Jesus Cristo, this thread is still crawling with PoE-haters complaining about every little detail (combat this time). After all this years, they can't help but post everyday.
Talk about being trapped by a game.
I know what you mean but best thing to do is stop caring about what other people on the Codex think. I personally love the game but apparently it isnt for everyone .
On topic: Last updates sound great! Loved that immunities are back (considering they should never have been removed).
Well you know, one of the oldest tricks in the book to "improve" something. Have it, remove it then "introduce" it again. Shame, Obsidian can do so much better.
Yes, Irenaeus, listen to this advice.I know what you mean but best thing to do is stop caring about what other people on the Codex think. I personally love the game but apparently it isnt for everyone
In my view Obsidian keep trying to stitch the ugliest holes but whatever they try the game can't look finished when it needed another half year in development at least.Well you know, one of the oldest tricks in the book to "improve" something. Have it, remove it then "introduce" it again. Shame, Obsidian can do so much better.
It is not just that. Its just company that was famous for the best dialogues, plot and characters and crap at everything else couldnt really deliver the best dialogues and plot but the game was still crap at pretty much everything else (except for graphics ironically enough).Yes, Irenaeus, listen to this advice.
In my view Obsidian keep trying to stitch the ugliest holes but whatever they try the game can't look finished when it needed another half year in development at least.
This is such a bunch of inane nonsense. You want a separation between low and high level gameplay. Half the reason high level gameplay feels so good is that there is a noticeable growth.The truth is that at low levels the "six second pulse" thing you guys have such a hard-on for feels awkward and a lot of people would have complained about it. Go back to BG1 after playing high-level characters for a long time and you might see what I mean.
100 times this. P. much sums it upIt is not just that. Its just company that was famous for the best dialogues, plot and characters and crap at everything else couldnt really deliver the best dialogues and plot but the game was still crap at pretty much everything else (except for graphics ironically enough).
Loved that immunities are back (considering they should never have been removed).
Sawyer said:It was, but the reasons for it have mostly disappeared over time. We don't have classes that are so inherently CC-focused that they can't work around immunities (cipher and wizard are closest, but they have a lot of options). We have better feedback for when you hit immunities. Bestiary entries now display abilities, which means you can look at the entry and go "oh hey". Finally, there's actually support for affliction immunities. In the base game, the code didn't support it at all.Huh, I thought the lack of hard immunities was a purposeful thing in PoE, but I guess I hadn't really considered the damage type immunities that were already in. Plus the high-level spells are probably just too powerful across the board without it.
What we were trying to avoid was the 3.X situation where your rogues and beguilers throw their hands up because they're fighting swarms of undead/constructs/elementals for hours straight and the majority of your abilities can't affect them.
We don't have classes that are so inherently CC-focused that they can't work around immunities
I think most people generally consider a hard counter to be a single or narrow spectrum of reactive tactics that comprehensively cancel the opponent’s tactic to such an extent that all other choices are rendered obsolete. Using that definition, I don’t think the scenarios you’re describing involve hard counters because there are a lot of other things you could do (including going heavily on offense) that could bring victory.
His choice of words is not very helpful here. If a monster is naturally immune to all damage and all CC, would that be a "hard counter", even though it doesn't constitute a "spectrum of reactive tactics"? Does BG2's AI even use "reactive tactics" at all? If a game doesn't have a reactive AI, does that mean that it has no hard counters?
And can saying "I'm immune to everything now" really be described as "cancelling the opponent's tactic"? If a group formulates a boss battle strategy that's focussed on paralyzing an unknown enemy, and the enemy turns out to be naturally immune to paralysis, is that monster "cancelling its opponents' tactic"? Or do these examples not count because being naturally immune is a) not reactive, b) not a tactic, and c) not a choice?
Balance tyme
https://twitter.com/jesawyer/status/656202104160186368
https://twitter.com/jesawyer/status/656202301317603328
https://twitter.com/jesawyer/status/656208384832634880
It's going to be great when I can finally play this in 2016.
Oh wait there's more.
Hmmm http://www.rpgcodex.net/forums/inde...ead-pre-expansion.98003/page-167#post-3865276
FLIP FLOP
And this is why BALANCE UBER ALLES in single player rpgs is fucking stupid.
That's usually the case in regard to class balance, but the Fighter did become truly pointless after 2.0. The only thing it had going for it was the fact it could be a good tank, but with the major changes to mechanics and attributes, most of which were justified, there's no reason to have one.Eh well if people who say "this class feels weak" change their mind because of it then's all well.
I'm going to laugh if oozes and slimes and flying creatures and such are now immune to slicken. That stuck in the craw of a few grogs. Hell, I'll laugh if that's one of the few things that don't get changed.
He's trying to compensate, but it won't change the fact other classes are better at (and more interesting) anything a Fighter tries to do.I don't see how. He's making it better through balance changes.