Cryomancer
Arcane
High level characters should feel POWERFULL.
Well said. IMO a mid level Barbarian should fell lie Guts from Berserk.
High level characters should feel POWERFULL.
Ahhh no my point is that it is a retarded and unrealistic garbage. When you try to hit someone with a weapon you don't do a fucking ballerina spin,you will end up full of holes if you lol.This animation is terrible lol. It holywood level of flashy and useless movements. Just cut the first half of the animation and you have 10 times better one.
Would be fine if they just reserved it for critical hits or something. Guess they fell into the same trap as with huge magical screen blasts for cantrips.
Not powerful to the point of trivializing the content. That's the problem. Whether it leads to Sawyerism* ist mir egal. KotC2 is the other of the 2 possible extremes. At least in turn-based combat this is the result and there is no other possible result unless you ban high level spells. Which I do with pleasure.High level characters should feel POWERFULL. Not meek for balance reasons.
High level characters should feel POWERFULL.
Well said. IMO a mid level Barbarian should fell lie Guts from Berserk.
Not powerful to the point of trivializing the content. That's the problem. Whether it leads to Sawyerism* ist mir egal. KotC2 is the other of the 2 possible extremes. At least in turn-based combat this is the result and there is no other possible result unless you ban high level spells. Which I do with pleasure.
Nix, the other dude is waiting for his turn.you will end up full of holes if you lol.
Ahhh no my point is that it is a retarded and unrealistic garbage. When you try to hit someone with a weapon you don't do a fucking ballerina spin,you will end up full of holes if you lol.This animation is terrible lol. It holywood level of flashy and useless movements. Just cut the first half of the animation and you have 10 times better one.
Would be fine if they just reserved it for critical hits or something. Guess they fell into the same trap as with huge magical screen blasts for cantrips.
Pierre did make stronger enemies to counter stronger heroes! I'm sorry, you might not like it, but this is what peak high level D&D looks like. It's not a critical lack of imagination, it's the rules. Ok, the third option is negating the wizard's possibility to cast anything by counterspelling and beating concentration. You said that's an acquired taste, but then it turns into Wizards & Counterspelling rather than D&D.No, it is not. That is just a critical lack of imagination.
KoTC 2 is not the natural culmination of high level combat in an rpg lol, it is a dev min maxing every encounter with bullshit homerule spells and specific items which nullify weaknesses because he lives in a bubble where he has only heard feedback from those who love KOTC 1 for the bonus superboss.
If the content is trivialised by stronger heroes, maybe just make stronger enemies aswell?
In late game dungeons there should be less fights, but fights should be longer and more brutal.
Pierre did make stronger enemies to counter stronger heroes! I'm sorry, you might not like it, but this is what peak high level D&D looks like. It's not a critical lack of imagination, it's the rules. Ok, the third option is negating the wizard's possibility to cast anything by counterspelling and beating concentration. You said that's an acquired taste, but then it turns into Wizards & Counterspelling rather than D&D.No, it is not. That is just a critical lack of imagination.
KoTC 2 is not the natural culmination of high level combat in an rpg lol, it is a dev min maxing every encounter with bullshit homerule spells and specific items which nullify weaknesses because he lives in a bubble where he has only heard feedback from those who love KOTC 1 for the bonus superboss.
If the content is trivialised by stronger heroes, maybe just make stronger enemies aswell?
In late game dungeons there should be less fights, but fights should be longer and more brutal.
Other tactical RPGs and combat-focused RPGs like what? I can't think of anything that ramps up the power creep so fast and so up to 11 which isn't either D&D or D&D-inspired (Pathfinder, PoE). A non-D&D RPG I've played recently was Tower of Time, which is nowhere near as power creep-y as D&D. But it did give me the idea that straight-up damage spells should be avoided at all costs and AoE damage spells should be used sparingly.
Imo, the problem arises because of the insistence of having new spells every other level, which leads to lack of ideas to populate these spells with. Staggering the progression fixes most of the problems with it (i.e. my system of 6th spell circle being the maximum available and is reached at character level 19), so I don't know why they keep using this style of progression and then writing almost all official modules to end at around character level 10. They are obviously aware of this. Is this a wanting to have your cake and eat it too moment?
Imo, the problem arises because of the insistence of having new spells every other level, which leads to lack of ideas to populate these spells with. Staggering the progression fixes most of the problems with it (i.e. my system of 6th spell circle being the maximum available and is reached at character level 19), so I don't know why they keep using this style of progression and then writing almost all official modules to end at around character level 10. They are obviously aware of this. Is this a wanting to have your cake and eat it too moment?
