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The lack of special abilities for non-spellcaster classes is a huge negative when comparing Baldurs Gate to Deadfire. Playing a melee class is so boring in Baldurs Gate, whereas there's actually something to make it interesting in Deadfire.
No this is a negative change. This is a design choice that fits turnbased combat, not RTwP. The key fact here is that you don't play a melee character, you play a party of characters of different skillsets, that some characters don't have active abilities is a feature, not a bug. Are zerglings in StarCraft a bad unit because they don't have active abilities? No, to even suggest that is fucking retarded.
If the game actually was designed to play turnbased or solo like in Fallout then this would be a excellent design choice but this is a party based game. Reducing the number of characters from 6 to 5 shows that they understand that there are issues here but it is a poor band aid to a problem that requires some more extensive redesign.
Making classes more samey with tons of active abilities is not an improvement and honestly makes combat more tedious and MMO-like. They should have gone the other way and diverged classes further in how they work.
Did exactly this with my crusader and Eder and it works much better than with all stupid things you need to press.You can just build your fighter completely with passive abilities and only take stances if that's what you want.
You can just build your fighter completely with passive abilities and only take stances if that's what you want. They are good like that as frontliners anyhow.
You can just build your fighter completely with passive abilities and only take stances if that's what you want. They are good like that as frontliners anyhow.
That is shit though.
One thing you can do however is automating this through AI which in the end is a roundabout solution for what it should have been in the first place.
The lack of special abilities for non-spellcaster classes is a huge negative when comparing Baldurs Gate to Deadfire. Playing a melee class is so boring in Baldurs Gate, whereas there's actually something to make it interesting in Deadfire.
No this is a negative change. This is a design choice that fits turnbased combat, not RTwP. The key fact here is that you don't play a melee character, you play a party of characters of different skillsets, that some characters don't have active abilities is a feature, not a bug. Are zerglings in StarCraft a bad unit because they don't have active abilities? No, to even suggest that is fucking retarded.
If the game actually was designed to play turnbased or solo like in Fallout then this would be a excellent design choice but this is a party based game. Reducing the number of characters from 6 to 5 shows that they understand that there are issues here but it is a poor band aid to a problem that requires some more extensive redesign.
Making classes more samey with tons of active abilities is not an improvement and honestly makes combat more tedious and MMO-like. They should have gone the other way and diverged classes further in how they work.
Thing is you want your PC to feel awesome - Dumpsterfire does this much better than Bg2 where in the latter you might not have anything to do with him beyond clicking to attack.
Your argument makes no sense to me. I much prefer having my melee characters being able to use special abilities in combat. It beats idly pointing and clicking like in Baldurs Gate.
If you want to have a boring hack and slash character than just take all passives at level up, and let people that enjoy doing something in combat have their special abilities.
O..Ok?! You... got me? Yea-lose what? :DWith news you lose.
Your dignity.
The lack of special abilities for non-spellcaster classes is a huge negative when comparing Baldurs Gate to Deadfire. Playing a melee class is so boring in Baldurs Gate, whereas there's actually something to make it interesting in Deadfire.
No this is a negative change. This is a design choice that fits turnbased combat, not RTwP. The key fact here is that you don't play a melee character, you play a party of characters of different skillsets, that some characters don't have active abilities is a feature, not a bug. Are zerglings in StarCraft a bad unit because they don't have active abilities? No, to even suggest that is fucking retarded.
If the game actually was designed to play turnbased or solo like in Fallout then this would be a excellent design choice but this is a party based game. Reducing the number of characters from 6 to 5 shows that they understand that there are issues here but it is a poor band aid to a problem that requires some more extensive redesign.
Making classes more samey with tons of active abilities is not an improvement and honestly makes combat more tedious and MMO-like. They should have gone the other way and diverged classes further in how they work.
Thing is you want your PC to feel awesome - Dumpsterfire does this much better than Bg2 where in the latter you might not have anything to do with him beyond clicking to attack.
Agreed but there are other ways to make PCs feel awesome than active abilities.
Having your fighter cleave through enemies like butter because they are well built, equipped and positioned is plenty satisfying.
Not having many active abilities does not prevent the majority of players from wanting to play right-click carrys in MOBAs.
Your argument makes no sense to me. I much prefer having my melee characters being able to use special abilities in combat. It beats idly pointing and clicking like in Baldurs Gate.
If you want to have a boring hack and slash character than just take all passives at level up, and let people that enjoy doing something in combat have their special abilities.
I think issue here is that in BG games (and ADnD in general) generally speaking everything hit hard. So good fighter could render mage dead in basically 2-3 seconds with some good luck. So you had to actively manage fighter because he would kill very quickly targets and you had to manage them well because spells and abilities didn't care for friendlies.
