this message at 18:28 on Nov 25, 2015 |
# ? Nov 25, 2015 17:40 |
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Head Hit Keyboard posted:I think the enemy takes into account your accuracy and damage potential when deciding whether they risk disengagement. I'm experimenting with this at low levels sure but I've found enemies far less likely to run around Eder when he has a Sabre only than when he has a Hatchet and Larder Door for example. That seems to make sense, but I wonder how the AI is supposed to know your Accuracy/damage potential. To go back to Scorchy's earlier comment, the good thing in these games is that enemies must play by the same rules as you (except the special creatures/bosses). Why should they be aware of my Accuracy score if I can't know theirs?
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# ? Nov 25, 2015 19:48 |
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They know that sabres are awesome and kill things, and they also know that hatchets have strong defense but can't hack through DR and that the heavy shield butchers your accuracy. These are all things you know, so they're all things that are perfectly reasonable for them to know.
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# ? Nov 25, 2015 20:12 |
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Xaurip Skirmishers are seasoned veterans with countless campaigns under their belt and all have a 100% filled out bestiary.Sensuki posted:It's kinda weird how that happened, you could certainly do the doorway thing in the BGs/IWDs but I just never found it necessary 99% of the time and I didn't really see other people doing it either. Iron Golems - sure but otherwise I never did it. I play like an aggressive bastard and bumrush the enemy. How often you actually need to do that is another matter. I do it against Raedric's casters and in the Skaen temple but not in any other areas that I can think of. But that applies to the IE games as well, really. Also, after reading Samuel Clemens' post I actually have to say that I have no idea if playing with 2 dedicated tanks occupying a choke point and 4 ranged/reach attackers behind them is even optimal; I've never done it because it would bore me. It's mainly the summoning trinkets that I find kind of cheesy because the game restricts the access to summoning pretty harshly when you look at class abilities/spells (and for good reason). But then you get all those items that can just instantly summon pretty strong creatures whenever you need them. Wizard Styles fucked around with this message at 20:28 on Nov 25, 2015 |
# ? Nov 25, 2015 20:25 |
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Choke pointing in PoE is something I do in the early game just for survival. Tanks go down very easily in the early game. Once you get going I generally stop and embrace the chaos. I also run with very little engagement because that poo poo is mostly so you can make pretty battle lines and battle isn't pretty
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# ? Nov 25, 2015 20:28 |
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Wizard Styles posted:Xaurip Skirmishers are seasoned veterans with countless campaigns under their belt and all have a 100% filled out bestiary. Nah that doesn't sound the same as me in IE, sounds like how most people conform to playing Pillars though, and that's one of the things I find boring - 90% of decision making is just planning/stuff you decide before combat begins. You still do the pre-combat setup and make sure that your tanks take aggro before you make a move like that rather than sorting that stuff out while combat is happening because movement in combat is punished two ways. quote:How often you actually need to do that is another matter. I do it against Raedric's casters and in the Skaen temple but not in any other areas that I can think of. But that applies to the IE games as well, really. I beat the Raedric Encounter on the first go by using Eder to walk up to the very edge of the dialogue trigger point and then microing him to run instantly as dialogue ended so he wasn't surrounded (just to the base of the ramp, didn't use a doorway like one of my friends did), and then I think I toasted the majority of guys with AoE spells, the caster guys went down fast, was no reason to flank to attack them when all they do is cast pointless protection spells that don't help and then cast stuff like Minoletta's Minor Missiles and whatnot, lol. I don't really think it's a matter of need, because there are a plethora of ways to tackle an encounter like that in BG2. Certain approaches are punished by the systems in Pillars though which I think makes the gameplay less emergent. Sensuki fucked around with this message at 02:24 on Nov 26, 2015 |
# ? Nov 26, 2015 01:54 |
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Wizard Styles posted:It's mainly the summoning trinkets that I find kind of cheesy because the game restricts the access to summoning pretty harshly when you look at class abilities/spells (and for good reason). But then you get all those items that can just instantly summon pretty strong creatures whenever you need them. Come on, it's fun to swarm the enemies with a ton of beetles and shades and Adamats and you know it. Prior to TWM1 trinkets weren't so easy to obtain except maybe one or two. After that it seems Obsidian went nuts though and put them everywhere in the extension.
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# ? Nov 26, 2015 11:21 |
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I don't recall Drakes and Younger Drakes hitting as hard as they do. I'm a full party of level 5s and if I get three of them on my group, unless I have all my spells/abilities at the ready... dear god, they hurt. Did they get changed at all at some point/was there a monster overhaul outside of the "immunity" stuff?
