Yeah, the encounter design is kind of lame. Even the optional mini-bosses are like "you killed 10 weak X and 5 medium X, now fight one big X". I'm 7 hours in, just got the keep, and I would guess my kills so far were 30% spiders and 30% spirits... kind of boring.
The Cipher is my favorite class (feels like a Warlock), but it isn't suitable for solo. It does a lot of damage, but can't take many hits.Level 2 cipher was too shit to kill a bear, I'm sure I"m doing everything wrong.
Baldur's Gate had many memorable battles, not only for the combat itself - usually a spike in difficulty that forced you to change tactics -, but also for the set up. The only memorable one so far was the bear in the cave, and that's because I died 10 times there alone, before coming back with more characters...Also, I don't understand the gripes about encounter design, but I will fully admit to not "getting" encounter design in general -- beyond the obvious shit like filler combat. But nothing feels like filler combat yet.
Frankly, engagement is better than everybody retardly running towards heavy hitters, ignoring menaces in the way. It makes things more complex
I don't have a problem with engagement, at all. I think it is a good replacement for a generic aggro mechanic ala DA:O.
I am one of those idiots who is saying it (at least right now) feels like a better game than the IE games. That could change, I could burn out or whatever, but that's not likely. Also, I don't understand the gripes about encounter design, but I will fully admit to not "getting" encounter design in general -- beyond the obvious shit like filler combat. But nothing feels like filler combat yet.
Also, I don't understand the gripes about encounter design, but I will fully admit to not "getting" encounter design in general -- beyond the obvious shit like filler combat. But nothing feels like filler combat yet.
From my experience, 90% of the time, what "good encounter design" in RPGs comes down to is fights where you have a constant dilemma between choosing to defend yourself from enemies who are close to you and attacking enemies who are farther away but potentially more devastating.
"Balance" is a factor here in the sense that it reduces the scope of power of those ranged enemies, but there's still plenty of room for this sort of encounter design in PoE's system.
Plus, the game's retarded pathfinding only contributes to making me rage at this. Melee dudes will keep getting stuck while on the way to their actual target, they'll run around like retards while getting aoo'd, and no range indicators on spells means your mages also often just rush straight into engagement zones and get chopped to pieces. It's just bad all around.
A big complaint I have so far is the utter lack of character motivation. I became a Watcher, got a keep, and for some stupid reason I now must go after the people who did this to me! WHY?! Is like Peter Parker decided to find and sue the company that made the radioactive spider that bit him instead of using his new powers for something useful...
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I don't really agree with this. I've mentioned several encounters from early BG1 as examples of good encounter design in this thread, and only one of them (the cleric near Beregost) is characterized by this. Good encounter design really means providing enemies that require different tactics to take down. Just take a look at the Friendly Arm Inn and surrounding areas, for example. You have your more generic mobs, hobgoblins, gibberlings, and wolves that provide a kind of base for how encounters go. These are multiple, weak units, though even they don't play all the same (hobgoblins in particular). Then you have your high-level mage assassin at the Friendly Arm Inn. He's only one guy, but he has spells you haven't ever seen before which makes you use different tactics against him than you would against the groups of weaker enemies. Then the ogre in the wilderness is again different. Like the mage, he's a high-level single enemy, but the way you deal with him is completely different than how you deal with the mage. Not long after the game has begun you already have several different encounters that require different tactics to defeat. That is good encounter design.
On hard, the bear is unkillable first time you meet it. I went over to the town, found a companion, leveled, and then won just barely (by "prebuffing" by eating all the food I had).Played couple hours on expert + hard. every moment is an orgasm.
Level 2 cipher was too shit to kill a bear, I'm sure I"m doing everything wrong.
I would call that "diverse" encounter design, not "good" encounter design. Though diverse encounter design is good too, of course.
But that doesn't mean "good" in the sense of having tactical depth. The high level mage assassin at the Friendly Arm Inn is different and scary and everything, but in the end, he's just one guy you have to stab to death before he kills you, same as a Hobgoblin. (I never saw the big deal about that particular encounter, personally. Seems like it's a traumatic event for lots of people though.)
I would call that "diverse" encounter design, not "good" encounter design. Though diverse encounter design is good too, of course.
But that doesn't mean "good" in the sense of having tactical depth. The high level mage assassin at the Friendly Arm Inn is different and scary and everything, but in the end, he's just one guy you have to stab to death before he kills you, same as a Hobgoblin. (I never saw the big deal about that particular encounter, personally. Seems like it's a traumatic event for lots of people though.)
You can't have "good" encounter design without it being "diverse". If it's not diverse, then every encounter plays the same way and it's not good. Though frankly the distinction serves little purpose in a PoE thread, since PoE's encounter design lacks both diversity and tactical depth.
I played through BG and IWD just before this came out, and POE seems much more reminiscent of DA:O (though much better) than IE to me.
A big complaint I have so far is the utter lack of character motivation. I became a Watcher, got a keep, and for some stupid reason I now must go after the people who did this to me! WHY?! Is like Peter Parker decided to find and sue the company that made the radioactive spider that bit him instead of using his new powers for something useful...
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LoL NO
I'm glad for Sawyer doing this in his games (F:NV and now seemingly POE)
I don't want my fucking charachters motivation and thus part of his personality be forced on me. Thank you very much. Even if I'm forced to do something I'd rather very much decide why myself.
Biggest thing I hated about FO3 that spelled out my entire fucking childhood.
Sure. Hopefully it gets better, though having poor encounter design at the beginning of your game is still a flaw, even if it improves later on.Well, let's finish the game first and then talk about it, eh?
Sure. Hopefully it gets better, though having poor encounter design at the beginning of your game is still a flaw, even if it improves later on.Well, let's finish the game first and then talk about it, eh?
Why Dexers read skyrim threads?
BG1 definitely had too many trash mobs, but it had plenty of good encounters too. Obviously BG2 was the game that really excelled at encounter design.Sorry, the encounters in BG1 where kinda lame too, most of the fights where killing trashmobs. It had may 7 or 8 realy interesting encounters in the whole game.
So it's another case of The Dark Souls 2 erino where fun was sacrificed to balance. Except in a single player game. Colour me surprised.I blame this balanced system, that makes even stuff like poison and web trivial, because nothing can be too powerful or require a hard counter. Even facing a powerful enemy mage is just "eh".
I would call that "diverse" encounter design, not "good" encounter design. Though diverse encounter design is good too, of course.
But that doesn't mean "good" in the sense of having tactical depth. The high level mage assassin at the Friendly Arm Inn is different and scary and everything, but in the end, he's just one guy you have to stab to death before he kills you, same as a Hobgoblin. (I never saw the big deal about that particular encounter, personally. Seems like it's a traumatic event for lots of people though.)
You can't have "good" encounter design without it being "diverse". If it's not diverse, then every encounter plays the same way and it's not good. Though frankly the distinction serves little purpose in a PoE thread, since PoE's encounter design lacks both diversity and tactical depth.
Well, let's finish the game first and then talk about it, eh?
I played through BG and IWD just before this came out, and POE seems much more reminiscent of DA:O (though much better) than IE to me.
Why
Too few unique encounters + most of the non-unique encounters being against trash mobs greatly decreases the enjoyment I'm getting out of combat, and when you add engagement onto it the whole thing feels like doing the exact same encounter over and over again, using the same tactics. I had enough of that in DA:O, thank you.