Harold
Arcane
Yeah, no shit.Joshua Dak'kon Eric Sawyer in the kotaku article said:Even the most well-designed spreadsheet fails to capture the reality of how systems will function within the context of a game environment.
Yeah, no shit.Joshua Dak'kon Eric Sawyer in the kotaku article said:Even the most well-designed spreadsheet fails to capture the reality of how systems will function within the context of a game environment.
There would be no immunity to charm. It would increases defense against charm, so you'd be less likely to be charmed and then have a lower duration, but no hard counters.
Yep, that's exactly what The Saw™ would say.
That's probably my biggest beef with him, his fixation on "hard counters" and how they're somehow work of the devil. If bashing them wasn't such a huge hobby horse for him I feel he'd be a much, much more palatable designer, much more amenable to fun and interesting designs.
What are some good and well balanced crpgs?
What are some good and well balanced crpgs?
What are some good and well balanced crpgs?
Alpha Protocol
There are also no bad and well balanced RPGs. Or any well-balanced RPGs.
Dark Souls?What are some good and well balanced crpgs?
What are some good and well balanced crpgs?
No trolling, honest question.Dark Souls?What are some good and well balanced crpgs?
Supposedly Dungeon Siege 3, too bad no one cares.What are some good and well balanced crpgs?
What are some good and well balanced crpgs?
And how having a system of "put the right high-resistance person at the front line" is any better?My problem with the powerful Items of Immunity in BG2 especially was that they kinda made equipment loadout degenerate to "who gets what immunity" and combat degenerate to "put the right immune person at the front line". Things could probably be a bit more interesting than that.
And how having a system of "put the right high-resistance person at the front line" is any better?My problem with the powerful Items of Immunity in BG2 especially was that they kinda made equipment loadout degenerate to "who gets what immunity" and combat degenerate to "put the right immune person at the front line". Things could probably be a bit more interesting than that.
And how having a system of "put the right high-resistance person at the front line" is any better?My problem with the powerful Items of Immunity in BG2 especially was that they kinda made equipment loadout degenerate to "who gets what immunity" and combat degenerate to "put the right immune person at the front line". Things could probably be a bit more interesting than that.
Well, if his resistance fails - and in the long run, it always will - you need to have a backup plan ready.
Reload.
And how having a system of "put the right high-resistance person at the front line" is any better?My problem with the powerful Items of Immunity in BG2 especially was that they kinda made equipment loadout degenerate to "who gets what immunity" and combat degenerate to "put the right immune person at the front line". Things could probably be a bit more interesting than that.
Well, if his resistance fails - and in the long run, it always will - you need to have a backup plan ready.
TOEE? Unless you're talking about encounters too. KOTC kinda if you ignore crafting, as that's only one feature and not a set of unbalanced features.There are also no bad and well balanced RPGs. Or any well-balanced RPGs.
There would be no immunity to charm. It would increases defense against charm, so you'd be less likely to be charmed and then have a lower duration, but no hard counters.
Yep, that's exactly what The Saw™ would say.
That's probably my biggest beef with him, his fixation on "hard counters" and how they're somehow work of the devil. If bashing them wasn't such a huge hobby horse for him I feel he'd be a much, much more palatable designer, much more amenable to fun and interesting designs.
In all seriousness you won't reload because your dude would just incapacitated, not killed. So when you eventually beat the encounter he'll get back up.That just encourages degenerate save scumming.
I think that D:OS did a great job with resistance. Enemies have total immunities to entire schools of magic rendering a good portion of your abilities useless, and there is nothing you can do about it. This approach forces you to constantly change your tactics from one encounter to another. Much better than both BG "correct resistance or party wipe" and POE "you can win that way too, it's just less effective".
Degenerate gameplay.can you or somebody explain his reasoning on his 'no hard-counters' stance? He seems somewhat obsessive about certain things, I do like some of his design choices, I guess I just sort of wish he were not LEAD designer and were more like an associate designer without as much overriding power.
D&D is not balanced and one has ever claimed this.TOEE? Unless you're talking about encounters too. KOTC kinda if you ignore crafting, as that's only one feature and not a set of unbalanced features.
Granted, the PoE weapons are probably low level weapons, I hope that the high tear unique weapons will be truly unique.