Sensuki
Arcane
Every time I make a video, I'm afraid that Josh will nerf it
I tell you what, two Fighters with 3 Knockdowns per encounter each is amazing lol.
Do you think combat and combat builds are getting more interesting/tactical with each new patch or is still a bit of a chore to slug through? I've barely played 3 hours of the BB, because the combat just hasn't been fun.
I still find the lack of feedback, unit spacing, and lack of pseudo-rounds a problem a month from release, but i'm probably just too slow nowadays. SitS has RtwP closer to my ideal at the moment.
Sensuki said:Been doing a lot of testing of different character builds this patch, and IMO that's where this game really shines on the combat side of things. There are lots of different viable character builds and discovering more and more effective ones has been really fun. What I mean by that is, if you want to execute a particular concept of a character for combat - "A Ridiculous Blunderbuss guy" or whatever, there is enough depth there for you to be able to do that and do it pretty well (under/overpowered issues aside).
I'm a power gamer, so when I make a character, I don't think about whether I want my character to be smart or whatever, and I pick Attributes based on efficacy for executing the build. I still think Attributes need work, but the ability, talent and gear selection part is where it's at.
Today's build was based off something someone said on the Obsidian forums. We were discussing the talent Penetrating Shot and whether it was a useful talent to have. One guy suggested that he made a Hunting Bow Chanter with that talent and the Chant that improves reload speed, and that was an effective build (and the *only* build currently where Hunting Bows are actually useful). Another guy said that it would probably be good on the Blunderbuss, because the Blunderbuss is a low damage weapon that fires multiple projectiles. I thought hmm, that would be *even better* with the item "Lead Spitter".
So I made an Aumaua Rogue with 21 Might (+33% damage), took Weapon Focus (Ruffian) for +6 Accuracy with Blunderbusses and Penetrating Shot. I picked the two Rogue weapon-based attacks (Crippling Strike and Blinding Strike) because the Blunderbuss is a slow reloading weapon. Every shot counts - so may as well stack every shot with a x1.25 damage multiplier and a status effect to boot. Opened up combat with a Fighter Knockdown (due to combat state restrictions, opening combat with any character that has passives that activate in combat is a loser, as you don't get the bonuses if you open with them, which is super dumb - so you have to attack with another character, wait until after the hit frame of the attack and then a few moments more for the passives to activate THEN attack).
*BOOM* first attack, insta-killed the Ranger in one shot sneak attack Blinding Strike. 12 DT bypass, so no armor protection at all from Fine Brigandine Armor. Had to wait a while to reload, but the second attack nearly completely took out another character from full health. Only got the two shots off in combat, but it still racked up over 100 damage. Not the highest of the party, but very useful/effective because of the damage mitigation from dropping one enemy straight away.
(as a side note, the Blunderbuss -10 Accuracy is probably too much, especially for non-'magical' blunderbusses, I'd suggest reducing it to -7, or -5 or something)
It's totally possible to make a trash build, but there's also lots of good ones. I personally find that specialization is better than dabbling in different types of things (like mixed offense/defense), but it depends on the class though.
Between v257 and v435, opening up the character progression and adding new talents has only been a good thing and every build it's getting better. There's a lot of depth there to explore when making characters.
Unfortunately IMO, the actual combat gameplay itself isn't that riveting. I find that the game is super stacked towards effective character building and encounter strategy, but fairly devoid of actual reactivity in combat - as in, I don't find I have to adjust what I do based on what the enemy does. Reactions are limited to casting Suppress Affliction(or similar), and healing my party members. This is partially because of the removal of counterspelling, and also the engagement system. The good thing is though, is that it's more involving than Baldur's Gate 1. The combat in BG1 was pretty simple, and Pillars of Eternity does beat it. I personally think that while PE really excels on the character building and strategy side, that Icewind Dale: Heart of Winter, BG2 and IWD2 beat it as far as reactive combat goes - the combat/gameplay in those games has a lot of depth regarding reacting to what enemies do, different (tactical, rather than strategical) ways to beat encounters and reactive movement. A lot of people complain about those games because they found one repetitive tactic that worked on most encounters, and thus ruined the fun for them. Those types of things exist in Pillars of Eternity at the moment, too. However anytime I stumble across one, I report it.
I think there's a lot of room for improvement here - but it's a strong foundation to build upon for expansions and sequels.
I think everyone here will have fun building characters.
I tell you what, two Fighters with 3 Knockdowns per encounter each is amazing lol.
Sounds like a team that parties like hardcore skinheads. I want a skill for kicking the shit out of prone enemies!
They have a month of tuning left to do and they're in a better position than inXile was when they had one month left to go.
From what I've seen in the Beta and from what Sensuki has shown throughout the last few months, my conclusions are:They have a month of tuning left to do and they're in a better position than inXile was when they had one month left to go.
Sure, they can tune stuff. My problem with the combat isn't necessarily tuning it's more things missing from the design. The No Engagement mod will probably fix some of the issues with tactical movement, but they need to work on AI/Pathfinding/Animation Blending when attacking moving targets and probably need some more complex spell/ability systems to promote actual tactical gameplay that illicits reactions from the player based on enemy actions. Currently I'm finding that if I don't stuff up my positioning and opening set of actions (Ability choice/targeting choice) in combat, that's pretty much it for me other than selecting new targets, healing allies and in some encounters, casting something that suppresses Afflictions.
BTW yesterday I submitted my 100th bug report thread for this patch Probably made around 400-500 total now.
