It's basically a waste of time. If I start a new game it should be because I want to try out a different class or make different choices, not because I made a sub-optimal build.Besides; what's wrong with restarting.
Eh... I think this sort of thing is precisely what difficulty options are for whether things like Cataclysm I think Solasta called theirs or playing in Ironman mode. You can hit a brick wall and need to restart for people who are into that or never have to engage with it for those who don't.It's basically a waste of time. If I start a new game it should be because I want to try out a different class or make different choices, not because I made a sub-optimal build.Besides; what's wrong with restarting.
I disagree.It's basically a waste of time.
To me it is not even the difficulty that's the issue. Being able to "fix" your build is simply an added bonus. I played Alaloth and Remnant 2 and I had a lot of fun with switching builds. I wouldn't play them as long and I wouldn't find them as engaging otherwise. It really helps with experimentation when you can respec mid-game, especially after your pool of item grows and you start seeing more possibilities. I would also argue it benefits long games (such as Owlcat ones), because I simply don't have time on my hands (or patience) to do multiple runs and I could easily do that via respec.I disagree.
I think RPGs should have a learning curve that is exciting to master. [...] Also, of the games I mentioned earlier, you do have difficulty settings to tweak the experience if you don't like challenge.
Besides; what's wrong with restarting. It's great when a game is hard and forces me to go back to the drawing board and seriously think about my party composition. It's great when the game pushes back as it forces me to use *all* the mechanics to win. The essence of this is what makes me love games like AoD, DR, and Chalice - deep, compelling, RPGs with rulsets that have depth, nuance, and complexity.
There's a very simple way to solve this issue: introduce multiple NPC companions and retainers who join you during the adventure. You can swap party members with them at every campsite, ensuring no one gets cockblocked due to a single encounter. Off course make the cleric character an hot woman, like a certain game, to incentivize the average player to include her in their party—if they haven't already picked up on her utility.I see quite a few people getting hang up on my example of physical damage immunity, so I figured I'd expand a little on why I said that. You're right when stating that physical damage immunity in a vacuum is not impossible to beat, even if your party is full of martial classes - and could even provide an interesting challenge that changes from the usual "I shall now proceed to hit you in the face with my hammer, villain."
However, you have to remember that every part of a game takes time to build. Say we create this boss fight that's immune to piecring / bludgeoning / slashing damage (even magical weapons). Most players wouldn't have too much problem dealing with it as they'd likely have at least one spellcaster. But now let's think about our full martial parties - or even parties where the player picked mostly utility spells. Ok, maybe they have scrolls and wands in stock - oh wait, scrolls need the spell to be in your class' spell list to be used, and most wands need to be attuned - and what if the player sold them or never found them? We're talking potentially loading a save file from hours ago, and if they overwrote it they're boned. Okay maybe we go with another route, let's say we make a special arena where interacting with three different paintings removes its immunity for X rounds. Hey that could be cool! But suddenly you have to develop a system behind to support such feature, and while it may not be that long it might mean that you're doing that instead of giving your Gorgon its petrifying breath. For a feature that only a small amount of players may even use (because the rest might just blast the boss' ass into oblivion with fireballs), and that we likely wouldn't reuse (how lame would it be if three different bosses used the same gimmick). Remember we're a small team, and we everything we choose to do has tradeoffs.
At the end of the day, that doesn't mean we won't ever do fun / challenging / out-of-the-box fights - but before that we want to make sure the foundations of the game is solid. We don't want to have a repeat of Lost Valley where many monsters were just big fat lumps of HP who just had one melee physical attack. Once we have an interesting baseline, then we can go and fine-tune more exotic encounters.
Hope that clarifies my use of that example a little!
With large enough party chance that at least one player would play warrior instead of cleric or mage increases up from close to zero.With a bigger party, the chances increase that the player has a mage
Why are you thinking about balancing encounters so that full martial parties can beat them without having to reload? People playing through the game without any spellcasters or who gimp themselves with only utility spells are almost 100% people who have already played the game and are doing it as a challenge/gimmick.Most players wouldn't have too much problem dealing with it as they'd likely have at least one spellcaster. But now let's think about our full martial parties - or even parties where the player picked mostly utility spells.
