unfairlight
Self-Ejected
- Joined
- Aug 20, 2017
- Messages
- 4,092
For prison is correct. Go to hell, cuckold.
For prison is correct. Go to hell, cuckold.
Nobody is arguing about this. The point was that you claimed that combat tactics change significantly over the mid/late game, and I argued that this is not true, because you get almost all tactical tools very early, and the same tactical routines you use in hour 5, remains viable and efficient in hour 55. Do you understand?
I understand your words, but with my party and in my playthrough I had to use more varied advanced techniques in the second half of the game than in the first half simply to survive. How can you say this is not true? Maybe you played a different character/skillset combination.
Nibba please.
I liked DOS2 and all but but combat difficulty is not its strong suit, just like the 1st game, and it doesn't really force you to do things differently to win, even on tactician.
You win early game DOS2 battles by quickly stripping the enemies of their armor and then crowd controlling them to death.
You win mid game DOS2 battles by quickly stripping the enemies of their armor and then crowd controlling them to death.
You win late game DOS2 battles by quickly stripping the enemies of their armor and then crowd controlling them to death.
Sure you get different tools as you go along, but the essence of every battle remains the same - strip enemy of their armor and crowd control them to death. Almost every single battle I fought involved chaining knockdown, battle ram and other AOE crowd control until all the enemies died. It wasn't even hard to get everyone in position because the AOE sizes were very generous. I remember there were a few enemies like the trolls that were immune to knockdowns but then I'd just use different CCs like charm or fear. It's literally a "one tactic wins all" game and the tactic is CC spam.
You generalize at a too high level of abstraction it becomes meaningless. In other games, it would just be winning battles by CCing enemies to death, or if there's no CCing, just bringing enemies' HPs to 0. Baldur's Gate to Fallout and AoD can be reduced to this, as can all FPSes. So what's your point? That DOS2 has a protection mechanism distinct from other games?You win DOS2 battles by quickly stripping the enemies of their armor and then crowd controlling them to death.
It's not the general pattern that's an issue with DOS2. It's pretty logical that you'd reduce enemies' defenses or find a way to bypass them before inflicting serious harm. That's like the basic internal story logic of any game with a defense system. What matters is how it's done. Saying that "every fight I have to defeat my enemies it's so repetitive" is a terrible argument.
So what's the problem then? That there's too much available CC abilities? Well, that's why there's the armor system, to make you work to be able to use them, so that you plan and choose specific targets for CCing by disabling their defenses first. Remember in DOS1 the pattern was just "Pump initiative, CC everything in the first turn before they act and skip the fight". That was terrible. It's clear that the initiative change and the armor system are a response to this. Were they the best possible solution with the best possible implementation, clearly not. But it's still an improvement over DOS1, because you get to play out the fight and use the mechanics in a targeted way according to a plan you make. I hope they do better next time, but at least fault the system for its faults, not for the premisses it shares with most combat systems. The armor system is not intrinsically bad.
That's a fair criticism. But then you have people claiming that enemies have bloated HP / Armor, which means in a way they'd like them to die sooner..."every fight I use the exact same abilities and most enemies don't even get the chance to show my what they can do, it's so repetitive"
Played the EE, it's the same.Oh I'm not saying DOS1 was better - it was in fact worse in this regard, because you could nonstop CC enemies as soon as the fight started. But I played it before the enhanced edition so maybe they changed something there
Which is better and why?
Yeah. Balance = No challenge. All the effort goes in to removing anything that can challenge player or at least make him stop and ponder. I guess it's the Cod crowd they are after and secretly every RPG creature wants to be bioware. I am not sure it's avoidable at this point.Pretty much. "Balancing" a game by making all action equally pointless, boring numeric tackons is what is wrong with these games.
No idea when exactly that happened but at some point people apparently started to think that this is what balance means and then proceeded curbstomping everyone advocating for balance. Puzzling.
I think it says a lot about a game that not only Darth Roxor, but even the people who were supposed to proof read his review, failed to get the basic system mechanics correct. I remember when I started playing this game, it took me about 5 minutes of search to find out that certain skills were better multipliers than others. The game's been out for more than six months now, so it's all been worked out, yet people still didn't bother to do the research. Compare this to Pillars of Eternity's in-depth analysis, which is often cited by both critics and fans of Obsidian's system, and where the Codex was definitely way ahead of other sites in analyzing the game, and the difference is obvious.
Basically, what it says to me is: reactions to this game are so indifferent among Codex writers, nobody wanted to waste time writing about it. Darth Roxor never finished the game, and nobody who has finished the game, cared enough to offer their own review in the six months in between its release and now. Unfortunately, I have to agree with this general feeling - I couldn't get through the game either, and dropped it much earlier around 20 hours.
I think it says a lot about a game that not only Darth Roxor, but even the people who were supposed to proof read his review, failed to get the basic system mechanics correct. I remember when I started playing this game, it took me about 5 minutes of search to find out that certain skills were better multipliers than others. The game's been out for more than six months now, so it's all been worked out, yet people still didn't bother to do the research. Compare this to Pillars of Eternity's in-depth analysis, which is often cited by both critics and fans of Obsidian's system, and where the Codex was definitely way ahead of other sites in analyzing the game, and the difference is obvious.
Basically, what it says to me is: reactions to this game are so indifferent among Codex writers, nobody wanted to waste time writing about it. Darth Roxor never finished the game, and nobody who has finished the game, cared enough to offer their own review in the six months in between its release and now. Unfortunately, I have to agree with this general feeling - I couldn't get through the game either, and dropped it much earlier around 20 hours.
Not sure which exact errors you're talking about, but POE had a serious and complex gameplay system designed for many different kinds of parties/builds (whether or not you think said system was actually any good), while DOS1/2 involve a pretty shallow and limited palate spiced up by a nice range of fun abilities (again, regardless of whether you thought that ended up with a nice fun game or not). There's really nothing to analyse one way or another when all your levelling decisions take about 3 seconds of thought.
I remember when I started playing this game, it took me about 5 minutes of search to find out that certain skills were better multipliers than others.
Fixed.I admire your OCD, it takes a whole new level of autism to perform an outside search just to compare +5% damage increases of everythin.