Maculo said:Sensuki, do you have build ideas for priests by chance?
I dunno, I think attributes are at a much better place than talents and abilities. Taking the wizard for example, something like Arcane Veil that is supposed to be a mage's panic button is utter garbage. And I find most of his spells are useless; there's less than a handful of spells each spell level that are good (making the system of switching out grimoires also superfluous).Character building is fun, but the actual gameplay has quite a few problems. Regardless, as I said in the SA post - it's a strong foundation to build upon.
Attribute design still needs help/tweaking - but class/ability/talent/gear selection is really good. There's a plethora of combos, and lots of unexplored territory as to what you can actually do with builds.
There's this one called Combusting Wounds which adds 10 burn damage to some dudes every time they're hit in combat for a short duration. Cast that on someone and shoot them with a Blunderbuss - potentially up to 80 damage from that spell, on top of what you did with the Blunderbuss.
You get Arcane Assault automatically at chargen, so that leaves only the Blast talents for class talents - which isn't much of a choice on odd-numbered level-ups.Arcane Veil is fucking horrible - yes. However Arcane Assault is great. Blast (and Penetrating Blast) are also great.
They have a huge amount of spells, but only a few are good. I.e. Binding Web is 1 spell level higher than Tanglefoot, yet the former has a fraction of the area of effect and duration of the latter.Lots of their spells are quite good.
Their resource pool is less flexible than the other spellcasting classes, since they're still following the memorization routine. The obvious solution would be to bump up the power of their spells (or *gasp* even make them hard-counter...ish).I'm reluctant to use them a lot of the time because they're per rest.
I know. Combusting Wounds is my favorite wizard spell.There's this one called Combusting Wounds which adds 10 burn damage to some dudes every time they're hit in combat for a short duration. Cast that on someone and shoot them with a Blunderbuss - potentially up to 80 damage from that spell, on top of what you did with the Blunderbuss.
Thanks, I definitely forgot about the camp supply limits on higher difficulties.^ Pretty much.
Maculo said:Sensuki, do you have build ideas for priests by chance?
Priests don't have as many character building options because you don't select abilities, you just get new spells. One downside of Priests and Druids is they build very similarly. Personally I don't care about that, because it's the way you play that matters. Priests, Druids and Wizards are also kind of hamstringed a little bit because of the per-rest limitations of their spells. I don't like resting often. I play on Hard, where you get 2 camping supplies only. So on easier difficulties where you can rest more often - they'll play a lot better because you will be able to use their spells more often. On Hard and PotD you'll have to be careful about using their spells.
Priests aren't really a class that goes into man-fight mode like my other demos. I'll try and think of something gimmicky to show off in a few days or something. There'll probably be something hilarious to discover.
The fourth reason is because the self-buffs have been nerfed. The PE equivalent of Mirror Image won't protect you from a few attacks, it will just raise your Deflection, which means you will probably get hit anyway, with your abysmal base Deflection. There's no Stoneskin or anything either. Just stuff that gives you DR. Miserable DR. You could just drink a Potion of Iron Skin for +20 DR, and even then, it would be a fucking waste most of the time, because if you're actually thinking about drinking a Potion of Iron Skin on a Wizard, it's because there's something like a Dire Bear about to hit you, and 20 DR isn't going to save you, you'll get critted for 90 damage and dropped in one hit.
The same can certainly be said of Pillars of Eternity, but that is also a different sort of partnership. Obsidian and Paradox are co-publishing the game but Paradox aren't really involved in funding the game. Instead they lend their expertise in publishing and marketing. What is notable is that talks are also in place regarding further co-operation between Paradox and Obsidian further down the line. While nothing is set in stone, Pillars of Eternity could spell the beginning of a beautiful friendship. The recent breaking news on Eternity 2, though, should perhaps be taken with a pile of salt. Josh Sawyer, game director, simply laughed it off saying he had no "Eternity 2 meeting" planned. But naturally they are thinking about doing it at some point, though for now, the focus is on finishing Pillars of Eternity and producing its DLC.
The same can certainly be said of Pillars of Eternity, but that is also a different sort of partnership. Obsidian and Paradox are co-publishing the game but Paradox aren't really involved in funding the game. Instead they lend their expertise in publishing and marketing. What is notable is that talks are also in place regarding further co-operation between Paradox and Obsidian further down the line. While nothing is set in stone, Pillars of Eternity could spell the beginning of a beautiful friendship. The recent breaking news on Eternity 2, though, should perhaps be taken with a pile of salt. Josh Sawyer, game director, simply laughed it off saying he had no "Eternity 2 meeting" planned. But naturally they are thinking about doing it at some point, though for now, the focus is on finishing Pillars of Eternity and producing its DLC.
The same can certainly be said of Pillars of Eternity, but that is also a different sort of partnership. Obsidian and Paradox are co-publishing the game but Paradox aren't really involved in funding the game. Instead they lend their expertise in publishing and marketing. What is notable is that talks are also in place regarding further co-operation between Paradox and Obsidian further down the line. While nothing is set in stone, Pillars of Eternity could spell the beginning of a beautiful friendship. The recent breaking news on Eternity 2, though, should perhaps be taken with a pile of salt. Josh Sawyer, game director, simply laughed it off saying he had no "Eternity 2 meeting" planned. But naturally they are thinking about doing it at some point, though for now, the focus is on finishing Pillars of Eternity and producing its DLC.
Source dammit