If that's enough depth for you, great. In my experience, as long as you know which defense to target and which damage type is better, you are set, and combat can get boring. I like the tightly controlled combat in something like AoD and Dungeon Rats, where RNG matters more, but the philosophy in PoE is altogether different and the margin for error the player is allowed is huge.Anyway it has made me much more strategic in battles. I was using the AI most of the time for my companions and now Im micromanaging more
Yes so end of day Im not someone who plays games multiple times or gets too deep into ruleset mechanics outside of what is necessary for my companions. So Im more of a "casual " gamer but I always finish every game I play, in the 20 years I have been gaming I have only not finished maybe 3 gamesIf that's enough depth for you, great. In my experience, as long as you know which defense to target and which damage type is better, you are set, and combat can get boring. I like the tightly controlled combat in something like AoD and Dungeon Rats, where RNG matters more, but the philosophy in PoE is altogether different and the margin for error the player is allowed is huge.Anyway it has made me much more strategic in battles. I was using the AI most of the time for my companions and now Im micromanaging more
User A: This game's getting to be a slog, glad I made a party that can nuke them relatively quickly.Should've gone with PotD, these games make no sense on anything lower.
The PotD munchkins insist on the inflated stats and wouldn't find it as interesting without it. What could work would be the reverse of that (hard level encounters with PotD-stats).Saw a mod on nexus that basically takes enemy amount in encounters from POTD difficulty but uses stats from Hard so there is no inflated bullshit. I wonder how it plays. I finished pillars like six times over the decade but since first play only played on hard and it was somewhat easy most of the time.
Opinions in such extremes sound very stupid to me. The story and how it's presented might not be the best, but it does have moments that hit hard.The game is always a slog, but PotD makes that slog enjoyable in certain parts. Hard and below is never enjoyable.
The PotD munchkins insist on the inflated stats and wouldn't find it as interesting without it. What could work would be the reverse of that (hard level encounters with PotD-stats).
From the perspective of the normie gamer, it's artificial and lazy. From the perspective of the powergamer, the default stats are undertuned.But in pillars inflated stats always felt like artificial lazy bullshit I didn't want to deal with (too lazy for it myself in fact).
That doesn't make it interesting. It turns everything into a bullet sponge and reduces the number of effective solutions. It's precisely the wrong way to increase difficulty. It's also debatable whether they have undertuned stats. Llengrath's stats are well above what a player could generate if they rolled a Nature Godlike wizard, for example.That is literally pointless. The good part about PotD is the higher stats. PotD doesn't have inflated stats, Hard and below have reduced/undertuned stats.
What would work best is if you could finetune everything yourself. Want the same number of enemies as POTD with nerfed stats like Story Mode? Should be available. Want the same number of enemies as Easy but with the stronger varieties only and upscaled stats? Should also be available.The PotD munchkins insist on the inflated stats and wouldn't find it as interesting without it. What could work would be the reverse of that (hard level encounters with PotD-stats).Saw a mod on nexus that basically takes enemy amount in encounters from POTD difficulty but uses stats from Hard so there is no inflated bullshit. I wonder how it plays. I finished pillars like six times over the decade but since first play only played on hard and it was somewhat easy most of the time.
Even if we ignore the logistics of making such a thing, this will only ever be useful to someone who has already played the game enough times to know what the sweet spot for him would be. It also kind of defeats the purpose of a challenge. A challenge isn't supposed to be tailored to you, you are supposed to tailor yourself to it.What would work best is if you could finetune everything yourself. Want the same number of enemies as POTD with nerfed stats like Story Mode? Should be available. Want the same number of enemies as Easy but with the stronger varieties only and upscaled stats? Should also be available.
The logistics and coding are very simple, just don't tie the various existing difficulty elements to the same variable. Literally a half hour's worth of work (including UI elements which would take up the most time).Even if we ignore the logistics of making such a thing, this will only ever be useful to someone who has already played the game enough times to know what the sweet spot for him would be. It also kind of defeats the purpose of a challenge. A challenge isn't supposed to be tailored to you, you are supposed to tailor yourself to it.What would work best is if you could finetune everything yourself. Want the same number of enemies as POTD with nerfed stats like Story Mode? Should be available. Want the same number of enemies as Easy but with the stronger varieties only and upscaled stats? Should also be available.
Says who. What if I play this with my morning coffee and I'm half asleep? :DHard and below is never enjoyable.
This exactly what I've said I wish was possible, though it was some years back.(hard level encounters with PotD-stats).