A single Umber Hulk can confuse your entire party quite easily, and if you don't know how which spell protects you against this status effect (or how to draw out the spell so that only one person gets hit by it, for example), you basically lose that encounter (die).BG2 wasn't brutal in the sense that it was super difficult. Rather, yes, there was a fair bit of difficulty for the non-metagaming D&D / CRPG veteran, but it was also important that BG2 made the consequences of your and enemy actions very clear visually and mechanically. A BG1 player learnt very quickly how Sleep is literally the difference between taking out 2 gibberlings and 20. A player learns what an Umber hulk does in 2 seconds and it is impossible to ignore what they do.
In fact - and we've all forgotten this due to our years of familiarity - BG2 can still become opaque to a new player in terms of how to effectively counter these 'brutal' mechanisms; in a BG2 mage battle it can be hard to keep track of which of my or enemy's 8 protections are nullifying which attack (not for us, because we remember what a Globe of Invul looks like and that the projectile there was an Acid Arrow and we know globe covers up to 5th level spells and how it interacts with AOEs etc etc etc). But the baseline was there - and it's something that is subpar not only in POE1/2 as Codex has pointed out a million times, but also in many other RPGs across the board.
BG2 is brutal.
Pillars/Deadfire is a fucking walk in a flower garden by comparison.
Lagufaeth just do damage. They dont confuse you. Confuse barely does anything at all in Deadfire.A single Umber Hulk can confuse your entire party quite easily, and if you don't know how which spell protects you against this status effect (or how to draw out the spell so that only one person gets hit by it, for example), you basically lose that encounter (die).BG2 wasn't brutal in the sense that it was super difficult. Rather, yes, there was a fair bit of difficulty for the non-metagaming D&D / CRPG veteran, but it was also important that BG2 made the consequences of your and enemy actions very clear visually and mechanically. A BG1 player learnt very quickly how Sleep is literally the difference between taking out 2 gibberlings and 20. A player learns what an Umber hulk does in 2 seconds and it is impossible to ignore what they do.
In fact - and we've all forgotten this due to our years of familiarity - BG2 can still become opaque to a new player in terms of how to effectively counter these 'brutal' mechanisms; in a BG2 mage battle it can be hard to keep track of which of my or enemy's 8 protections are nullifying which attack (not for us, because we remember what a Globe of Invul looks like and that the projectile there was an Acid Arrow and we know globe covers up to 5th level spells and how it interacts with AOEs etc etc etc). But the baseline was there - and it's something that is subpar not only in POE1/2 as Codex has pointed out a million times, but also in many other RPGs across the board.
BG2 is brutal.
Pillars/Deadfire is a fucking walk in a flower garden by comparison.
What a strange and pointless hill to impale your balls on. Of course Umber Hulks fuck you if you don't understand the mechanics, just like Lagufaeth do in 5 seconds. And on vanilla Normal / Core, you could spam your way through most IE games without really understanding the majority of the mechanics, just like Pillars. You can kill 90% of IWD critters with just Haste, and you could do something similar in vanilla BG2 spamming variants of Haste and Fireball.
The key difference is that D&D gave a significant subset of the playerbase background knowledge to comfortably enjoy IE games, which also had extremely good visual/UI feedback considering the 80 million things they had to represent. Pillars' failure was to go backwards on these 20 year old games with inferior feedback, and several major systems changes that contributed to more soupy messy interactions (e.g. POE1's grazes applying to status effects).
I'm sorry, but that tells me you have zero understanding of what is actually happening in POE. Sure, that's partly because of POE's poor feedback (which I just pointed out), but you have no business comparing the two games' systems if you are that clueless.
Edit: OK, I'll reserve the possibility that maybe, for example, you played POE on Normal or something, and your defences were so overtuned you could just walk into Lagufaeth without realising they can paralyse you? If so, I'd be interested to know, because I only ever played on POTD. And that would at least identify a real problem with difficulty deflation. But paralysis, terrify, petrify, and other 'hard disabler' conditions are a real thing in Pillars.
Oh OK, I'd forgotten about paralyze. I do actually play on POTD, but whatever.I'm sorry, but that tells me you have zero understanding of what is actually happening in POE. Sure, that's partly because of POE's poor feedback (which I just pointed out), but you have no business comparing the two games' systems if you are that clueless.
Edit: OK, I'll reserve the possibility that maybe, for example, you played POE on Normal or something, and your defences were so overtuned you could just walk into Lagufaeth without realising they can paralyse you? If so, I'd be interested to know, because I only ever played on POTD. And that would at least identify a real problem with difficulty deflation. But paralysis, terrify, petrify, and other 'hard disabler' conditions are a real thing in Pillars.
Yeah, and that person is usually Aloth.whereas Lagufaeth paralyze only hits 1 target.
Hopefully.Yeah, and that person is usually Aloth.
Oh OK, I'd forgotten about paralyze. I do actually play on POTD, but whatever.I'm sorry, but that tells me you have zero understanding of what is actually happening in POE. Sure, that's partly because of POE's poor feedback (which I just pointed out), but you have no business comparing the two games' systems if you are that clueless.
