Harthwain
Arcane
- Joined
- Dec 13, 2019
- Messages
- 5,675
When it comes to balance? Well, the saying goes "Jack of all trades, master of none".What's the problem with the execution exactly?
In my experience, every decision I make about a stat increase or decrease in Pillars has a cost and has an effect.
While you are correct in saying that a stat increase or decrease has a cost and has an effect, these effects feel marginal. Which is a boring way to handle things. This is exactly why I yawn whenever I see an RPG that uses %-based system for stats and skills. I think a much better system is more akin to Blood Bowl: even a single increase (or decrease) in a stat has tremendous effect (whether we talk about going from Strength 3 to Stregth 4 or from Stregth 4 to Strength 5). Skills, too, have much more impact on what a player can do on the pitch (although I do admit that Blood Bowl also suffers from certain skills being "too good" or "too niche"). And all this can happen in a span of a single level-up. With Pillars of Eternity this is not the case.
And it's not just me who's thinking that. Grunker in a retrospective review said something similar about Pillars of Eternity:
After that (and other problems the game had) I didn't bother with The White March.When I first finished Pillars of Eternity, it was with an odd sensation of disappointed near-fulfillment. Like I just eaten a fine meal seasoned with ash. Everything from the gameplay to the story showed infinite promise, but nothing quite delivered on the theoretical potential.
[...]
Sawyer announced his goal was to make every skill, talent and attribute of his system useful. Not necessarily equally good – but the intention was to make sure that there were no "traps" – abilities which were downright awful.
[...]
On the surface, Sawyer reached his goals.
[...]
The careful balancing and uniformity of Pillars' system came at a steep price, however: the changes you made to a character on creation and level up felt completely minuscule at the game's launch. A huge part of this was thanks to the universality of the abilities in the system and the fairly minor impact of each system asset.
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