Not really. Darth Roxor has been setting an example to us all since 2008.
Na, hes gonna shit all over ding dong.
I dare anyone to defend the skills in PoE, I will tear you to pieces! It's shitty for no reason, reworking it wouldn't screw balance and it wouldn't make it less IE games successor. It's a work of a designer who doesn't understand the possibilities of different playstyles within classes.
Isn't that the guy responsible for complete trainwecks like Fallout and Arcanum systems?By the way, Tim Cain was responsible for non-combat skills. Where's your messiah now?
Yet he's so idolized by grogs.Isn't that the guy responsible for complete trainwecks like Fallout and Arcanum systems?
http://forums.obsidian.net/topic/64048-update-58-crafting-with-tim-cain/What's your source that he designed non-combat skills other than the ancient Kickstarter update from 2012 he made about them?
So I have turned my attention to some of the non-combat skills, including crafting.
The team did not discuss alternatives because no one objected to anything in the system Tim and I proposed.
https://twitter.com/lowtax/status/652222167803826176Why the fuck are the Something Awful forums redirecting me to this: https://www.youtube.com/watch?v=xEYamINdL2c&index=68&list=LLPoSHO-OOTb0rqZr6bJlMkQ
Nice Straw Man buddy... I wasn't talking about content at all, unless you count encounter design or systems in general as "content". Or do you claim that changing the systems can't change my experience? If so, then I disagree...Making different things governed by different skills isn't going to make content that already exists any more interesting. Wasteland 2 has a half-a-dozen different "open this" skills but they certainly didn't "play" differently.
By the way, Tim Cain was responsible for non-combat skills. Where's your messiah now?
If by experience you mean "it'll match up to my grognardy expectations" sure, otherwise it's pointless, just as Wasteland 2's redundancy is pointless.
That makes kind of sense (from lazy developer's point of view) in terms of modifiers, but I wasn't talking about stats modifiyng skill values, only about number of skill points per level. What this means is that intellect itself would only affect skills once per level (when distributing new skill points) and that's it. There's an analogy with 3.5e: Intelligence modifies a lot of other values when it comes to actual gameplay (DC, bonus spells, disable device skill atc.) and I believe that's what Sawyer is speaking about in that quote. But intelligence also affects number of skill points per level, which could be considered a completely separated thing, because there are no other values derived from it - modifing the intelligence by temporary effects never affects the number of skill points you get every level and because there's no permament stats increase (or very rare) in PoE, the problem you're talking about is nonexistent... And even if permanent stat increases were common, it's still not a big deal to come up with solution (like intellect affecting skill points only in character creation) and that's because values derived from stats is a separated thing from stats determining number of skill points).
You could probably have talents-as-skills though (and remove some of them outright, nobody really needs an Athletics or a Survival skill).
And I know I sound like a whiny faggot, but I really do have a problem to start the game now.