Excidium
P. banal
Supporting? Buffs, Control...And it still doesn't give the support classes anything to do in combat.
Supporting? Buffs, Control...And it still doesn't give the support classes anything to do in combat.
I was referring to the traps/locked door examples.Supporting? Buffs, Control...And it still doesn't give the support classes anything to do in combat.
Is it even possible?The question is how you go about creating a new, essential, role that is not a gimmick.
Is it even possible?The question is how you go about creating a new, essential, role that is not a gimmick.
Simply not true.Wow, this thread is full of decline. Several codexers (some of which I thought were not retarded) cannot grasp the concept that a system with several types of damage, resistances and armor cannot be depicted in "DPS". Only decline games where dmg is dmg and armor is armor can even be sensibly depicted in dps.
True, because it's impossible to factor in enemies' damage reduction in DPS calculations, oh wait... When calculating DPS you can factor in many things and when someone is looking at the DPS value he should know which factors have been used in its computation. If you compute your damage output and don't consider your opponent's damage resistance then it should be fucking obvious that the estimated damage intake will be different. DPS should be used for quick comparison and not as an absolutely precise piece of info.Wow, this thread is full of decline. Several codexers (some of which I thought were not retarded) cannot grasp the concept that a system with several types of damage, resistances and armor cannot be depicted in "DPS". Only decline games where dmg is dmg and armor is armor can even be sensibly depicted in dps.
Games have treated damage as primary offensive stat for a long time. It's quite understandable, because in combat you usually need to kill all your opponents and that's where damage comes into play. Games that do this aren't inherently bad. This doesn't mean that such games didn't include other major stats like accuracy, reload speed, mag sizes or life steal, chance for special effect on hit, etc. And if anyone considers DPS the only stat and feels cheated when he realizes that it isn't is a moron and I don't care about him nor games made for such people.As it was mentioned here already, there's no problem with DPS in itself. Every game with damage have it or a similar concept already. The problem is with treating it as the key combat variable and then stressing that fact to the user, because that creates an implicit expectation with the player that more DPS is always better. If player finds out later on that this sword with more DPS is actually useless against say plate armor, he would expectedly feel cheated by the game. If you present DPS as the central concept of your system you cannot then allow it to be overshadowed by other concepts, unless you want your players to feel betrayed. And that dictates that you use very simple combat system, because no complex system can be made with DPS being universal measurement of combat efficiency.
literally everything you said there except life steal and your generic "special effect" is a component of DPS. they're other concerns, too, but in the context of a game where an enemy takes more than a moment of twitch to kill (you know, like in every RPG ever), those factors become DPS.This doesn't mean that such games didn't include other major stats like accuracy, reload speed, mag sizes or life steal, chance for special effect on hit, etc.
Can you? What do you do, for example, with a fighter or barbarian against a lich who keeps casting PfMW? Plus several other protection spells for good measure. You don't get those wands that cast Ruby Ray or Breach until ToB.what does it even mean when people point to Infinity Engine games in particular and 2E D&D in general as examples of good balance? with little more than the slimmest modicum of thought I can easily play Baldur's Gate 1 and 2 through melee-solo. with any number of PC classes.
Use a normal weapon? (dunno if liches are immune to normal weapons though, perhaps they are), use azure-edge to kill it before it gets the spell up? Use it after the spell expired (6 rounds)? use daystar (which can cast 2x sunray) ? Use a scroll of protection from magic? The list goes on.Can you? What do you do, for example, with a fighter or barbarian against a lich who keeps casting PfMW?
Yes they're immune. Azuredge won't work if the spell's in a contingency. They can keep recasting it many times over. Sunray is easily blocked by a protection spell too, Protection from Fire I think.Use a normal weapon? (dunno if liches are immune to normal weapons though, perhaps they are), use azure-edge to kill it before it gets the spell up? Use it after the spell expired (6 rounds)? use daystar (which can cast 2x sunray) ? Use a scroll of protection from magic? The list goes on.Can you? What do you do, for example, with a fighter or barbarian against a lich who keeps casting PfMW?
I'm completely aware that they can be incorporated into DPS calculations. When you consider "training dummy" scenario this is easy to do, but the other stats behave differently in specific situations. For example reload speed is irrelevant if your mag size is high enough for you to finish an encounter without reloading. Accuracy might be modified by range and at certain ranges you get guaranteed hits with any weapon etc. It's kind of important to consider how certain stats behave, because when you incorporate them into DPS calculations they become dependant on many other factors. As I've said it's necessary to understand how the DPS value you are looking at was computed.literally everything you said there except life steal and your generic "special effect" is a component of DPS. they're other concerns, too, but in the context of a game where an enemy takes more than a moment of twitch to kill (you know, like in every RPG ever), those factors become DPS.This doesn't mean that such games didn't include other major stats like accuracy, reload speed, mag sizes or life steal, chance for special effect on hit, etc.
