PoE takes this to a new level with attribute/spell/item effects (via stat changes) like "increases radius from 3.1 meters to 3.4 meters" or "5.1 seconds to 5.7 seconds"
Now, the idea of buffs/debuff in increments constantly running out in real time with big party is already completely retarded (and the fact that it was marketed as specifically-for-real time-totally-not-PNP is x2 retardation x12 doublekill bonus) but the truth of evil of this design lies deeper. And that is how it interacts with enemy and player capability
Because enemy defence can be so high you can only end up in grazing them for 0003 seconds, you cannot engage enemies with very high defence unless you are also high level because you cannot even reduce their defence because spell which reduces defence also rolls against defence DEAR GOD (and u cannot go around this with magic missiles, cloudkills or enervation, no), and you might find yourself fighting enemy with resists like 120 110 120 which means your spell to lower their saving throw would last 0003 seconds and then they just pop back to normal. Hilarious
However for enemies lack of hard points is not a big deal, because actual dangerous effects still fuck you up as enemies can spam them sometimes ifinitely and still totally ruin your formation. the best example are charm/dominate spells. where your character fails save, but you know, not entirely, but gets dominated with a graze for 0003 seconds, turns 180 and shoot arquebus into your wizard killin them, then goes back to normal. then next turn, gets dominated again (again for 0003 seconds)... and it goes forever. because you cannot just pass a save. this is why most players just used a hard counter minibuckler to kill vampires in Deadfire since it is a lot less annoying.
what a design
General consensus is that those made mage battles uber-tactical (it's liek playing chess, man!11), but mostly it just boiled down to casting breach (and later on with true sight/ruby ray/spellstrike/whatever) and whacking them in melee.
If you actually need to cast something to remove enemy defenses first, it flows into total action economy of combat. Enemies having protections like that allow AI to survive enough to do something, and it also means you are using your spells to battle enemy spellcaster instead of just blowing shit up. This is good for multiple reasons, one it allows AI more lasting time, two you're doing something else but blowing shit up. And smart AI, like one in Stratagems, can recast these spells, making your work even more difficult and less straightforward. Now see to Kingmaker wizards who uses 3d edition equivalent of Stoneskins which gives a whooping 10 points of damage resistance. As the most dangerous unit on the table, they are of course targeted by all party guns and explode into little pieces before they can do anything. The alternative way of counteracting this, of course, is hitpoints and defences but I don't need to explain what hp bloat does to combat in RPGs do I.
One more thing about PoE's magic system which beats the shit out of IE games - you couldn't throw buffs before combat.
This is significant change and provided you with actual tactical choices
No this leads to opposite effect.
Buffs are a strategic choice, other options in combat are a tactical choice. Buffs are about strategic management of your party (including character building) and preparation, other spells are about making choices inside combat. By removing ability to buff outside of combat you remove the strategic part of building and supporting your party.
But even more, you also remove them from tactical system as well, because of how action economy works in combat. In combat, if you can quickly kill the enemy, that tactic is always preferable, which is ideally demonstated by PoE wizard AI who likes to frantically buff themselves as combat begins while your wizard is much smarter than that and is already casting Empowered Fireball which kills half of enemy group HP and maybe enemy wizard as well. In Deadfire they made few buffs require something like 0.2 seconds to cast to combat this though, which means that you just click buffs in combat instead of clicking them out of combat though. It also made all the fighter/wizards with summoned weapons and stuff a pain in the ass to play as you'd recast this shit every combat instead of just using your spellslots on this and then not using magic.
Now there are still buffs (and debuffs) in PoE which are useful of course (those which increase Accuracy, and those which debuff Armor/give you Penetration) but on release it more or less followed the opening salvo > tactics.
Now all this is kinda bad but to me bigger problem is that without buffs out of combat classes begin to work more in isolation from each other, especially on strategic and party building level. No more your wizard can cast mage armor on your pet.
I put a fuckton of time building parties in Kangmaker fine tuning little details like that. I did not invest as much thought into whole process in PoE.
Friends and Detect evil suck good they removed them
First of all this looks honestly like insanity to me. Removing out of combat spells like this means breaking up all ties between systems and splitting game into combat and just walking around respectively. Detect evil might be actually pretty useful esp for new players; and Friends? First thing I do in BG2 is memorize 2 Friends and go shopping at Ribald's, you can get some neat equipment early, like +4 Staff which can kill Kangaxx himself.
