Well I am glad I am not bulldozing through the game. Otherwise the combat would be incredibly dull. As I said I like the difficulty level in 3.05 PoTD. Very different from release. The significant battles are now very difficult but not impossible. It is unfortunate that Sawyer felt the need to reduce rather than increase tactical options however. He doesn't like a battle to be won in a particular way and just forbids it. No killing one of a group of super-difficult enemies and then trying to retreat for instance which is something I consider a completely valid tactic and something that most games in the past have allowed. Although the monster can also give chase. And yes I know that the enemies mostly seem to have tethers and that you can let them chase you to the end of them and then shoot them in the back when they turn around. That's not even cheese. It's an exploit of bad AI and certainly not a valid way to 'win' a battle.
Ah yes, retreating is such a display of tactical options, like killing the Lich in the City Gates Inn by dipping in and out of the Tomb so he doesn't get a single spell off. SCS blocks that doorway for a reason, to prevent such degenerate stuff.
Those are generally some of the longer ones except for rare gems like puppetmaster which the nerf bat seems to have missed . Most are more like 3-8 seconds. Crits don't matter because they are (and are supposed to be) rare. High int does increase the numbers a bit to more like 12 seconds or something but that is still so short that I barely notice it.
You have some fixation on duration for no reason. Realise that most spells in the BG's were save or die, they'd literally last long enough for you to die 100 times over. In pillars you have enough time to kill someone 2-3 times.
My first char was a chanter and their Phantom summons have a 12 second duration even with a 20 INT and I found them to be extremely annoying. The micromanagement is not tactical. It is just tedious to have to keep re-summoning them. I find that 12 seconds is more like 2 rounds for my characters. In a battle that might last 50-100 rounds or more. Tactically it just seems to make very little difference afaict.
Phantoms have a base duration of 12 seconds so you are outright lying.
Yes my parties are slow and defensive with dumped DEX and medium-high CON and also low level. My casters are only 2nd level except for my main char which is L3 but just a priest, but surely that's a valid way to play the game. Or is there only one right way to play the game due to the short spell durations? I had this idea that the spell durations were based on the short battles that might result from playing the game on easy or something, but it may also be balanced around high DEX characters.
Did you whine about level 2 wizards and level 2 clerics being shit? PoE casters are much better than their low level counterparts.
The game is not balanced around high dex characters, but jeez, use your brain. If you have lower action speed every second of enemies being CCed means less for you since you lower total output, that's why you are complaining about weak effects. Imagine casting hold monster on a troll and than complaining that CC is weak because you're wizard armed with a dagger + 0 can't kill it in the duration by attacking.
Well their spells are clearly inferior to wizards and priests now and the duration of their animal form abilities just make me laugh. Ridiculous durations as usual. I don't even know why that ability needs a duration. Especially since they aren't even that strong. They might have just added a bit of variety to the combat, but instead they are just something to try for 2-3 rounds once in a long battle. Totally lame.
The druid shift ability is incredibly strong, they do Rogue tier single target DPS while morphed. You can have storms running and absolutely maul everything. For perspective, if you have returning storm active and it stuns some standard human enemy for 3 seconds, that should be enough for your shifted druid to kill him.
I don't think Obsidian truly intended all of this. In the beginning a lot of the classes had significant power I think, but people (like me) must have complained that the game was too easy even on PoTD. So they did what they do best and just nerfed everything. So all of the abilities which before might have been at least somewhat interesting and fun are now just meh or in some cases completely useless at least imo. But then I guess their goal was to make no class more powerful than a fighter, a strategy I thought might result in something like this.
Classes are way stronger than on release and much more interesting too.
Keep in mind people soloed the game on PotD with most classes, the power level is still stacked in the player's favour.
Their goal should have been to make combat that was both tactically challenging and fun. Instead they made the hardest setting actually hard which is good, but the combat is only fun (at least for me) in the hardest battles just because winning is such a challenge. Not because there is any great tactical richness compared to something like BG2+SCS.
I have fun even in minor encounters because there is a lot more to micromanage, but I'm also an RTS fan.
Well that is a bit of an exaggeration. A kensai/thief could one hit kill with his backstab at higher levels in some cases when enemies were not immune (although SCS basically killed that tactic for wizards due to stoneskin prebuffs) and ranger/clerics and druids were incredibly powerful with their insect spells and fire elemental summons (which lasted quite a bit longer than 12 seconds). A wizard was certainly not the only powerful class. But yes casters were a lot more powerful than non-casters just like in most cRPGs that I've played. It even remains true in Pillars strangely enough. Casters may be weak compared to other games but they are still the strongest classes.
I didn't say that other classes were not powerful, but that they are that much weaker than wizards that it's a chore to even keep them alive. I enjoy Kensai thief the most myself, but it's joke next to Kensage.
It is much closer in Pillars since martial classes were given a lot of tools to compete. If you never buy camping supplies I'd even say they have a slight edge over the vancian casters.
Actually the Amplfied Wave duration is 8 seconds which is maybe like 2 rounds with a low DEX party. I don't see how that is going to win any non-trivial battles. Ciphers are just theorycrafting for me though. I haven't played one 3.0+ but I've already had enough combat experience to get an idea for how long things take and an 8 second disable doesn't seem to do much. Especially if I am spending a per rest spell I'd rather debuff an enemy for 20-30 seconds than disable him for only 8. Your example is AoE and so a bit different, but in general the disable and cc spells just seem way too short to be useful and I've never seen a game with such short spell durations before.
A cipher with 24 INT can chain cast Amplified Wave for a 13 sec AoE disable + 100 damage every second, knocking down every enemy in the group perpetually. They are considered one of the weaker classes.
You created custom chars and set them all defensively, that's why everything seems so slow for you. Unlike BG2, attributes in pillars matter a lot. Try dumping con and resolve on one set of your casters and see just how much more dangerous combat is for both sides. Or play with the default NPCs, they are pretty cool.
I didn't even bother to take the Phantom summon with my Chanter after actually using it for a while and seeing how pathetically short those 12 seconds really are. I was open minded about it. I figured maybe 12 seconds was longer than it seemed in real fights, but nope. It was just long enough for the summon to get in 2-3 hits and then it was gone after having accomplished very little. Its 1-2 second stun affects were at least good for a laugh. I think its stuns used to be a lot longer, but again people complained the summon and its stun effects were 'OP'. So it was nerfed.
The phantom can stunlock an enemy no problem. It's a LEVEL 1 invocation, compare it to Summon Monster 1.
When do you ever have an accuracy advantage in this game? The Caed Nua phantoms for instance have a deflection of 71 (and a reflex of 76 and a will of 79) and most of my chars have an accuracy no higher than 30s or low 40s. I don't see many ways of boosting ACC so much. I guess Eldritch Aim + Devotions for the Faithful, but DftF is a 4th level spell. Most of my party is only level 2. It will be a while before I can try that one. It does seem quite powerful despite its relatively short 30 second duration which I could see getting annoying. But Eldritch Aim has only a 15 second duration which in my battles is not that long.
I should have read this sooner, I would have realised you were an obvious troll. Yes, hail the might DnD level 1 casters, with their one magic missile of doom.