Sensuki
Arcane
Personally I think they fucked up their economy by including the stash.
I prefer limited inventories and returning to town to sell gear because your inventory is full. It breaks up the adventuring pace and it means you don't pick up mundane items. In Pillars of Eternity you pick up everything because there's no limit to what you can carry.
But where's the difference to rest anywhere? All you have to do is to not pick up mundane items. I totally don't get it. If you play with unlimited stash and loot everything and then bitch and moan about it, the problem is with you, not with the game offering that option.
Besides, even with picking up all mundane crap you can find, I can't imagine it'll make it significantly easier to purchase too many of the magic items from the various sellers, not at the insane rates they're charging and the pittances you get for selling stuff.
Of course, the itemization is fairly crappy and indeed broken and you can easily afford to craft your own items on the cheap, but that's not really the point here.
I disagree, because Josh Sawyer actually said on the record that they were going to balance the economy around the fact that players could pick everything up. There's also area loot, take all buttons ... they make it as easy as possible for you to just mass collect everything and ground loot never disappears throughout the whole game, but then they're like oh, we're only balancing the game for 'normal' people who don't do many sidequests, which in turn throws it out for pretty much everyone.
Limited inventory slots and ground loot that disappeared after a certain time would force players to pick and choose what they want, would probably prevent everyone picking up every Xaurip Spear in the game.
Even with bottomless bag of holding etc in BG2 with mods, I only pick up magic items, some gems/scrolls and gold.
I'm playing through again on Hard and purposefully not using any extremely light or extremely heavy armor. The claim that the armor system forces a tank/squishy dichotomy is BS. Having a full party of 'middle path' characters slows the fights down a little, but I'm finding it overall a funner and more consistently successful strategy. My casters don't get KO'd as soon as a monster gets past Eder and they have more versatility in terms of touch and short range spells.
Deflection matters more than DR. I actually had most characters in Fine/Exceptional Robe Armor when I played, and Eder and Kana or Pallegina in Fine/Exceptional Plate. Fact of the matter is that stacking Deflection, DR and possibly CON gives you a tank that can tank pretty much forever.
How often are you resting, because after level 4, it was rare that I even needed to use a camping supply. I imagine if you're using middling DRs then you'd probably be resting a bit more than I did due to lower damage output from DPS chars and less protection on your tank chars.
Azeot said:most points I agree, not the one about armor though.
Having armor that only raises AC has always been one of the major downsides of D&D. A lot of other systems have damage reduction for heavy armor with some kind of downside to it, and that is for the best. It is more diverse, fun and, for those who care (me) realistic.
That they didn't handle it very well is another matter. While I don't have any particular issues with the system as it is now (in fact, atm I'm using a wide variety of armors with my chars and doing very well), I can see why it could use improvements in the future. But it is not worse than D&D, no way.
I directly compared the implementation of Pillars of Eternity's Armor System against the Armor System in the Infinity Engine games and how that affects combat feel. I didn't say that use of AC is better than DR, I just pointed out the way that the armor system works helps to create this very polarized situation where you have very tanky tanks and then everyone else who builds for damage/disable. It's not the largest contributing factor, it may even be one of the smaller ones. Shields probably attribute more to the situation than armor does. It probably is an implementation issue yes - for one, they've used percentile increases to damage against integer DR with wildly swingy damage numbers due to the inclusion of grazes and the fact that spells can crit, making that integer DR very important, particularly for mitigating graze damage down to minimum damage.
On it's own, yeah it might offer more character customization and stuff like that but I think it helps to create the dichotomy I talked about in the OP.
tdphys said:I actually think that as long as you are in the appropriate range of ACC vs the enemies DEF, then in combat buffing is nearly essential, and for avoiding alot of charm/petrification.
Is it? I barely cast a single buff the whole game. Why buff yourself when you can debuff enemies instead so that you deal more damage/hostile durations and win faster? I think I cast Blessing maybe once, Armor of Faith once, Circle of Protection once. Didn't use Withdraw. For Durance I mostly stuck to his Holy Radiance/Interdiction and auto-attacks with an Arbalest, using Iconic Projection, Divine Mark, Barbs of Condemnation and whatnot. Didn't even really need to use his spells because I control aggro well enough that pretty much everyone just attacks Eder and my other tank.
To deal with Charm I just send one character forward to a place that I am not going to path by (to avoid disengagement attacks), wait for all the enemies to target him with Charm, if it hit, wait for it to wear off and then come in late with everyone else while the enemies are trying to re-charm the character I sent in. Allowed me to get into position and not be targeted and blow everything up.
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