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# ? Nov 26, 2015 11:50 |
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rope kid posted:It was designed primarily for the player to use to prevent enemies from bypassing the player's front line. I've said that from the first time I talked about it. That's great but when playing the game it mostly felt like it was restricting me from controlling my dudes. Engaged an enemy melee with my fighter? Great, now I can't move him even an inch or he'll lose a ton of HP. Enemy melee breaks through somehow and engages my backline? Great, my wizard is going to die because if I move him he eats a poo poo ton of disengagement damage and if I don't, well, he'll drop like a sack of poo poo in two seconds because that's how wizards roll. It's not a brilliant idea to have such powerful disincentives to move your dudes in combat in an RTS style combat system, because RTS combat is fundamentally about moving dudes around. (movement penalty to recovery was another blunder, imo)
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# ? Nov 26, 2015 15:57 |
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verybad posted:Enemy melee breaks through somehow and engages my backline? Great, my wizard is going to die because if I move him he eats a poo poo ton of disengagement damage and if I don't, well, he'll drop like a sack of poo poo in two seconds because that's how wizards roll. Unrelated, but I don't think this interview of Feargus and Rope Kid was posted : http://www.gamepressure.com/e.asp?ID=389 X_Toad fucked around with this message at 16:02 on Nov 26, 2015 |
# ? Nov 26, 2015 15:59 |
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In order to do that play you have to spend a talent, and use a per-rest ability and make two separate non-movement actions. That's a big sacrifice just to have a chance at avoiding one of the penalties of making that play and no matter what you do, you've already hosed up big time by wasting all that poo poo on a simple action. Instead you could just not choose Grimoire Slam, not cast fleet feet and avoid getting into that situation, and failing that just stand still and keep dealing damage. Same situation in BG2: Player is rewarded for realizing there is a problem and correcting it, rather than being pre-pwned by the systems. Sensuki fucked around with this message at 16:15 on Nov 26, 2015 |
# ? Nov 26, 2015 16:11 |
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Yeah there are lots of ways to get around unwanted engagement. Usually what I've done is have my Cipher use Mind Wave or Amplified Thrust. If Eder's available he'll knockdown. If it's a case where my character has decent deflection and their's doesn't I might just risk disengagement anyway. Regardless though, PoE's combat doesn't seem to be about movement to me, it's about resource management, and unwanted engagement forces you to use your resources to deal with it. Really, I love engagement as a mechanic. Finally something that allows tanks to function properly without relying on stupid AI like the Infinity Engine games or overly gamey mechanics like Aggro. It also punishes kiting which is the literal best thing to me.
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# ? Nov 26, 2015 16:18 |
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Engagement is cool, but it's of limited use on PotD because enemies are so numerous and so tough. Chokepoints are still better for crowd control. What if it was restricted to certain enemy types and/or classes and/or PC characters only? Might make particular monsters/tank classes feel more distinct if "melee stickiness" was their specific thing rather than something you gotta wrestle with every time you make a move, anytime.
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# ? Nov 26, 2015 16:28 |
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Furism posted:Come on, it's fun to swarm the enemies with a ton of beetles and shades and Adamats and you know it. Sensuki posted:Nah that doesn't sound the same as me in IE, sounds like how most people conform to playing Pillars though, and that's one of the things I find boring - 90% of decision making is just planning/stuff you decide before combat begins. You still do the pre-combat setup and make sure that your tanks take aggro before you make a move like that rather than sorting that stuff out while combat is happening because movement in combat is punished two ways. And Head Hit Keyboard is right, disengagement attacks really aren't nearly as big a deal as some people make them out to be. Against just one enemy I'll usually just take it and go where I want. If moving would risk multiple disengagement attacks there are ways to stop them from happening. Sure, it penalizes movement, but restrictions like that can create meaningful decisions. In the IE games you just send your melee guys after whoever you want dead or distracted, in PoE you have to decide whether it's worth taking damage or using an ability/spell. If anything I think that there aren't enough encounters that make engagement really matter. I'm not a big fan of the movement penalty to recovery, but it's also not a big deal.
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# ? Nov 26, 2015 16:33 |
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# ? Apr 26, 2024 23:34 |
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Lt. Danger posted:Engagement is cool, but it's of limited use on PotD because enemies are so numerous and so tough. Chokepoints are still better for crowd control. That's my experience too. Engagement dont help much keeping enemies from reaching your casters/ranger attackers since you are almost always outnumbered and several enemies can teleport anyway.
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# ? Nov 26, 2015 16:36 |