Kem0sabe
Arcane
At least the unity console mod is fucking awesome, so much shit you can do with it.
I missed that that post in the MCA thread. Oh lord.Oh yeah.I thought his cuck tag was due to how he flipped out and leaked a review from Prime Junta, because he thought he was fighting shilling and/or gatekeeper the honor IE games against Sawyer.With all the mobility abilities and items, engagement is kind of superfluous. Which is better than how it worked in poe1.
Sensuki was right. #RemoveHisCuckTag #SensukiDidNothingWrong #NotMyRtwp
You guys are taking my post too seriously.
He asked MCA what he thinks of engagement a few days ago, who oh surprise let us know that - like any sane person - he doesn't give a shit.
He's not over it
I've realized that. The truth is that much micromanagement can be popamole just as little micromanagement can be popamole. And either of the two could also be intelligent. Depends on the design. Neither of the two is inherently good or bad. It comes down to what kind of challenge and combat flow you prefer. I prefer something farther towards the IE combat flow, although not exactly that, I suppose.PoE's RTWP is not any more or less popamole than IE, in fact it's more complex. The fact is this is a shit derivative system and turn-based is better.
This is a fair point, but how many party based RPGs you know that did a complete systemic win over rest spam and did good resource management at the same time? All while being open world.Hyperbole.
Engagement is also nothing compared to the drollness of per-encounter ability spam, dialled up to 11 in the sequel for your enjoyment
I don't agree combat gameplay is nearly close, much less "the same".I am not saying more micromanagement is less popamole. I am saying these two are games of same kind with divergences in quantity and quality. It's really fucking retarded to say PoE1-2 is popamole when gameplay is literally the same except one is more of a clusterfuck. The fact is game should have been turn-based but we had IE nostalgiafags wanting another baldur's gate. Well guess what world could have done without another baldur's gate. Obsidian is shit for going for IE gameplay especially when Sawyer himself said he doesn't like either RTWP or class-based systems.
let me make a list:
This is a fair point, but how many party based RPGs you know that did a complete systemic win over rest spam and did good resource management at the same time? All while being open world.Hyperbole.
Engagement is also nothing compared to the drollness of per-encounter ability spam, dialled up to 11 in the sequel for your enjoyment
You don't get it. Sensuki doesn't rest spam.
So the problem doesn't concern him.
Of course I could tell him that my fighter only has one active ability, being the knock down, and that the rest is passives while my ranger has a root and an interrupt only (which gives him the anti caster role) but it's not really the same you can pick ten actives so it's shit.
I am not saying more micromanagement is less popamole. I am saying these two are games of same kind with divergences in quantity and quality. It's really fucking retarded to say PoE1-2 is popamole when gameplay is literally the same except one is more of a clusterfuck. The fact is game should have been turn-based but we had IE nostalgiafags wanting another baldur's gate. Well guess what world could have done without another baldur's gate. Obsidian is shit for going for IE gameplay especially when Sawyer himself said he doesn't like either RTWP or class-based systems.
At end game yes.This is a fair point, but how many party based RPGs you know that did a complete systemic win over rest spam and did good resource management at the same time? All while being open world.Hyperbole.
Engagement is also nothing compared to the drollness of per-encounter ability spam, dialled up to 11 in the sequel for your enjoyment
You don't get it. Sensuki doesn't rest spam.
So the problem doesn't concern him.
Of course I could tell him that my fighter only has one active ability, being the knock down, and that the rest is passives while my ranger has a root and an interrupt only (which gives him the anti caster role) but it's not really the same you can pick ten actives so it's shit.
Thing is that your fighter has 8 knock-downs per encounter and your ranger has 8 root and interrupts per encounter. Then you of course have empower giving you even more charges.
I never ran out of active abilities on my non caster throughout Deadfire after the first levels which you blitz through in the matter of a few hours.
You could say the same about turn based RPGs. You can't put Underrail and D:OS side by side and say that we should consider the gameplay the sameRTwP is a really specific genre, and the combat is only different enough when you are nitpicking in that niche. The gameplay is same, PoE is a lot more bloated and clusterfucky but that's not a difference in kind.
