Sensuki
Arcane
Throne of Darkness
(I'm struggling to remember a party-based RPG that wasn't based on D&D, actually, apart from DA)
It’s interesting that you say that because Chris Avellone is one of the people responsible for taking a great genre, stripping away everything that makes it great and leaving adventure game dialogue with some skill checks. Comparing Planescape: Torment, which is basically the standard template these days, with Star Trail absolutely blows my mind to this day. Yes, variety is good, but the variety we have now is the Chris Avellone style and the Todd Howard style, both of which suck.
Tim "Wildstar" Cain?and I know I am personally not backing any more of their games, and I doubt another Kickstarter would be as successful again.
It would really hurt if Tim Cain was lead designer of their new game on Kickstarter, but Obsidian has shown us that it is better to not support them and their empty promises.
Was something like that in your post at some point or do I just need bigger glasses?
I did not like DAO combat, because it seemed like I was doing the same stuff in every encounter, and it came down to flanking the enemy and using all my abilities, staring with the most powerful ones until I ran out of stamina or they died.guise, humor me: those who think combat is shit because of stats/abilities/what have you - did you like Dragon Age: Origins' combat for the same reasons?
Fighters, Rogues... fucking boring...gimped versions of their D&D counterparts.
True dat. That's because Ranger is bow slinging Abdel Abdullah and nobody else.The Fighter plays like a DAO Fighter with less stuff, you click knockdown a couple of times per encounter and maybe toggle on Defender mode and you suck at ranged combat so no Bow slinging Abdel Abdullah with a Bow either.
the PE Rogue.. has an active and two modals.
The Fighter plays like a DAO Fighter... you click knockdown a couple of times per encounter and maybe toggle on Defender mode
Not sure why you have to overreach like this. Focus on the wizard and priest.
funny, because that's pretty much how PoE combat feels to me in the betaI did not like DAO combat, because it seemed like I was doing the same stuff in every encounter, and it came down to flanking the enemy and using all my abilities, staring with the most powerful ones until I ran out of stamina or they died.
Also the enemy variety was pretty poor for such a large game.
you're mistaken. I come from a poor family and didn't own a PC until I could afford to buy one myself when I was 20. so I didn't play any of that because the 2000s were starting, and it wasn't comme il faut to play games older than 1998 (except for Arcanum (which doesn't even register as a game on my radar, fucking waste of time))1990s birth date date detected
You're thinking about it from the wrong angle. The Class design is rigid so the characters basically play one way and that's it. This was not the case in the IE games. Therefore despite both the Fighter and the Rogue having some abilities to use in combat, they are boring. The abilities aren't fun either.
Currently the Fighter in every fight is
IF multiple enemies TOGGLE Defender Mode
DO Knockdown x2
END
You *have* to use your Fighter as the main tank, otherwise you're not playing it properly.
In the IE games your Fighter could be the main tank, sure - they could also be played quite a few different ways in combat, such as sitting at the back as an Archer, or being the guy with Boots of Speed that beelines through the pack to hit the mage before he gets his spell off. In PE it looks like the Fighter will play the same every fight, and that is SHIT.
That's also what I hated about DAO.
This, this, and this. No point arguing intricacies of combat, if the combat does not even work properly at the moment.I'm not going to be playing any further until the next patch though because it's pretty pointless. Most of the critical issues have been addressed, just need to wait for a patch and then we can have some proper discussions about where to go regarding combat speeds, class abilities and attributes and whatnot.
I don't believe it is just me that finds that's just how those classes play in combat.
You also made a lot of similar defensive statements about people complaining about Wasteland 2 when they were playing. This time, you have the beta - how about playing it a bit yourself and making a conclusion based on having played the game ?
I'm not going to be playing any further until the next patch though because it's pretty pointless. Most of the critical issues have been addressed, just need to wait for a patch and then we can have some proper discussions about where to go regarding combat speeds, class abilities and attributes and whatnot.
Hello everyone,
Thank you for your feedback. There are a few bugs related to these concerns, some that we have fixed and some that we are still working on. However, it is also important to know that the Crystal Eater spiders do have a petrification effect. Currently, if a character becomes petrified they will cease to lose stamina and all damage will go to their health bar only. This damage is then dealt at 4x the value to cause their health loss rate to become similar to the rate that a stamina bar would receive damage.
If a character is both poisoned by Widowmaker or Ivory spiders and then becomes petrified as well, their health can drop very quickly. If the character falls, as long as you do not have expert mode's death feature on, these character's should become maimed at the end of the fight, allowing them to recover via a rest.
One of the major issues that we should have resolved in our current build, is that the check that was being made to decide if the petrification effect was successful was not being made correctly. So it is possible that in the beta the Crystal Spiders are applying petrification a little too often.
I will look into these concerns further and make sure that the designers are aware of any unseen hurdles.
Thank you all for your continued support, you are all awesome!