Elex
Arbiter
- Joined
- Oct 17, 2017
- Messages
- 2,043
you have no idea what 5e D&D is right?That means the TB aspect didn't work that well. Along with the Vancian system of course.
you have no idea what 5e D&D is right?That means the TB aspect didn't work that well. Along with the Vancian system of course.
You have no idea what the context is, right?you have no idea what 5e D&D is right?
DO:S combat without the retarded level scaling and DnD based class would be so fucking incline
no chance WotC allows them to butcher BG for mass production.
And I thought Jeremy Crawford was seemingly one of the big forces behind that, considering Xanathar's Guide and his Twitter shenanigans, yet I noticed in Acquisitions Incorporated as GM that it seems absent from his personality.no chance WotC allows them to butcher BG for mass production.
WoTC are full SJW now though.
WoTC are full SJW now though.
I must confess that after D:OS2 I'm rather hyped for Larian because that game surpassed my expectations by a really wide margin. Everything that I found irritating or boring about D:OS1 was properly fixed or redesigned in the sequel.
A D&D game will have different combat mechanics, of course, which is why I'm dying of curiosity. To me right now Larian are the new kings of CRPG.
Its mentioned plenty of times that they are "working closely and cooperating" with WoTC for this game so no chance WotC allows them to butcher BG for mass production and turn it into "another cat co-op game for his gf" btw cat co-op game for GF's turned out to be one out of very few good new cRPGS released in last decade.
One per character (nothing stops you from playing a party of four summoners). In D:OS2 fully buffed minions are very strong. You seem to imply that controlling a swarm of weaklings would be more interesting. How exactly?limit you to one minion
"Cooldowns are bad" is just a dogma. People say that but they can never explain why cd/s are so bad. In D:OS2 many cd/s are long enough to make abilities effectively once per encounter. How is this system so different from any other form of resource management?cooldown
In most fights you can easily increase range by jumping to high ground. We could have a round of the old "what's better - 13m limit or hit-and-run abuse of sniping?" debate here, of course. But let's just accept that all VG combat systems are imperfect in some way.archers limited to 13m
It's really a matter of taste. I can see how people who dislike such itemization won't like D:OS (and a lot of other games). I don't mind it. Although one of the few bad things I could say about D:OS2 is that many unique items are lackluster and not really unique. That could've been handled better.mmo like itemization
One per character (nothing stops you from playing a party of four summoners). In D:OS2 fully buffed minions are very strong. You seem to imply that controlling a swarm of weaklings would be more interesting. How exactly?
"Cooldowns are bad" is just a dogma. People say that but they can never explain why cd/s are so bad. In D:OS2 many cd/s are long enough to make abilities effectively once per encounter. How is this system so different from any other form of resource management?
In most fights you can easily increase range by jumping to high ground. We could have a round of the old "what's better - 13m limit or hit-and-run abuse of sniping?" debate here, of course. But let's just accept that all VG combat systems are imperfect in some way.
WotC allowed Sword Coast Legends to happen...Its mentioned plenty of times that they are "working closely and cooperating" with WoTC for this game so no chance WotC allows them to butcher BG for mass production and turn it into "another cat co-op game for his gf" btw cat co-op game for GF's turned out to be one out of very few good new cRPGS released in last decade.
Not only do they not make sense, they encourage an MMO-like "rotation" where you have a most efficient way to use abilities one after the other and you have to constantly juggle a bunch of cooldowns. Make casting times instead. 3-turn CD = 3-turn casting time. That also forces you to think about positioning, whether an enemy can interrupt you, there's an opportunity cost involved (you can cast 3 other less powerful spells in that time for example), more powerful abilities actually make sense and can be balanced now, etc."Cooldowns are bad" is just a dogma. People say that but they can never explain why cd/s are so bad. In D:OS2 many cd/s are long enough to make abilities effectively once per encounter. How is this system so different from any other form of resource management?
First, balance-wise, a horde of strong minions is even worse than a swarm of weak ones. Second, being able to overwhelm enemies with summons is generally considered a bad thing. I distinctly remember people complaining about mass summoning in BG (and ever more so in IWD2 where HoF difficulty could be completely cheesed with summons). Third, it's debatable but my opinion is that controllable summons are more tactically advanced that uncontrollable ones.This doesn't look like "weakelings", in fact a Thanadaemon looks far stronger than any dos2 summon
But you don't. A limited resource is a limited resource. I don't know why people make such a big deal of how it's limited. I don't think that all systems are equal (e.g. I prefer vancian magic in PoE over "per-encounter but only two casts per spell level" in Deadfire) but cooldowns aren't bad per se. It's all about implementation.i have infinite molotovs
Dagger against full plate makes no sense. No VG combat system is realistic.makes no sense.
Now that sounds like personal preference. It's fine that you don't like apples but it doesn't mean that oranges are objectively better.Cooldowns started with wow and are the WORST and most boring mechanic.
I don't play DS and I don't like annoying mechanics.Enemies can snipe you too. Did you played dark souls? Anor Londo archers are one of the most infamous enemies...
First, balance-wise, a horde of strong minions is even worse than a swarm of weak ones. Second, being able to overwhelm enemies with summons is generally considered a bad thing. I distinctly remember people complaining about mass summoning in BG (and ever more so in IWD2 where HoF difficulty could be completely cheesed with summons). Third, it's debatable but my opinion is that controllable summons are more tactically advanced that uncontrollable ones.
Dagger against full plate makes no sense. No VG combat system is realistic.
Now that sounds like personal preference. It's fine that you don't like apples but it doesn't mean that oranges are objectively better.
I don't play DS and I don't like annoying mechanics.
Not only do they not make sense, they encourage an MMO-like "rotation" where you have a most efficient way to use abilities one after the other and you have to constantly juggle a bunch of cooldowns. Make casting times instead. 3-turn CD = 3-turn casting time. That also forces you to think about positioning, whether an enemy can interrupt you, there's an opportunity cost involved (you can cast 3 other less powerful spells in that time for example), more powerful abilities actually make sense and can be balanced now, etc.
I'm not implying that, I'm stating it outright. A 3 turn cooldown might better be translated as 2 turn cast time, or whatever, the relative values don't matter much in this hypothetical situation of why casting times are better than cooldowns.You are implying that channelling a spell for 3 turns is better than 3 turn cool down? Are you fucking insane ?
Not 3 turn casting time. That would make inviable most spells without significant buffs. But anything is better than cooldowns.