I never moved any goalposts, the problem was always - how to banalce vancian like abilities (thus keeping strategic layer) in a game where you have freedom to always rest anywhere or even backtrack and rest at specific places like in ToEE or KotC. For Sawyer you also have to add "and not turn off 99% player base away because casuls".Moving goalposts.IN ToEE if you rest you have to choose areas based on safety. Or else, you are attacked.
You could say the same about turn based RPGs. You can't put Underrail and D:OS side by side and say that we should consider the gameplay the same
At end game yes.This is a fair point, but how many party based RPGs you know that did a complete systemic win over rest spam and did good resource management at the same time? All while being open world.Hyperbole.
Engagement is also nothing compared to the drollness of per-encounter ability spam, dialled up to 11 in the sequel for your enjoyment
You don't get it. Sensuki doesn't rest spam.
So the problem doesn't concern him.
Of course I could tell him that my fighter only has one active ability, being the knock down, and that the rest is passives while my ranger has a root and an interrupt only (which gives him the anti caster role) but it's not really the same you can pick ten actives so it's shit.
Thing is that your fighter has 8 knock-downs per encounter and your ranger has 8 root and interrupts per encounter. Then you of course have empower giving you even more charges.
I never ran out of active abilities on my non caster throughout Deadfire after the first levels which you blitz through in the matter of a few hours.
Even then, the argument remains.
There's something idiotic in saying "I don't mind this because I don't use it/play that way" for one game but not the other.
You don't rest spam in IE games, great. What about someone who doesn't prebuff ? Cool beans.
Just mod deadfire and make all abilities cost 100% pool, or don't use them more than once.
How is it that you can suit yourself with one and not the other. It's a blatant double standard.
I mean, it becomes stupid when you carry a judgement based on this inconsistency.
Ps. Pretty sure the root costs 3. Like all upgraded and high tier stuff.
It's not even as bad as what's suggested.
However the tuning being completely fucked, it matters fuckall.
I never moved any goalposts, the problem was always - how to banalce vancian like abilities (thus keeping strategic layer) in a game where you have freedom to always rest anywhere or even backtrack and rest at specific places like in ToEE or KotC. For Sawyer you also have to add "and not turn off 99% player base away because casuls".
My idea would probably be something like expensive reagents for spells, the rarer the more powerful spells are, but that already does not qualify with the last problem. So Sawyer just went with D&D5 or whatever.
Still failed to balance it. But I understand why he just removed all strategy which, honestly was always an illusion in IE games. From all the classic D&D, only KotC gave me the real feels when locked me in some dungeons away of my cozy fireplace.
The easier solution here would be difficulty settings. Casuals will play on Normal and not find the end boss too hard no matter how much side content they do, while the hardcore will play on Path Of The Damned and, well, by all accounts they won't find the end boss too hard either right now. I'm neutral on level scaling but less options to have to go through at the beginning of a playthrough seems better than morebut more important than the stupidity of some codexers is why an obsidian rpg has an option for level scaling. they are openly admitting with audacity that encounters were not handcrafted and balanced.
P2 is an open game with a ton of side content. If you balance it for completionists, casuals will scream bloody murder as the endgame will be too hard for them. If you balance it for the average player, completionists will scream bloody murder as they'll outlevel the content, unless they really enjoy cruising through the latter part of the game because they feel it's a worthy reward for their hard work.
Optional level scaling that you can even set to "only scale upwards" solves this pretty well, except for the occasional retarded edgelord who thinks it means the game "isn't handcrafted and balanced," but I think we can safely ignore them, don't you?
What are you talking about? At lvl 7 you have 6 power points, the majority of skills consume 1(knockdown, lightning strikes, flames of devotion etc) and empower restores half of those so you have 9 available per encounter.
That is the first half of the game.
The issue here is that the core design is geared around essentially selecting an attack for each character every "round" in a real time game. That one needs to use mods or program the AI to get around this is fucking stupid.