It's why people speedrun solo the main game...I completed almost the entirety of Defiance Bay and I'm pretty confident I can do the whole game if I don't do any of the optional things. The "critical path" is comically easier than everything else. It's also worth noting that the start is the rockiest when going for Triple Crown. The closest fights I've had up to now are the 2 animat fights in Ondra's Gift and the spirits in the main hall of Caed Nua. I'm surprised that I managed to get this far tbh, it's a bit easier than I had imagined it to be.
I completed almost the entirety of Defiance Bay and I'm pretty confident I can do the whole game if I don't do any of the optional things. The "critical path" is comically easier than everything else. It's also worth noting that the start is the rockiest when going for Triple Crown. The closest fights I've had up to now are the 2 animat fights in Ondra's Gift and the spirits in the main hall of Caed Nua. I'm surprised that I managed to get this far tbh, it's a bit easier than I had imagined it to be.
I completed almost the entirety of Defiance Bay and I'm pretty confident I can do the whole game if I don't do any of the optional things. The "critical path" is comically easier than everything else.
Isn't this the case with most of cRPGs?Not that you can't find a use for the other spells, but they are just extremely situational and most of the time it's better to use the generally useful ones.
I agree that PoE is lacking in strategic diversity and aside from a few key encounters, mainly centred in expansions unfortunately also, means that you will basically using same template in most fights diverging only to react to occasional differences. I don't think it is because of character system though, I think it's because lacklustre encounter design and a general lack of strong counter-play. You either start pro-actively and keep that going, using your momentum to overwhelm the fight or start defensive with buffs and win by attrition, for 95% of the fights there is no variance to choosing one of these. This was improved a bit with later patches as encounters were a bit more diversified, and some encounters required specific counter-plays & positioning etc. but it was not on the level of BG2.
Ultimately and unfortunately PoE1 became about more shaping a party around a general strategy and applying that tactically whenever possible rather than playing reactively according to your environment and what you encounter except very few cases which throws you off and requires you to change your tactics; These being Alpine Dragon fight where positioning and strong single target nuking is extremely important, Concelhaut fight especially because his unique spell that can remove a party member from the fight right at the start, second Raedric fight where they are all undead and cast charm, fight against Llengrath because she is a defensive battle-mage that needs to be countered and shut-down directly, WM fight against the Mushroom and WM fight(s) against the Eyeless. Even bounties that are generally challenging do not deviate much from the aforementioned building of a general party strategy and applying that either offensively or defensively.
Overall though I liked the basis of the system, it was just not very well developed and the encounter design except very few cases in a very long game made it rather samey.
Spell usage in IE games was actually pretty similar to PoE - most of the time you just threw same stoneskins, fireballs/skull traps, haste, breach etc, with rest of the spells being situational.Not to this extent, no. Fights in the IE games are much more dynamic and call for a variety of spells to be used. The way PoE's entire system is laid out (especially with Accuracy and the defenses) funnels you to a tactic that you find works best and sticking to it. If you had a more reliable way to debuff all defenses, then maybe it will be more spicy, but as it stands now, it's very static.
The hardest part of POTD (and the game in general) is the Raedric fight and Caed Nua, after that you get to optimise your party and develop synergies so it becomes progressively easier except few spikes here and there (Mushroom fight in WM2 was particularly tough for me and took several tries and change of tactics)
I think Josh has a conscious (and probably official) strategy of doing just that (separate the hard fights from the main quest), which is acceptable in my view. It's a way of catering to players of different abilities. Here is the main content (easy), here is the optional side content (of varying difficulty, some of it reasonably hard).
My issue is that even his hard content is not very hard or satisfying- as it fundamentally relies on the same weak learning curve- but I have no issue with the strategy itself.
Do you have to visit Raedric in Act 1? And by Caed Nua do you mean that mad Watcher?
Do you?You have to visit Raedric before going into Defiance Bay yes
Not to this extent, no. Fights in the IE games are much more dynamic and call for a variety of spells to be used. The way PoE's entire system is laid out (especially with Accuracy and the defenses) funnels you to a tactic that you find works best and sticking to it. If you had a more reliable way to debuff all defenses, then maybe it will be more spicy, but as it stands now, it's very static.
But enemies having very specific (and varied) natural weaknesses to exploit would promote more varied strategies.
This happens, of course. But I feel that the impact is not sufficient considering the high numbers this game operates on.
But enemies having very specific (and varied) natural weaknesses to exploit would promote more varied strategies.
This happens, of course. But I feel that the impact is not sufficient considering the high numbers this game operates on.
Isn't this actually implemented pretty well?
You feel the difference when fighting ogres with corrosive stuff or undeads with fire. Same with trying to go ranged with high pierce dmg resistant mobs like drakes.
Also, four basic defenses types + DR from armors are imo enough. Stuff like save vs breath or vs petrify is just redundant and very situational - BGs defenses just boil down to AC in BG1, and save vs spells in BG2.
Not really. Yeah, some mobs have 10ish less Reflex than Fortitude (f.e.), but since you don't always have a way to reduce all kinds of defenses, you still target the one you actually can, then raise Accuracy if need be. This is especially true in the beginning, then you become so overpowered that it doesn't matter what you target.
Do you have to visit Raedric in Act 1? And by Caed Nua do you mean that mad Watcher?
You have to visit Raedric before going into Defiance Bay yes, by Caed Nua I mean the fights with spirits there, in the courtyard and the hall.