Florian Gheorghe
Cipher
I tend to think that if Gamespot gave it a 5 then it's a must have
That review is strange. After reading it I don't understand why give it a 5.Gamespot gives it a 5. And still no Underrail review from them.
http://www.gamespot.com/reviews/pillars-of-eternity-the-white-march-part-2-review/1900-6416370/
I love all of these critics bitching about having to play an RPG when they just want to "explore a world". I haven't played Betheda's latest offerings, do you fight like 1 fucking enemy every 10 hours or something
Combat is miles better now than it was at release.
Gamespot said:One saving grace is the new Story Mode difficulty setting.
Combat is miles better now than it was at release.
Seriously, an enemy can be blinded, frightened, dazed, sickened, flanked, distracted, hobbled and weakened at the same time
I played BG intensively in the months before PoE's release and I was immensly bored with combat with low-level BG characters There seemed to be nothing to do except wait for successful dice rolls and keep your fingers crossed that you successful rolls will arrive before the enemy's.I guess I'll soldier on to see some higher level gameplay then. But oh god, it's so fucking boring so far
I thought it's better in TWMI and I've written about that here. Mostly due to the same factors - higher level enemies and higher level party provide more options during battle. Additionally, area and encounter design are improved, so that you can rarely get by with just blocking the doorways, like you can in the base game, and enemies now have good backline variants that cause damage while you're pinned down by their frontline variants.Guys, can you tell me more about the encounter design in the expansions? Is difficulty still heavily dependent on the number of enemies? Does it look like they have designers who can appreciate BG2 combat now?
I know everything is subjective, but if you managed to endure or even enjoy previous Obsidian games, you shouldn't have too much problems with PoE. After all, despite all the flaws it may have, it still has a far better gameplay than all their other products, not that it means much since every other Obsidian games were so flawed to the point of being almost unplayable.I guess I'll soldier on to see some higher level gameplay then. But oh god, it's so fucking boring so far
In TWM2 there's more variety in the encounter design, thanks to the inclusion of enemy monks and other classes that didn't appear in the base game or TWM1 (or were very rare). The eyeless are not too big of a deal, though.I thought it's better in TWMI and I've written about that here. Mostly due to the same factors - higher level enemies and higher level party provide more options during battle. Additionally, area and encounter design are improved, so that you can rarely get by with just blocking the doorways, like you can in the base game, and enemies now have good backline variants that cause damage while you're pinned down by their frontline variants.Guys, can you tell me more about the encounter design in the expansions? Is difficulty still heavily dependent on the number of enemies? Does it look like they have designers who can appreciate BG2 combat now?
People who have played TWM2 say it's actually better than TWM1 but I haven't reached it yet.
I agree that it's better than KotOR, NWN2 or AP, and that most of its flaws comes from Bethesda's legacy. Also, Obsidian didn't have the time to fix everything (and probably Bethesda wouldn't have allowed them to change to much of their formula), but still the shooter mechanics are just bad imo. It gets even worse in the dlcs, where every trash mob has tons of HP and you have to use half of your ammo to kill some goddamn roboscorpions or lobotomites because of the godawful level scaling.FO:NV is not terrible to play. I wouldn't call it great, mind, but it's a far cry from terrible. It's head and shoulders above KOTOR 2, NWN 2, or Alpha Protocol anyway, and most of what's wrong with it, it inherited from FO3 which is not their fault.
With the Josh mod it's quite nice actually... with certain caveats, like sticking to real-time ranged combat. VATS sucks ofc.
Seriously, an enemy can be blinded, frightened, dazed, sickened, flanked, distracted, hobbled and weakened at the same time
Pillars of Eternity causes cognitive dissonance to people who are very used to the high level AD&D experience of BG2 - the amount of active abilities available is reminiscent of a high-level experience, but the actual stakes are low as you'd expect from a low-level RPG. Yes, you can blind, hobble, knock down and all these other things, but all those abilities and options are not critical actions in some HIGH STAKES DO-OR-DIE TACTICAL DUELING experience, they are just things that you can "do".
