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KickStarter Solasta Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

fantadomat

Arcane
Edgy Vatnik Wumao
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Myzzrym What is your CEO's stand on barbarians?
This ok?

AtD3Xz0Zsa3xqPCYSkaXFqQOarT0E2yBHvlWJMwy.gif
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.
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.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,735
Pathfinder: Wrath
High level characters should feel POWERFULL. Not meek for balance reasons.
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.

* Even he didn't balance PoE well enough because he doesn't understand balance in RPGs (and I'd dare say RTSes) is achieved by asymmetry.
 
Self-Ejected

Thac0

Time Mage
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Arborea
I'm very into cock and ball torture
High level characters should feel POWERFULL.

Well said. IMO a mid level Barbarian should fell lie Guts from Berserk.

If I was a designer for 5e I would probably give Barbarians much more movement.
Most people who play a Barbarian want to get in and hit stuff with a massive sword. A Barabarian however is extremely easily outkited, especially by flying enemies, and has to carry ranged backup weapons to not be shit.
Many players do not do this, since they want their Barbarian to only do melee combat.

Bonus actions which allow you to take impossibly high jumps which expand your movement and remove fall damage or challenging shoults which force your opponents to immediatly move towards you with their reaction could be good ways to give Barbarians high level tools which feel awesome and render some of their weaknesses obsolete.


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.

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.
 

*-*/\--/\~

Cipher
Joined
Jul 10, 2014
Messages
973
Myzzrym What is your CEO's stand on barbarians?
This ok?

AtD3Xz0Zsa3xqPCYSkaXFqQOarT0E2yBHvlWJMwy.gif
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.
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.

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.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,735
Pathfinder: Wrath
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.
 
Self-Ejected

Thac0

Time Mage
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I'm very into cock and ball torture
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.

Pierre starts ramping the enemies into bullshit long before that turns into a necessity. Not every encounter has to be a massive challenge for the party, sometimes a fight that gets blown up by a single fireball is a nice diversion from a 1 hour grind with multiple reloads.
Also I hate 3.5 DnD with a passion, so yes? In 3.5 its the rules.
Look at tactical rpgs, blobbers, and every other combat focussed rpg. It is certainly possible to make high level combat which does not resolve in rocket tag and gives both Fighters and Mages places to shine.
As far as 3.5 style DnD derived systems go Pathfinder Kingmaker probably does it the best. Both mages and martials feel amazing in that game, and change power and importance constantly throughout the game. Sadly the system is a nightmare to calculate on real tables and Kingmaker relies to much on AC/Saving Throw/Immunity bloat instead of on balanced encounters for my taste.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,735
Pathfinder: Wrath
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?
 
Last edited:
Self-Ejected

Thac0

Time Mage
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I'm very into cock and ball torture
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?

JUyfrGn.jpg

fECRYUS.jpg

269dKGG.jpg


Take the JRPG pill and see high level combat done right.
 
Self-Ejected

Thac0

Time Mage
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Joined
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Messages
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Arborea
I'm very into cock and ball torture
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?

Man you have a habit of editing your comments with a better point than the initial comment.

In the context of an actual tabletop game a high level spell never needs to be cast to increase the attractiveness of mages.
Just reading the manual, and seeing that your wizard can one day stop time and ask wishes just like in the wildest fairytales increases the attractiveness of the class.
Also do not forget that enemies usually operate on a higher spell level than the party. Since they are usually outnumbered in bossfights the very strong level 8-9 magic gives them the edge they need to make the battle memorable, and they act as a teaser for what the players may one day reach.
In Baldurs Gate 2 you will kill Irenicus without ever having casted a level 9 spell with a 6 man party, and that is intentional.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,735
Pathfinder: Wrath
All my points are good.

When I read I can stop time and wish anything into existence, I give up on the system entirely. I don't want to do this especially since I have PTSD from the horrible high level D&D experience. I am planning on creating my own system (with no arcane spellcasters) that will fix all my issues with most RPG systems. Killing Irenicus while having access to 9th level spells but not using them just means the party is grotesquely overpowered.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,558
Location
Bulgaria
Myzzrym What is your CEO's stand on barbarians?
This ok?

AtD3Xz0Zsa3xqPCYSkaXFqQOarT0E2yBHvlWJMwy.gif
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.
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.

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.
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.
 

V_K

Arcane
Joined
Nov 3, 2013
Messages
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at a Nowhere near you
To be fair, many of the high-level spells are supposed to require rare material components. If that rule is enforced properly, that limits things. Why (to my knowledge) no CRPG does, is beyond my understanding.
Who knew that making fighters shounen heroes was the answer all along?
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.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
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?

JUyfrGn.jpg

fECRYUS.jpg

269dKGG.jpg


Take the JRPG pill and see high level combat done right.

What kind of fucking retard would use JRPGs as good example of anything?
 
Self-Ejected

Thac0

Time Mage
Patron
Joined
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Messages
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Location
Arborea
I'm very into cock and ball torture
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.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
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.

Elminage Gothic is jrpg, same as other shit you posted. Stop pretending it is not and go watch some anime or what else you faggots do.

I hope Islam will triumph in Europe and will reeducate people like you to make them good and useful members of society.
 

*-*/\--/\~

Cipher
Joined
Jul 10, 2014
Messages
973
Myzzrym What is your CEO's stand on barbarians?
This ok?

AtD3Xz0Zsa3xqPCYSkaXFqQOarT0E2yBHvlWJMwy.gif
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.
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.

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.
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.

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.
 
Self-Ejected

Thac0

Time Mage
Patron
Joined
Apr 30, 2020
Messages
3,292
Location
Arborea
I'm very into cock and ball torture
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.
 

*-*/\--/\~

Cipher
Joined
Jul 10, 2014
Messages
973
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.


It's not just power, there are some situations, like when you miss or your opponent turns a strike aside, where you're better off when you continue with the motion and do a spin rather than go against your own momentum. Not very good on its own, but as a part of a combination or a reaction to something, it has its place and I have used it successfully, even if just in sport.

Edit: here, have an example https://youtu.be/TddD_2zxY48?t=50
 
Last edited:

Gastrick

Cipher
Joined
Aug 1, 2020
Messages
1,733
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.
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.

If you do any spinning attack, where you aim your sword will be completely predictable. Also, while you are doing your gay spinning move the other warrior will do a real attack and behead you. In Boxing, MMA and fencing spinning techniques never happen, it just isn't how fights work.
 

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