Again, IE game never supported out of combat magic in the same as say in Arcanum or Morrowind, but players found a lot of use to it nevertheless, like summoning things and using them to scout around, summoning Nymph to Charm someone or heal your party, and so on.
Removing this shouldn't be praised.
This has only shown how stats did not matter in BG2 - every NPCs shortcomings could be fixed by wonky equipment that maxed out their their stats, whether it be girdles of strength, ring of charisma etc etc.
If stats didn't matter then item which changes stat so dramatically wouldn't matter. You only have option to completely change role of a character in combat because stat does matter. You get a strategic option of changing role of one of your characters - do you give this item to cleric, to a figther/wizard, to a rogue? I see nothing wrong with very powerful items like this provided they are used in moderation (BG2 did not do it in moderation, Kingmaker also is fucked up with all the Belts +8 tbh).
because creating characters from the scratch you have always ended up in 18/xx str for melees, 18 dex/con for everyone, 18 int for mages etc.
I'd rather have PoE stats that gives tiny incremental bonuses
Incremental bonus can work if it has a fine breakpoint somewhere else around the system. For example, action points.
If a total AP cost of an aimed shot from most powerful sniper rifle in the game costs 7 AP, max is 10 AP, and DEX can give you only 10 AP in increments of 1 AP, then you can avoid minmaxing and increase your Perception instead of DEX because you are not getting anything out of minmaxing.
If to maximize your damage (by whatever amount, be it just 0.2 or 500%) you still need to max respectable stat, players will still minmax at which point it doesn't matter if system is in increments or not, ergo - POE builds with 20 MIGHT, 3 CON, 3 RES are of similar nature to 18/00 str or 20 str in 3d edition (except that price of having low stats in PoE is not as high because you do not die if your stats get drained, you still can wear best armor in the game with 3 MIG, etc.)
Double so if stat affects literally all damage, and damage increases are not breaken down by types of damage or types of weapons and things like that - now you're just siphoning part of the system through a single area which leads to, obviously, uniformity for many character builds. "bhut bhut wizards always take 18 int!" - yeah but now not just Wizards will have 18 int, but also Clerics and Druids; for Deadfire it mostly meant that most characters would have 20 Perception though. Four stats up, Two stats down (to 3), and it repeats even in different classes with same stats which is a bit bonkers. People know what matters for the game it seems.
PoE's fights, especially in WM, are much more dynamic and unpredictable - you cannot just adapt the same strategy that you have used for thrash mobs to alpine dragon fight.
Yes because it has a lot of extra spawns appearing out of nowhere.
It is funny how fighting same dragon in main campaign I actually used Slicken on her to make her bend the knee. Not like trash mobs at all.
(White March is best PoE compared to other PoEs though, maybe with exception of DLCs to Deadfire I did not play them all tho, so can't speak of this. As we all know Deadfire on release had bugged difficulty and PoTD didn't work; they fixed it later; and in DLCs fights are certainly more interesting)
Again, it seems that you are to used to IE games, where you select your buffed up hasted melees and click on everything until it dies, without caring about anything.
That is a gross simplification, as even in BG1, which was a relatively simple game, you can't kill everything by "just clicking on it".
You do, however, repeat same strategies in Deadfire, throwing all your abilities until your ability counter runs out, and then restoring them back again, throwing them again, and by that point enemies are usually dead; combat ends and your abilities all restore back. Awesome.
Guess this is just a matter of preference - some like to having micromanage whole party every two seconds, and some prefer geriatric fights from BG1, where you click on a mob once and wait until it dies
"You just click on mob once and wait until it dies".
What a totally not loaded generalization again. It seems like most anti-ad&d-cultists just pop out of the same friggin test tubes.
shooting enemies in shooter is just shooting at them
u just jump on them in mario
u just press space bar in blobber and party kills enemies themselves
The important part of what makes combat tactical and/or fun is context, not abilities or lack of them by itself. Context is what IE games I'd say had in truckloads, especially at their best like wizards/illithids/beholders/golems/party on party combat etc.
If you replace basic attack with Powerful Strike which does 50% more damage and has Cooldown of 5 and now to kill 3 enemy Fighters you need to click 3 + 3 times on them I am not sure we're getting an inherent increase in tacticool combat here.
If every combat encounters allows u do this, or worse, REQUIRES you do this, imo it is even worse. Maybe just allow AI to automate it then and it would be a perfect combat - first you give player abilities (freedum!), then you replace player with AI --
oh wait, we had a game like dis.