PulsatingBrain
Huge and Ever-Growing
Thanks for clarifying! :mrpresident:
On this I can agree almost without reserve. Except that final part about Gothic 1 and 2.
Now, to be fair I think both did a fairly good job at making progression feel gradual and organic enough, but I'd be incline to say there are even better examples.
Dark Souls, for instance, hits a pretty sweet spot with progression, giving you plenty of ways to become considerably more powerful as you progress, but without ever reaching the point where low level content is so trivialized you can literally ignore a whole bunch of low tier enemies swinging at you.
It also theoretically allows the player to conquer the game from the beginning, even if it's FUCKING HARD to do it.
But the most important question does DOS 2 have craftable barrel armor?DOS1- craftable pumpkin helmet
DOS2- no craftable pumpkin helmet
Shit game
Divinity: Original Kojin - Attain rank 7 reputation (sworn) with the Divine Circle.
Keep in mind that unequipping items is free, while re-equipping costs 1 AP. This means that certain items can be worth keeping just for their abilities, and Ambidextrous can be worthwile if you de-equip your off-hand if you throw at least two grenades or use at least two scrolls.Quick question about an early stage of the Ifan Ben-Mezd storyline, fi anyone would be so kind:
I just met Zaleskar and he gave me the Shadow's Eye crossbow. I'm just wondering, does this have some specific magical effect on Alexander, or is it simply a powerful weapon? Because I can't even fucking use crossbows and if it isn't special in some way, I'll just sell it.
Balance's goal in single-player games is not an equal playing field in a competitive sense, it's to facilitate the playability of as many builds as possible. It shouldn't go overboard, though, to the point of every build playing and being the same, it's ok for SOME builds to not be as effective. Shoddy balance forces specific builds into the forefront to the exclusion of everything else. It obstructs the creation of a challenging experience, when each build is a wild card, unbalanced to the degree of being unable to be predicted then it's virtually impossible to create a challenge because you don't know which build to design around. Arcanum is "difficult" because every build is shit from a mechanics perspective, while Harm spam is effective you go through mana potions like nobody's business. It also isn't very exciting.
On this I can agree almost without reserve. Except that final part about Gothic 1 and 2.
Now, to be fair I think both did a fairly good job at making progression feel gradual and organic enough, but I'd be incline to say there are even better examples.
Dark Souls, for instance, hits a pretty sweet spot with progression, giving you plenty of ways to become considerably more powerful as you progress, but without ever reaching the point where low level content is so trivialized you can literally ignore a whole bunch of low tier enemies swinging at you.
It also theoretically allows the player to conquer the game from the beginning, even if it's FUCKING HARD to do it.
Never played Dark Souls so I can't comment on that. I just really like the way you get more powerful in PB games, if you amp yourself up with trainers, a good weapon and spells anything dies before you and your gameplay will change up from careful, defensive and slow to aggressive, fast and dangerous where you can attack the enemy face first with little care and still come out on top. I don't know if Dark Souls has knockback if hit by enemies, but even weak enemies are dangerous because of that in PB games because it's more about avoiding hits rather than just being statistically better in every way, which you will be but that doesn't mean enemies will have no effect at all on you, you can still be ganged up on and stunlocked.
how do you chip off 30k hp + armor quickyI just killed him quickly.
how do you chip off 30k hp + armor quickyI just killed him quickly.
I still dont see how the armor system in D:OS2 would reduce complexity. All it does is dividing the hp pool into three categories and thereby discouraging the ages old focus target+cc everything else strategy of every turnbased rpg ever.
I still dont see how the armor system in D:OS2 would reduce complexity. All it does is dividing the hp pool into three categories and thereby discouraging the ages old focus target+cc everything else strategy of every turnbased rpg ever.
I somehow agree on the criticizing of the initiative system and the stat bloating itemization (even though the first game wasnt much better in terms of itemization), but i still think the armor system is a boon to the combat design.
Playing on tactician. Yes there is hp bloat, but big bloat comes with the hp pool of enemies anyway. Armor values are torn down pretty fast if you actually pick your targets appropriately.