Minttunator
Arcane
Not at all. R00fles.
Bro, I realize that you're channelling Volourn, but you should look to it that you yourself do not become Volourn in the process - you know what they say about gazing into the abyss!
Not at all. R00fles.
This is part of the fighter's design, a key component of their class is the ability to engage up to three enemies at once.It did bother me how Calesia could fight two people at the same time without much trouble, though.
On a side note, after thinking about it for a bit, it's kind of that INT should affect barbarian abilities' AoE and duration. Strength and Constitution should be their modifiers respectively. Not sure how INT is supposed to make you able to run around in a frenzy for longer or how it would extend the effective reach of your arms in a slash. I mean, if you see someone running around like a lunatic and slaughtering everyone, is your first thought, "Wow. He must be sooo smart!"?
You are a retarded piece of shit who should be banned. You don't know what are you talking about. The opening area of the IE games being hard as fuck was awful design. You can (and you should) make a hard game, but you have to design the opening a little easier, so the new players are eased into the ruleset and the game. Fuck you for turning up from nowhere (who are you anyway) and start bitching.
This game looks amazing and everybody should fellate Josh and Obsidian instead of nitpicking on small things, or just being plain retarded as this guy.
So many inane comments. I am buffled.
Best so far was from some faggot, who claimed BG had tacticul positioning because of speed of animationz and shit. And PoE, of course, totally lacks that. That was pretty funny.
Game does look pretty good. I only see valid concerns about difficulty and teleporting adventures. Otherwise people who liked, especially, BG2 will have a blast, i think.
I get what the idea was, but the implementation of said idea doesn't make much sense. Make INT modify crit damage or give a bonus to chance to crit. The idea being that due to greater intellect, the barbarian knows where to hit his opponent to cause the most damage. That at least would be plausible vs what, "due to the power of his mind he can make his arms longer and have more endurance"? Seriously, what's the explanation for this?On a side note, after thinking about it for a bit, it's kind of that INT should affect barbarian abilities' AoE and duration. Strength and Constitution should be their modifiers respectively. Not sure how INT is supposed to make you able to run around in a frenzy for longer or how it would extend the effective reach of your arms in a slash. I mean, if you see someone running around like a lunatic and slaughtering everyone, is your first thought, "Wow. He must be sooo smart!"?
The idea's that INT should be useful for barbs as well. It's a gamist design choice.
I get what the idea was, but the implementation of said idea doesn't make much sense. Make INT modify crit damage or give a bonus to chance to crit. The idea being that due to greater intellect, the barbarian knows where to hit his opponent to cause the most damage. That at least would be plausible vs what, "due to the power of his mind he can make his arms longer and have more endurance"? Seriously, what's the explanation for this?
That's why it's dumb. Is this a ruleset for a SuperMario game or an BG style cRPG? They need to put thought into how believable the ruleset will be or suspension of disbelief will go out the window. Next you'll be telling me that strength affects all damage, including spellcasting damage.The only thing I can think of is that Josh or Tim wanted a certain amount of abilities/talents/powers affected by each attribute ... so it's probably more about gamey reasons than simulation reasons?
On a side note, after thinking about it for a bit, it's kind of that INT should affect barbarian abilities' AoE and duration. Strength and Constitution should be their modifiers respectively. Not sure how INT is supposed to make you able to run around in a frenzy for longer or how it would extend the effective reach of your arms in a slash. I mean, if you see someone running around like a lunatic and slaughtering everyone, is your first thought, "Wow. He must be sooo smart!"?
That's why it's dumb. Is this a ruleset for a SuperMario game or an BG style cRPG? They need to put thought into how believable the ruleset will be or suspension of disbelief will go out the window. Next you'll be telling me that strength affects all damage, including spellcasting damage.The only thing I can think of is that Josh or Tim wanted a certain amount of abilities/talents/powers affected by each attribute ... so it's probably more about gamey reasons than simulation reasons?
It does.That's why it's dumb. Is this a ruleset for a SuperMario game or an BG style cRPG? They need to put thought into how believable the ruleset will be or suspension of disbelief will go out the window. Next you'll be telling me that strength affects all damage, including spellcasting damage.
SAAAAAAAAAAAAAAAAWWYEEEEEEEEEEEEEEEEEEEEEEEER!!!It does.
Nope. Sorry, not buying it. We're not talking about a monk-like state of concentration here, we're talking about an adrenaline fueled murder spree. Do you honestly picture Minsk or Korgan from BG really having to think hard to maintain their enraged states? Did they seem like they were having to solve any math problems while dancing in people's entrails?On a side note, after thinking about it for a bit, it's kind of that INT should affect barbarian abilities' AoE and duration. Strength and Constitution should be their modifiers respectively. Not sure how INT is supposed to make you able to run around in a frenzy for longer or how it would extend the effective reach of your arms in a slash. I mean, if you see someone running around like a lunatic and slaughtering everyone, is your first thought, "Wow. He must be sooo smart!"?