Yeah, like four barbariansMaybe you've got data that disproves that assumption, but people who roll with 4 fighters on a first playthrough should be encouraged to make better life choices
Tactical Adventures has made it clear that they want any person to be able to complete their games and if you are a hardcore tactical role-player who wants combat that challenges you in particular, those fights will flat out brickwall the average chump. Just how it goes.
No, it's actually the best isometric D&D simulator since ToEE. If you'd actually played it you'd already know that, LS.So the game is shit?
Nah, Rogua is just hormonal again.Tactical Adventures has made it clear that they want any person to be able to complete their games and if you are a hardcore tactical role-player who wants combat that challenges you in particular, those fights will flat out brickwall the average chump. Just how it goes.
So the game is shit?
Will Solasta 2 retain a rectangular movement grid or will it use free movement like BG3? More generally, are there going to be any major changes to the combat system/mechanics?I see quite a few people getting hang up on my example of physical damage immunity, so I figured I'd expand a little on why I said that. You're right when stating that physical damage immunity in a vacuum is not impossible to beat, even if your party is full of martial classes - and could even provide an interesting challenge that changes from the usual "I shall now proceed to hit you in the face with my hammer, villain."
However, you have to remember that every part of a game takes time to build. Say we create this boss fight that's immune to piecring / bludgeoning / slashing damage (even magical weapons). Most players wouldn't have too much problem dealing with it as they'd likely have at least one spellcaster. But now let's think about our full martial parties - or even parties where the player picked mostly utility spells. Ok, maybe they have scrolls and wands in stock - oh wait, scrolls need the spell to be in your class' spell list to be used, and most wands need to be attuned - and what if the player sold them or never found them? We're talking potentially loading a save file from hours ago, and if they overwrote it they're boned. Okay maybe we go with another route, let's say we make a special arena where interacting with three different paintings removes its immunity for X rounds. Hey that could be cool! But suddenly you have to develop a system behind to support such feature, and while it may not be that long it might mean that you're doing that instead of giving your Gorgon its petrifying breath. For a feature that only a small amount of players may even use (because the rest might just blast the boss' ass into oblivion with fireballs), and that we likely wouldn't reuse (how lame would it be if three different bosses used the same gimmick). Remember we're a small team, and we everything we choose to do has tradeoffs.
At the end of the day, that doesn't mean we won't ever do fun / challenging / out-of-the-box fights - but before that we want to make sure the foundations of the game is solid. We don't want to have a repeat of Lost Valley where many monsters were just big fat lumps of HP who just had one melee physical attack. Once we have an interesting baseline, then we can go and fine-tune more exotic encounters.
Hope that clarifies my use of that example a little!
Will Solasta 2 retain a rectangular movement grid
I actually don't mind 5E attunement. It makes you have to make some actual decisions about who gets what and ensures you don't get into a magic item arms race where you see who has more shinies stacked from head to toe.I read the word "attuned". For the love of God, take some creative freedom, and remove attunement from the game.
I'm stubborn as a little kid on this one. If I see shinies, I want to use the shinies.I actually don't mind 5E attunement. It makes you have to make some actual decisions about who gets what and ensures you don't get into a magic item arms race where you see who has more shinies stacked from head to toe.I read the word "attuned". For the love of God, take some creative freedom, and remove attunement from the game.
Use the good ones, throw the crap away.I'm stubborn as a little kid on this one. If I see shinies, I want to use the shinies.I actually don't mind 5E attunement. It makes you have to make some actual decisions about who gets what and ensures you don't get into a magic item arms race where you see who has more shinies stacked from head to toe.I read the word "attuned". For the love of God, take some creative freedom, and remove attunement from the game.
Sensible advice, butUse the good ones, throw the crap away.I'm stubborn as a little kid on this one. If I see shinies, I want to use the shinies.I actually don't mind 5E attunement. It makes you have to make some actual decisions about who gets what and ensures you don't get into a magic item arms race where you see who has more shinies stacked from head to toe.I read the word "attuned". For the love of God, take some creative freedom, and remove attunement from the game.