Edit: OK, I'll reserve the possibility that maybe, for example, you played POE on Normal or something, and your defences were so overtuned you could just walk into Lagufaeth without realising they can paralyse you? If so, I'd be interested to know, because I only ever played on POTD. And that would at least identify a real problem with difficulty deflation. But paralysis, terrify, petrify, and other 'hard disabler' conditions are a real thing in Pillars.
I take your point but in BG2 Confusion lasts for at least 5-6 rounds, which is at least 30 seconds of your character probably doing nothing helpful, and potentially attacking a friendly.
Lagufaeth paralyze doesn't last anywhere near that long, and it is possible to get stunlocked by them but it's nowhere near as bad as BG2's Confusion. Also, Confusion hits everyone in a fairly large radius, whereas Lagufaeth paralyze only hits 1 target.
The only thing that comes anywhere close to this kind of effect in Pillars/Deadfire are the ghosts who paralyze your party with their scream, and the charm/dominate effects of certain vampiric enemies, and even these aren't as brutal as the things that can affect you in BG2.
Things "happen" faster, but combats actually are often way more prolongued than in IE especially on high difficulty and if you graze more than anything else.Everything happens much faster in PoE compared to the IE games, though, so there's really no need for debuffs to last as long as in those games.
Things "happen" faster, but combats actually are often way more prolongued than in IE especially on high difficulty and if you graze more than anything else.
Post-hard-counter-patch PoE priests became the op must-have class because of prayer against fear/bewilderment/imprisonment/treachery. Deadfire has its various inspirations as counters to afflictions. What they don't have are pointless mechanics such as "if someone gets petrified you need to use a scroll to unpetrify them" or "if someone gets ability damage or level drained you need to use lesser restoration or restoration to restore them back."
I don't like them, but why should I care if they are not forced on me and there is plethora of other options. Oh man, beholder encounters are actually pretty interesting, too bad I have to buy that shield. Is autism really such a widespread problem among gamers?Question: do you guys actually think it's good design to simply have items that completely nullify enemies?
oh man I'm fighting beholders this is gonna be tou— oh wait I bought a shield of balduran lol
Right, and solving these encounters e.g. finding the right spell to counter the Confusion spell, is fun to me, and satisfying.I think the IE games have pretty broad appeal because players at most skill levels can find a mode that makes the games really fun for them, because they are inherently fun games to play.
There is no spell that 'solves' Lagufaeth paralyze in the sense of stopping the paralyze from affecting your party. Whenever I encountered these enemies I either came back when I was higher level and simply brute forced it, or used pull tactics to abuse the encounter, etc. I never had the satisfaction of 'Aha, this spell stops paralyze, and now I can beat on these guys with impunity!'
* Does the game allow you to develop and use tactics?
* Does the game allow you to develop and deploy a strategy?
* Does the game allow you to resolve conflicts in multiple ways?
If you answered "no" to all of the above, you're playing a "pure" adventure/puzzle game.
There is no spell that 'solves' Lagufaeth paralyze in the sense of stopping the paralyze from affecting your party. Whenever I encountered these enemies I either came back when I was higher level and simply brute forced it, or used pull tactics to abuse the encounter, etc. I never had the satisfaction of 'Aha, this spell stops paralyze, and now I can beat on these guys with impunity!'
https://pillarsofeternity.gamepedia.com/Prayer_Against_ImprisonmentRight, and solving these encounters e.g. finding the right spell to counter the Confusion spell, is fun to me, and satisfying.I think the IE games have pretty broad appeal because players at most skill levels can find a mode that makes the games really fun for them, because they are inherently fun games to play.
There is no spell that 'solves' Lagufaeth paralyze in the sense of stopping the paralyze from affecting your party. Whenever I encountered these enemies I either came back when I was higher level and simply brute forced it, or used pull tactics to abuse the encounter, etc. I never had the satisfaction of 'Aha, this spell stops paralyze, and now I can beat on these guys with impunity!'
And do Pillars/Deadfire have tactical/strategic combat? I don't think so. I find Deadfire's combat in particular terribly boring and mindless.There is no spell that 'solves' Lagufaeth paralyze in the sense of stopping the paralyze from affecting your party. Whenever I encountered these enemies I either came back when I was higher level and simply brute forced it, or used pull tactics to abuse the encounter, etc. I never had the satisfaction of 'Aha, this spell stops paralyze, and now I can beat on these guys with impunity!'
Sawyer doesn't consider solving a puzzle tactical or strategic.
* Does the game allow you to develop and use tactics?
* Does the game allow you to develop and deploy a strategy?
* Does the game allow you to resolve conflicts in multiple ways?
If you answered "no" to all of the above, you're playing a "pure" adventure/puzzle game.
Perhaps you'd like Might and Magic: Clash of Heroes, it's a RPG where every battle is a puzzle to be solved.
Another aspect is that Chaotic Commands lasts for 1min/level, whereas that spell only lasts 20 seconds