Might be possible to always just run away over and over again so they eventually run out of buffs - but that's kind of an awful way to play if you intend to have any fun at least.
Baldur's Gate's presentation of tactical choice is mostly illusion. That's okay; the games aren't great for their combat, they're great for their characters and their dialogue
Baldur's Gate's presentation of tactical choice is mostly illusion. That's okay; the games aren't great for their combat, they're great for their characters and their dialogue
This is actually quite true. I liked the games, especially BG2, but when I played it recently I realized that the encounters often required meta knowledge. If you didn't know what spells or abilities the opponent would use you were pretty screwed. Well that was mostly because situational spells and Vancian magic don't combine well. You need to know ahead of the time what situational spells you'll need and for that you either need very precise info about the opponents you'll be facing (either from ingame source or as meta knowledge) or you just memorize generic spells and use them even when they are suboptimal in pretty much any situation.Baldur's Gate's presentation of tactical choice is mostly illusion. That's okay; the games aren't great for their combat, they're great for their characters and their dialogue. But generally, the idea of blunt vs slashing or which breaching spell to blow is ignorable, or, if you choose not to ignore it, counterable through very direct means--means that require you to know what's coming ahead of time, too, or to walk around with a bunch of situationally useful spells memorized. The combat part of the game can very easily come down to how much damage you put out per round, and vary very little with Kleinigkeiten like damage types.
Depending on Initiative Azuredge works fine. With a Kensai I'd hit them before their contingiencies would fire, ending the fight before it even started half of the time.Yes they're immune. Azuredge won't work if the spell's in a contingency.
And you always have a time-frame when you can hit them. Azuredge is the nr. 1 lich killer weapon.They can keep recasting it many times over.
With SCS2 some protection spells can block it, but you can time the casting that it hits before the spells are up (for instance by using the helmet that creates a simulacrum of your char). Or cast it after you outlasted them for a while and most protections are down.Sunray is easily blocked by a protection spell too, Protection from Fire I think.
that's two or three easy lich fights.PfM scroll used on them would work, yes, but there's 2 or 3 of them in the game?
A bunch of liches, that's it. Out of which half would die before they even had their contingiencies up. All other mages would get bashed flat while switching between a normal and a magical weapon as required.Now compare to the amount of normal weapons-immune enemies able to cast spells.
Might be possible to always just run away over and over again so they eventually run out of buffs - but that's kind of an awful way to play if you intend to have any fun at least.
Running the fuck away and exploiting the fact that enemies don't rest is pretty necessary, yeah. Solo runs have no personality, anyway. Not really fun. More a sort of morbid experiment.
Josh Sawyer made a very apt comment about the apparent diversity of defensive and breaching magics in Baldur's Gate/D&D2E, which was that every fight eventually just became a game of putting up the same protective spells then having them dispelled. Indicatively, I've never (ever) bothered to use dispelling magics (I think I played once with a single memorization of Oracle in my book?), and I've still gotten through those fights (although probably with more reloads than I'd've needed otherwise, hah). ...even without silly run-away-and-rest-their-defenses-away bullshit.
Baldur's Gate's presentation of tactical choice is mostly illusion. That's okay; the games aren't great for their combat, they're great for their characters and their dialogue. But generally, the idea of blunt vs slashing or which breaching spell to blow is ignorable, or, if you choose not to ignore it, counterable through very direct means--means that require you to know what's coming ahead of time, too, or to walk around with a bunch of situationally useful spells memorized. The combat part of the game can very easily come down to how much damage you put out per round, and vary very little with Kleinigkeiten like damage types.
I've played Baldur's Gate through three times since the Enhanced Edition came out. There are -so many fucking boots- in that game that give you 50% or 100% resistance to electricity or fire or frost damage. I encountered electricity damage twice, from traps, fire damage once or twice, from mages, and frost damage -never.- Never once, as far as I can recall. Kept those goddamn boots the entire game and never once did they stick me in a freezer.
The thing with your argument is that you present it as if you contradict me, when in fact you agree with me by simply rephrasing my point.Games have treated damage as primary offensive stat for a long time. It's quite understandable, because in combat you usually need to kill all your opponents and that's where damage comes into play. Games that do this aren't inherently bad. This doesn't mean that such games didn't include other major stats like accuracy, reload speed, mag sizes or life steal, chance for special effect on hit, etc. And if anyone considers DPS the only stat and feels cheated when he realizes that it isn't is a moron and I don't care about him nor games made for such people.
Maybe you're right and the game does let you kill liches with relative ease with Azuredge (or Imp. Mace of Disruption), no matter what they do. Pretty sure PfMW can be cast without a time of vulnerability though, with its zero casting time. There's a ton of other enemies that are immune to normal weapons though and cast PfMW - rakshasas, vampires, demons, IIRC some mindflayer too plus certainly something I'm forgetting. Plus Absolute Immunity cast by anyone, even if it's not as renewable.stuff