FreeKaner
Prophet of the Dumpsterfire
Still, people's tendency to see statistics as an argument rather than reflection is disappointing to say the least.
But telemetrics allow you to sort so much data from a larger pool – it goes beyond the anecdote of an individual player’s experience and you see a lot of patterns emerge, such as things they miss, or drop, what chests they open or don’t open, what paths they take through and in what order, did they notice a secret door, where they stop, or where they die, or where they quit playing.
It makes it very different from the Infinity Engine games. Many spells in the IE games scaled with your level. Depending on what the spell did, it would have a longer duration, deal more damage or produce more effects as you leveled up, which meant those spells remained competitive to some extent. This isn't the case in PoE. Furthermore, spells in the IE games usually had some 'hard' effect such as immunity or invisibility which meant they always remained useful, whereas the 'softer' effects of many PoE spells, like slightly lowering enemy stats or slightly raising player stats become less meaningful as you progress through the game and stats of both enemy and player increase.Otherwise, yeah, many spells for all classes are overshadowed by just a few which are more useful in 99% of situations
That makes it a lot like the Infinity Englne games, and is yet another piece of evidence against those who say that the IE games are totally different from PoE from a player's perspective (rather than a system designer's perspective).
The backstab bonus damage in PoE is a relatively minor boost that remains static throughout the entire game.
That is the only thing their data displays. At least Josh talks about it like it does, otherwise we wouldn't have picked up on it. It's not only from this interview, though, he generally speaks like he's talking about an imaginary person when he discusses what people do or don't do. Removing mechanics based on that further cements that notion. It's weird, but it's not only Obs that are guilty of this, D:OS2 was also designed this way and it shows. Some kind of game that appeals to a statistical average. I'm not saying statistics don't matter, they do, but they represent people's desires in hindsight and in general, not what else they can and would like if given the opportunity to. It's kind of like design-by-committee, but the other extreme, designed by democratic poll, which also leads to sterility. Whatever people's stances on games-as-art, they are as much a creative endeavor as a technical one, so these broad strokes they design around simply make a predictable game because that's what people voted for. Nothing extraordinary can be created out of averages, that's insane.I don't think they would aim for a non-existent middle-ground representant if that doesn't match any profile their data could display.
I'm comparing it to the IE games, so I'm talking about the scenario where a thief sneaks up on an enemy for a backstab, so Deathblows wouldn't apply there. That scenario isn't really viable in PoE precisely because backstabbing is so weak.The backstab bonus damage in PoE is a relatively minor boost that remains static throughout the entire game.
What are you on about - the sneak attack damage is +50%, which can further be augmented with the right talents, such as Deathblows and Backstab. What's relatively minor about that?
You're not getting that sneak attack/backstab bonus on top of your normal damage, it sits alongside all other bonuses, like the one you get from your might attribute, your weapon bonus, etc. So in practice, it ends up being a relatively minor boost.Also, if I'm remembering things right, it's not static, because damage stacks additively. Meaning that it actually decreases in strength during the course of the game, relative to your total number of damage increases.
When your damage is already increased by +100% from other sources, getting it to +150% isn't as strong as if you'd go from +0% to +50%.
I believe that was exactly what I just said, yes.You're not getting that sneak attack/backstab bonus on top of your normal damage, it sits alongside all other bonuses, like the one you get from your might attribute, your weapon bonus, etc. So in practice, it ends up being a relatively minor boost.
So be fair, though, in at least DnD 3.5, getting consistent sneak attacks usually isn't that easy at all, especially if we discount obvious cheeze and very high-level play. On top of that, tons of things are immune to it.Sneak Attacks are more like bonuses rather than a main sort of attack. It's not like in any version of D&D, 2E had the backstab multiplier, while 3E had +1d6 damage every other level, so it felt powerful always, but also provided versatility because it wasn't tied to stats or skills, while in PoE they feel wimpy, you have to purposefully build for damage and a non-event. Deathblows have more of an impact.
far less in PnP:s - especially in good PnPs, where a good shot might prompt a good GM to flat-out take your target out, no ifs or buts
Also, if I'm remembering things right, it's not static, because damage stacks additively. Meaning that it actually decreases in strength during the course of the game, relative to your total number of damage increases.