Frenzy is a mental state so you could find a plausible answer for that.
I'd think that twisting around would fall more into dexterity than INT. Again, CRIT modifiers make more sense.Reach distance isn't plausible with any attribute, not just int. You can claim int allows you to figure out a swing or stab technique strikes in such a way that going off-balance to reach further pushes you back into balance when the hit connects.
As I watched Obsidian play Pillars of Eternity, it was hard not to shake the concern that stayed with me throughout the demo: that this was not a game standing on the shoulders of giants, but one relying on slavish devotion. It didn't help that I had just played the excellent Divinity: Original Sin earlier that day, an RPG that uses its inspirations as a springboard rather than as a mold, and in the process establishes an identity that makes it an important step in RPG evolution. Divinity uses old mechanics to say something new. Does Pillars of Eternity use old mechanics to say something old? And if so, is that necessarily a bad thing? [...] The game's title appeared on screen, leaving me to wonder if Pillars of Eternity will refresh role-playing traditions or simply replicate them--and whether pure replication is anything to scoff at, given the legacy of Baldur's Gate and its ilk. Nevertheless, I have faith not just in the strength of the Infinity Engine template, but in Obsidian's ability to use that template to craft a journey worth taking.
"due to the power of his mind he can make his arms longer and have more endurance"? Seriously, what's the explanation for this?
edit: SAAAAAAAAAAAAAAAAWWYEEEEEEEEEEEEEEEEEEEEEEEER!!!It does.
Nope. Sorry, not buying it. We're not talking about a monk-like state of concentration here, we're talking about an adrenaline fueled murder spree. Do you honestly picture Minsk or Korgan from BG really having to think hard to maintain their enraged states?On a side note, after thinking about it for a bit, it's kind of that INT should affect barbarian abilities' AoE and duration. Strength and Constitution should be their modifiers respectively. Not sure how INT is supposed to make you able to run around in a frenzy for longer or how it would extend the effective reach of your arms in a slash. I mean, if you see someone running around like a lunatic and slaughtering everyone, is your first thought, "Wow. He must be sooo smart!"?
Frenzy is a mental state so you could find a plausible answer for that.
I'd think that twisting around would fall more into dexterity than INT. Again, CRIT modifiers make more sense.[/QUOTE]Reach distance isn't plausible with any attribute, not just int. You can claim int allows you to figure out a swing or stab technique strikes in such a way that going off-balance to reach further pushes you back into balance when the hit connects.
D&D pseudo-simulation can fuck right off. Balance uber alles. If Josh had his way there wouldn't even be any attributes.Is this a ruleset for a SuperMario game or an BG style cRPG?
What, did you go to the Skyrim LARPER School of Excusing Stupid Shit? Honestly, you'd all make awesome PoE barbarians what with all the mental gymnastics you're pulling trying to explain this.Ahhh, you can come up with an infinite number of bullshit explanations if you need 'em.
I'm pointing out flaw, not slitting my wrists here, buddy. Again, see my reference to is it a "Mario game or a cRPG?" because cRPGs have to take into account suspension of disbelief.It's a game, it's got gamey stuff in it, 's not the end of the world.
That's why it's dumb. Is this a ruleset for a SuperMario game or an BG style cRPG? They need to put thought into how believable the ruleset will be or suspension of disbelief will go out the window. Next you'll be telling me that strength affects all damage, including spellcasting damage.The only thing I can think of is that Josh or Tim wanted a certain amount of abilities/talents/powers affected by each attribute ... so it's probably more about gamey reasons than simulation reasons?
He makes no bones about the fact that he's basically making a new Infinity Engine game for a group of hardcore fans who happen to like that style of game. He also feels beholden to the backers, even if they are occasionally passion to a fault. Arguments about semantics regarding the difference between strength and might can be wearying at times, but Sawyer mostly just tries to roll with it.
"They did pay in advance," he shrugs.
...
After a tough development cycle with South Park that saw them go through multiple publishers, Obsidian seems to have found renewed purpose. Sawyer occasionally seems frustrated by the back-and-forth with fans over controversies like the effects of certain stats—Pillars of Eternity is unique in that the might stat effects both damage and healing—but he also really knows his RPGs, and he seems to be pleased to be developing for people who can appreciate his work.
Fans of isometric RPGs, meanwhile, can count on Obsidian to cater to their particular tastes. Sawyer is right there with them: "They're saying, 'I want heavily stat-based combat with isometric views. I don't want the new stuff. I feel like I'm getting squeezed out, please help me.'"