Perhaps having a truly unique item like Carsomyr might upset balance?
The worst thing for me now are kinesthetics and combat feedback...............................
I dunno, many spell effects just don't feel right. And there are too many of them often lapping on one another to count or even understand what are they doing. Reduce enemy slashing damage in AoE, increace critical for ranged weapons, regenerate stamina centered on caster, regenerate stamina in a circle, make fighter regenerate stamina by taking damage... what-the-fucking-ever, let me just auto attack with 6 arquebuses.I do think things like the above issues are the type of things that WILL be addressed and fixed in the release, so I am not that worried about them at the moment.
I dunno, many spell effects just don't feel right. And there are too many of them often lapping on one another to count or even understand what are they doing. Reduce enemy slashing damage in AoE, increace critical for ranged weapons, regenerate stamina centered on caster, regenerate stamina in a circle, make fighter regenerate stamina by taking damage... what-the-fucking-ever, let me just auto attack with 6 arquebuses.I do think things like the above issues are the type of things that WILL be addressed and fixed in the release, so I am not that worried about them at the moment.
That's only part of it. The biggest part is that too many abilities look really useless or overlap too much.This sounds like a consequence of starting from a high level and not having a chance to learn the game's spells from the beginning. You'd have the same issue with D&D going into BG2 or MotB with a blank slate.
I dunno, many spell effects just don't feel right. And there are too many of them often lapping on one another to count or even understand what are they doing. Reduce enemy slashing damage in AoE, increace critical for ranged weapons, regenerate stamina centered on caster, regenerate stamina in a circle, make fighter regenerate stamina by taking damage... what-the-fucking-ever, let me just auto attack with 6 arquebuses.
That's only part of it. The biggest part is that too many abilities look really useless or overlap too much.This sounds like a consequence of starting from a high level and not having a chance to learn the game's spells from the beginning. You'd have the same issue with D&D going into BG2 or MotB with a blank slate.
There's an AoE priest prayer that gives +10 defence against attacks that cause disease or weakness. It does not heal disease or weakness. It does not gives immunity to a weakening status effect... wtf
Or Holy Power. +5 str and rslv. the last is a dump stat I think, and +5 str is what, 10% bonus damage? *sigh*
It's hard to say. I can say that 72 dmg shot from rogue's gun is useful, since my char has only 152 hp.Are those spells really as useless as they sound? They don't even seem remotely "magical", just fucking boring.
The fact that D&D had enchant pebbles doesn't mean everything here should be like it; and even iconic spells don't feel as that. PoE's Fireball or Call Lightning doesn't make be jump out of my pants either.
That along with some better audio and visual hit feedback and proper spacing and better character fidelity/crispness on screen should help a bunch. One other thing I am not sure is possible or not to address but which may be causing part of the problem is the angle of the overhead camera, it seems to be a more shallow angle than in previous IE games.
The worst thing for me now are kinesthetics and combat feedback...............................
if you have time read Sensuki thread on this at obsidian forums he makes a thread with IWD and shows how to fix this. Some of the stuff is so obvious when looking at it on the video the way he points out I have to believe that obsidian is already working on it because it makes so much sense. For instance the way targeting works in IWD and you can mouse over any of your characters and that characters highlight circle will blink in sync with whichever monster target circle he has targeted at the moment. If no current target then no monster target circles will blink etc..
That along with some better audio and visual hit feedback and proper spacing and better character fidelity/crispness on screen should help a bunch. One other thing I am not sure is possible or not to address but which may be causing part of the problem is the angle of the overhead camera, it seems to be a more shallow angle than in previous IE games.
I do think things like the above issues are the type of things that WILL be addressed and fixed in the release, so I am not that worried about them at the moment.
Actually I did't play ToEE, blow me. My D&D knowledge are based upon the IE games, and those didn't have these bullshit rules on crafting.What the fuck?I only just realized that items no longer have weight and carrying 6 heavy armors is the same as carrying six eggs. I bet Josh really regrets making that "Strength Wizard" example.
I also hate that "you're out camping in the wilderness and want to craft a minor stamina potion? sure, just grind down an amethyst, combine it with fresh river reed, then add 600 fucking gold coins" shit. This whole "balance for the balance god" thing really needs to be reigned in before it completely destroys fun and immersion.
Is this the best JES could come up with to solve the money sink problem? This is so logical. Add coins to craft something.
It's even worse in D&D and ToEE, beside money you also mix in your experience points. Have you not played ToEE Matt?
I would really expect a little more imagination from Double Fine fan, it's an abstraction for "you bought some mundane items you need for crafting".
Opening the spoiler below may cause aneurism, read at your own risk.
In D&D and ToEE you also spend gold to cast some spells.
Ondb said:You are wrong. In naruto you have the taijutsu (only need stamina, no chakra -- just pure combat skill), others (ninjutsu, genjutsu,...) are all based on chakra. So in reality they are all wizards. Normal people that does not control chakra does not become ninjas.
Their answer to everything at the moment is "we're working on it", understandable at this point in development.Does anyone even read that thread? I posted on the first page a link to a post by Kaz. He says they were allready working on the targetting feedback (along with the engagement ui).
There are some system design issues though. Attributes are not right yet. Inventory system is fubar. Movement in combat needs to be slowed down.
Also characters don't stand out from the background, whereas before they stood out too much.
This is not actually more intuitive, it's just expected from years of playing D&D ripoffs.1. There will be a slightly more intuitive attribute system (no muscle wizards)
It's all about context. PoE items ARE Diablo-like. The game has a set of enchantments that it applies loot, like "Fine" or "Bonus Crit Damage". Worst, even the unique items that have distinct lore and names are just regular items with three regular enchantments. Even Diablo 3 had the notion that unique items should be unique, and gave them unique skills.
In short, PoE itemization is simpler than Diablo, with less variables and only "blue items". It can't hold a candle to BG2 in that sense.