Hmm, I didn't have much trouble there, though my team was level 9. I set up like this (the two squishies are stealthed in the corner, though I think you get revealed in the conversation anyway):I'm currently having some trouble, as in my party getting beaten three times in a row, when I get back to the temple in stallwart for that quest there (I don't want to spoil it).
My party composition is somewhat funny - I had to replace Aloth with something, so I got Grieving Mother, and I also took Maneha to try out a barbarian, a class I'm very skeptical of. I had to send aloth on a stronghold related mission. I don't know why but he was the only one that I had the option ("option") to send.
The reason I thought to tell you this is the discussion above. Unlike most encounters, this enemy group tries to go for GM and Durance immediately, with its front-liners, while the back line is casting crowd control spells.
So any advice for that encounter on PotD for a 8-lvl party composed of Human Paladin, Eder, Durance, Pallegina, Maneha, Grieving Mother, is welcome.
TBQH, I really enjoyed AP's gameplay. It felt very gamey and fun (to me at least).FO:NV is not terrible to play. I wouldn't call it great, mind, but it's a far cry from terrible. It's head and shoulders above KOTOR 2, NWN 2, or Alpha Protocol anyway, and most of what's wrong with it, it inherited from FO3 which is not their fault.
With the Josh mod it's quite nice actually... with certain caveats, like sticking to real-time ranged combat. VATS sucks ofc.
Thanks. I beat them a few minutes ago. Actually there's a way to have a battle inevitably, just as soon as you enter the temple, so I couldn't position the party in advance. How this can happen:Hmm, I didn't have much trouble there, though my team was level 9. I set up like this (the two squishies are stealthed in the corner, though I think you get revealed in the conversation anyway):I'm currently having some trouble, as in my party getting beaten three times in a row, when I get back to the temple in stallwart for that quest there (I don't want to spoil it).
My party composition is somewhat funny - I had to replace Aloth with something, so I got Grieving Mother, and I also took Maneha to try out a barbarian, a class I'm very skeptical of. I had to send aloth on a stronghold related mission. I don't know why but he was the only one that I had the option ("option") to send.
The reason I thought to tell you this is the discussion above. Unlike most encounters, this enemy group tries to go for GM and Durance immediately, with its front-liners, while the back line is casting crowd control spells.
So any advice for that encounter on PotD for a 8-lvl party composed of Human Paladin, Eder, Durance, Pallegina, Maneha, Grieving Mother, is welcome.
The composition is not that dissimilar from yours (you can sub my monk's position for Maneha and Pallegina / your paladin's position for my chanter... the two squishies would be GM and Durance in your case). My backliners didn't really draw fire except for one melee enemy, but I could just charm him with my cipher. My druid's insanely OP Relentless Storm probably helped a lot, though.
In general I like TWM encounter design a lot more than vanilla POE (part 1 so far), especially the emphasis on enemy human/humanoid parties. That said, in many ways it's still possible to cheese them by chokepointing. E.g. my level 9 POTD party managed to take out the Old Dunryd Hunting Lodge without taking anything more serious than a scratch - and those dudes are extremely dangerous high-level spellcasters - just by having my tank pull them into a nearby clearing with only a winding road as an entrance. Most of them couldn't approach or get LOS on the party members as they slaughtered them with ranged AOE attacks... the only things they could hit were throwaway chanter summons.
Since the addition of enemy AI the enemies have a certain radius within which they will chase you before they return to their original positions.Unless changed, there is a funny way to coast through most outdoors fights with the following:
From my experience, this feeds the enemies into a meat grinder one-by-one. Even if they do pack in again, the damage mostly is done already.
- put your party on the other side of the map;
- pull the enemies with a Chanter (movement talent helps); and
- have the Chanter cast the Frost Trail spell, while running back to the main party.
I thought it's better in TWMI and I've written about that here. Mostly due to the same factors - higher level enemies and higher level party provide more options during battle. Additionally, area and encounter design are improved, so that you can rarely get by with just blocking the doorways, like you can in the base game, and enemies now have good backline variants that cause damage while you're pinned down by their frontline variants.
People who have played TWM2 say it's actually better than TWM1 but I haven't reached it yet.