When your damage is already increased by +100% from other sources, getting it to +150% isn't as strong as if you'd go from +0% to +50%.
So be fair, though, in at least DnD 3.5, getting consistent sneak attacks usually isn't that easy at all, especially if we discount obvious cheeze and very high-level play. On top of that, tons of things are immune to it.
The whole idea of consistently and constantly making use of every single aspect of your character - such as backstabs or sneak attacks - is really quite modern, and especially prevalent in vidya; far less in PnP:s - especially in good PnPs, where a good shot might prompt a good GM to flat-out take your target out, no ifs or buts, because you stabbed him clean through the head, whether you technically did 1d8+3d6 damage or not.
Only Shadowdancers have HiPS, but yeah, it was cheesy as hell.
That's really completely beside the point, the point being that the benefit of sneak attacks isn't static, and that the damage bonus actually diminishes in value as the game goes on.That's the wrong way to look at it IMO, since you aren't tunneling damage and measuring DPS on a infinite HP target dummy.
The faster you gib something the easier combat is, especially since in PoE difficulty is frontloaded on combat start.
Yeah, especially in BG1, where many things were susceptible to backstabs and the extra damage mattered a lot more. In BG2, it's extremely easy to abuse LoS/stealth/backstabs with Boots of Speed and similar, but on the other hand, it's useless so often that it's often simply not an option. That said, BG1/2 aren't 3e or 3.5, even; you never really put any effort into building for backstabbing, it's just something that happens to be there, that you can benefit from or not.In Nwn1&2 you started spamming sneak attacks almost on PoE level very early due to their implementation of HiPS, first one felt horrible because of no epic precision though.
In BGs it felt nice finding the rare important target to oneshot, which wasn't outright immune or had precast stoneskin, gave them a special feeling.
Only Shadowdancers have HiPS, but yeah, it was cheesy as hell.
Notably, it's just a 1-level dip into Shadowmancer, IIRC. And IIRC, Assassins get it too, in NWN2, yeah, because again IIRC, they don't get spells in NWN2, whereas they do in PnP. And also because they'd suck absolute ass without it - Assassins are built around getting those sneak attacks in, but getting those in without a source of consistent stealthing in NWN2 would be fucking impossible.Only Shadowdancers have HiPS, but yeah, it was cheesy as hell.
In Nwn2 Assassins also have it.
A bit cheesy, but playing "rogues" is just horrible otherwise.
There's one thing using a rules system, and there's another thing entirely to be autistic about it. Finding a good middle-ground is always the best. Otherwise, you'll never be able to take out guards in a single strike while sneaking into the castle, you'll never be able to deck someone with a stone, and that hostage the enemy has will have to be stabbed repeatedly to go down, and woe to them if they miss because they roll a 1 despite having the knife to their throat. I'm currently playing with a GM that I find just a little bit too stringent on the rules, and we actually had that last situation arise, where a hostage with a knife to their throat had to be stabbed twice or something, and my jaw dropped a little as to why he didn't just do it in a narrative fashion.far less in PnP:s - especially in good PnPs, where a good shot might prompt a good GM to flat-out take your target out, no ifs or buts
I've never heard of that mentality, but wouldn't that get rid of the whole point of using an tabletop RPG system? It would probably be easier to LARP and beat people in your group with foam swords.
Whatever people's stances on games-as-art, they are as much a creative endeavor as a technical one, so these broad strokes they design around simply make a predictable game because that's what people voted for. Nothing extraordinary can be created out of averages, that's insane.
Most games are work-for-hire drudgery, Pillars is one of these. Passion projects like Fallout are few and far between.
That doesn't matter, nor does it matter how much the people working on them don't want to do it or are suffering in a cubicle farm, games are still fundamentally a creative endeavor whatever amount of creativity or "passion" you put in them. Making a predictable and designed-by-committee/democratic poll game is as interesting and engaging as creating a predictable whatever other art-form, i.e. not interesting at all.
Didn't they playtest Pillars at all? Why didn't a playtester step up and say directly to their face that nearly everything abou their game and system stinks?