Clearly i know a lot more about fighting and physics than you. You must be a very special person if you think that this shits happens in real fights. The move is beyond retarded,it opens you up for a long period,uses too much physical force for not much of an effect,it tires you a lot and on top of all that it makes you overcommit on the attack thus opening you up for a sidestep and counter attack. The recovery time of such an attack is a death sentence in real sword fight.Ahhh no my point is that it is a retarded and unrealistic garbage. When you try to hit someone with a weapon you don't do a fucking ballerina spin,you will end up full of holes if you lol.This animation is terrible lol. It holywood level of flashy and useless movements. Just cut the first half of the animation and you have 10 times better one.
Would be fine if they just reserved it for critical hits or something. Guess they fell into the same trap as with huge magical screen blasts for cantrips.
Sure sure, real fighters never spin, never use backfists and spinning kicks, no. An elite member of the first keyboard division like you knows best. This game has way bigger problems than one overly fancy animation.
Killing Irenicus while having
9th level spells
I think 5e goes in an interesting direction in giving high level fighters multiple uses of Legendary Resistances (succeed on saving throws at will X times per day).
Attrition as a balancing tool is often neglected.
Honestly, many features of 5E (like e.g. changes to Vancian casting) feel that way to me - like an obvious solution was there all along, it just took them 40 years to figure it out.Who knew that making fighters shounen heroes was the answer all along?
Other tactical RPGs and combat-focused RPGs like what? I can't think of anything that ramps up the power creep so fast and so up to 11 which isn't either D&D or D&D-inspired (Pathfinder, PoE). A non-D&D RPG I've played recently was Tower of Time, which is nowhere near as power creep-y as D&D. But it did give me the idea that straight-up damage spells should be avoided at all costs and AoE damage spells should be used sparingly.
Imo, the problem arises because of the insistence of having new spells every other level, which leads to lack of ideas to populate these spells with. Staggering the progression fixes most of the problems with it (i.e. my system of 6th spell circle being the maximum available and is reached at character level 19), so I don't know why they keep using this style of progression and then writing almost all official modules to end at around character level 10. They are obviously aware of this. Is this a wanting to have your cake and eat it too moment?
Take the JRPG pill and see high level combat done right.
What kind of fucking retard would use JRPGs as good example of anything?
What kind of fucking retard would use JRPGs as good example of anything?
If you were less deranged you would know that the first game is Elminage Gothic. Which is effectively "Wizardry 9, what if we made those games brutal again".
Games with 4-6 niggas in a row suffer much less from martial/mage power gap and rocket tag, which shows that a lot of it is just related to the position advantage of mages and their ability to deny positioning to enemies.
Clearly i know a lot more about fighting and physics than you. You must be a very special person if you think that this shits happens in real fights. The move is beyond retarded,it opens you up for a long period,uses too much physical force for not much of an effect,it tires you a lot and on top of all that it makes you overcommit on the attack thus opening you up for a sidestep and counter attack. The recovery time of such an attack is a death sentence in real sword fight.Ahhh no my point is that it is a retarded and unrealistic garbage. When you try to hit someone with a weapon you don't do a fucking ballerina spin,you will end up full of holes if you lol.This animation is terrible lol. It holywood level of flashy and useless movements. Just cut the first half of the animation and you have 10 times better one.
Would be fine if they just reserved it for critical hits or something. Guess they fell into the same trap as with huge magical screen blasts for cantrips.
Sure sure, real fighters never spin, never use backfists and spinning kicks, no. An elite member of the first keyboard division like you knows best. This game has way bigger problems than one overly fancy animation.
No, you don't and you apparently fail at text comprehension too. I have merely stated that spinning techniques do exist and that I find the animation okay for a critical hit or fancy finish. It bothers me much less than bikini armor and other abominations we see so often.
No, you don't and you apparently fail at text comprehension too. I have merely stated that spinning techniques do exist and that I find the animation okay for a critical hit or fancy finish. It bothers me much less than bikini armor and other abominations we see so often.
I looked up a bit about this, and found an interesting defense of it.
In general spinning in combat, martial arts and sports however is pretty terrible. It does not add that much power and has a lot of drawbacks. His argument roots on eastern combat sports using it a lot, but those are known to carry ineffective techniques out of tradition.
The concept of spinning for power moves seems however to be slightly less bullshit than I thought.
You can you be bothered by it? A women warrior at all is unrealistic, her not wearing proper armor after shouldn't be that much of a stretch.No, you don't and you apparently fail at text comprehension too. I have merely stated that spinning techniques do exist and that I find the animation okay for a critical hit or fancy finish. It bothers me much less than bikini armor and other abominations we see so often.