In PoE most of enemies and player characters have a lot of HP so fighter effectively needs active skills to do something more to be interesting or he will be near some enemy and will spend a lot of time on him. And a lot of spells care for allies.
Agreed but there are other ways to make PCs feel awesome than active abilities.
Having your fighter cleave through enemies like butter because they are well built, equipped and positioned is plenty satisfying.
Not having many active abilities does not prevent the majority of players from wanting to play right-click carrys in MOBAs.
The lack of special abilities for non-spellcaster classes is a huge negative when comparing Baldurs Gate to Deadfire. Playing a melee class is so boring in Baldurs Gate, whereas there's actually something to make it interesting in Deadfire.
No this is a negative change. This is a design choice that fits turnbased combat, not RTwP. The key fact here is that you don't play a melee character, you play a party of characters of different skillsets, that some characters don't have active abilities is a feature, not a bug. Are zerglings in StarCraft a bad unit because they don't have active abilities? No, to even suggest that is fucking retarded.
If the game actually was designed to play turnbased or solo like in Fallout then this would be a excellent design choice but this is a party based game. Reducing the number of characters from 6 to 5 shows that they understand that there are issues here but it is a poor band aid to a problem that requires some more extensive redesign.
Making classes more samey with tons of active abilities is not an improvement and honestly makes combat more tedious and MMO-like. They should have gone the other way and diverged classes further in how they work.
Thing is you want your PC to feel awesome - Dumpsterfire does this much better than Bg2 where in the latter you might not have anything to do with him beyond clicking to attack.
Agreed but there are other ways to make PCs feel awesome than active abilities.
Having your fighter cleave through enemies like butter because they are well built, equipped and positioned is plenty satisfying.
Not having many active abilities does not prevent the majority of players from wanting to play right-click carrys in MOBAs.
That would imply that "well built etc." means fighters/martials scale better than casters in PoE, which is NOT the case. As a carry you farm and then right click to victory, you can't do that in Deadfire since the supports (casters) still beat you at high levels.
I'm not up to date on DotA, but right click carries had a lot of skill expression in the few abilities they had, disjointing/cleaning stuff with MS, BkB timings and generally playing with a huge target on their back - that isn't really the case in single player games (though the rogue abilities with untargetable let you immune/disjoint attacks ).
Besides, in MOBAs you are dunking on another human being, the easier you can do it the better it feels.
It's best to wait for several balance patches. Once Sawyer announces his departure from Obsidian it's safe to play. There will also be a few mods then too I assume for optimal experience.
Agreed but there are other ways to make PCs feel awesome than active abilities.
Having your fighter cleave through enemies like butter because they are well built, equipped and positioned is plenty satisfying.
Not having many active abilities does not prevent the majority of players from wanting to play right-click carrys in MOBAs.
Pick only passives, stances and self-buffs with your fighter in Deadfire. You'll have your moba auto-attacker that trashes anything in melee and needs to be babysit occasionally by casters with heals/buffs.
Unless you are against them having even the option of picking active abilities on principle.
Let Sawyer make his Dark Lands game rather than have him producing this half-baked mess.
They do not have to scale better they can just scale differently.
My point with the Dota comparison was not a 1-1 comparison, in Dota you play 1 character for instance, but that people seem to enjoy less active characters just as much or more than more active ones. What people want is impact, not meaningless mechanical activity.
They do not have to scale better they can just scale differently.
My point with the Dota comparison was not a 1-1 comparison, in Dota you play 1 character for instance, but that people seem to enjoy less active characters just as much or more than more active ones. What people want is impact, not meaningless mechanical activity.
What does scale differently mean? Complicated scaling curves where 11 classes intermingle in a way each has their moment to shine?
I one shot Sarevok with my Thief in last fight in BG1.. nothing cool my ass.This is an absurd debate. There is nothing wrong with having cool and fun abilities for martial classes. I enjoy dashing around the battlefield throwing smokebombs as a rogue. There was nothing cool like that for a thief in Baldurs Gate.
I'm against making a game that wants to be turnbased RtwP rather than having a focused design in either direction that people actually enjoy.
That more choices is better is an illusion, it's like saying that multiple difficulties or scaling are a good things even though the end result invariably is shit balancing. There is a reason people enjoy dark souls.
Resources come from somewhere (which should be painfully obvious in obsidian games) and catering to multiple masters almost always results in a worse product.
Let Sawyer make his Dark Lands game rather than have him producing this half-baked mess.
This is not to say that the combat is completly unenjoyable however, only that there are fundamental design issues restricting the game from becoming really good in this area.
On top of all of this, what you said initially about martial classes having as much abilities as casters is false
You are not saying and defending anything wrong in principle, but you are way too overzealous about it that you are claiming martial classes having options for some active abilities by design invalidates the system of RTWP or asymmetric balance.