- Joined
- Jul 22, 2019
- Messages
- 15,005
![Insert Title Here Insert Title Here](/forums/smiles/campaign_tags/campaign_2019.png)
![It's easy to live life when 'at least they're not Obsidian' is your only criteria for approval Pathfinder: Wrath](/forums/smiles/campaign_tags/Campaign_Wrath.png)
I play unmodded until I've mastered the existing content. Not there yet.
Sensei MC Bardless up next.
Sensei MC Bardless up next.
It's not only about animation speed, it's mainly that some fights have nothing interesting about them and I really don't care about TB if everything I would do is "everyone attacks X".Increase the animation speeds and use TB 100% of the time...
Val getting 13 int for Combat Expertise feat
Well, TB enables much more precise aiming of aoe spells, optimal positioning for Kineticist Whirwind and so on.
I've found I started using like twice so many spells as usual when in TB. Game mechanics became more rich and suddenly all chars were important, not just the main char.
I mean, you can't seriously believe that. There is no mathematical way to calculate the impact that rtwp can have on area spells, at least that I know of.Well, TB enables much more precise aiming of aoe spells, optimal positioning for Kineticist Whirwind and so on.
I've found I started using like twice so many spells as usual when in TB. Game mechanics became more rich and suddenly all chars were important, not just the main char.
Targeting AoE effects to miss allies is part of the challenge in RtwP though, and something the game was balanced around. Typically the damage/effectiveness of those spells is designed around how hard they can be to pull off.
Well, TB enables much more precise aiming of aoe spells, optimal positioning for Kineticist Whirwind and so on.
I've found I started using like twice so many spells as usual when in TB. Game mechanics became more rich and suddenly all chars were important, not just the main char.
Targeting AoE effects to miss allies is part of the challenge in RtwP though, and something the game was balanced around. Typically the damage/effectiveness of those spells is designed around how hard they can be to pull off.
I still don't understand the point of having two versions of the House that you can travel between by using the mist. It really doesn't add anything interesting to the place.
It adds to the confusion and being in an otherworldly place where you don't belong.
Well, TB enables much more precise aiming of aoe spells, optimal positioning for Kineticist Whirwind and so on.
I've found I started using like twice so many spells as usual when in TB. Game mechanics became more rich and suddenly all chars were important, not just the main char.
Targeting AoE effects to miss allies is part of the challenge in RtwP though, and something the game was balanced around. Typically the damage/effectiveness of those spells is designed around how hard they can be to pull off.
No, they were copied from the Pathfinder tabletop system, which is... turn based *SHOCK* and certainly not balanced around aiming fireballs at enemies moving in real time.
Well, TB enables much more precise aiming of aoe spells, optimal positioning for Kineticist Whirwind and so on.
I've found I started using like twice so many spells as usual when in TB. Game mechanics became more rich and suddenly all chars were important, not just the main char.
Targeting AoE effects to miss allies is part of the challenge in RtwP though, and something the game was balanced around. Typically the damage/effectiveness of those spells is designed around how hard they can be to pull off.
No, they were copied from the Pathfinder tabletop system, which is... turn based *SHOCK* and certainly not balanced around aiming fireballs at enemies moving in real time.
I mean, you can't seriously believe that. There is no mathematical way to calculate the impact that rtwp can have on area spells, at least that I know of.
The damage of area spells is not designed around how hard they can be to pull of, it's simply the damage of Pathfinder spells. They didn't change anything.
There is AoE which is partly friendly and for opening it does not matter. Once the front lines have been established you can usually and safely hurl your AoEs into the enemie's backrow anyway. Think the problem is highly overblown by you.
We are not arguing about the TB/RTwP topic, we are simply stating that it's impossible developers took balance decisions taking into consideration the need to aim spells in a real-time environment.Well, TB enables much more precise aiming of aoe spells, optimal positioning for Kineticist Whirwind and so on.
I've found I started using like twice so many spells as usual when in TB. Game mechanics became more rich and suddenly all chars were important, not just the main char.
Targeting AoE effects to miss allies is part of the challenge in RtwP though, and something the game was balanced around. Typically the damage/effectiveness of those spells is designed around how hard they can be to pull off.
No, they were copied from the Pathfinder tabletop system, which is... turn based *SHOCK* and certainly not balanced around aiming fireballs at enemies moving in real time.
Not copied, adapted. Six > four. Hitting moving targets is at the heart of the immersion advantage cRPGs offer over tabletop.
Only Amish Luddite Stick-in-the-Mud Geezers like TB.
I don't know if I didn't manage to explain myself or if you didn't read my post, because your answer has literally nothing to do with what I said.I mean, you can't seriously believe that. There is no mathematical way to calculate the impact that rtwp can have on area spells, at least that I know of.
The damage of area spells is not designed around how hard they can be to pull of, it's simply the damage of Pathfinder spells. They didn't change anything.
Don't know or care about the PnP game, but how on Earth could you argue that targeting spells to avoid player characters in a RtwP game isn't a skill, or a challenge in certain circumstances, or at least a factor in planning and placement? If it wasn't then "controlled fireball" wouldn't exist, and Dragon Age 2 wouldn't have gotten endless shit for removing it as a concern. It is absolutely part of RtwP games that you have to carefully place and manage AoE spells, and it is absolutely something turn-based games largely don't suffer from as much.
I still don't understand the point of having two versions of the House that you can travel between by using the mist. It really doesn't add anything interesting to the place.
It adds to the confusion and being in an otherworldly place where you don't belong.
My main problem with the House really is that it's not weird enough. It feels like I'm exploring elven ruins instead of a purely illogical place set in the world of faeries.
The teleporting mist adds confusion, but it doesn't really add atmosphere. Both versions of the House look the same and have you encounter the same types of enemies.
I know it was much worse originally, but fighting ghostly guards and the Wild Hunt is still a chore. I didn't mind repetitive fights in Vordakai's dungeon, but now that the player is getting close to the end, there shouldn't be so many bland encounters. Having more non-hostile encounters and developing the boss fights would have been much better for the atmosphere.
The loot doesn't help either. Half of it is useless, the other half consists of items that would have been nice at the beginning of Act 5 but now leave you completely indifferent. Very little contributes to the atmosphere (Nyrissa's books are one of the few exceptions, but I'm not going to be patient enough to find all of them).
I'm saying that developers didn't take balance decisions based on the fact that you need to aim area spells, because it's not something you can quantify.
I'm done with the House, woohoo ! Having two versions of the place really turned up to be fucking unnecessary : Nyrissa's version has all the important stuff and the normal version, as far as I can tell, has nothing of interest. Removing most of the fights from the normal House and replacing them with weird, non-hostile encounters would at least have contributed to the atmosphere.
I got it completely cleared now have to figure out all the key nonsense. Was it a bad idea to just take out Knurly Guy immediately?
I'm saying that developers didn't take balance decisions based on the fact that you need to aim area spells, because it's not something you can quantify.
I like the monk 2/Crusader 18 a bit better.
Is this your go to unfair PC build?