Yosharian
Arcane
Alright, I may not agree with your verdict but I will grant you that you've earned the right to pronounce it
Let's just say I've played Owlslop for a bit.Little harsh...
So far, haven't noticed any tactical depth.
Let's just say I've played Owlslop for a bit.Little harsh...
So far, haven't noticed any tactical depth.
I have 2.3k hours in DDO.
I can hardly understand putting 500 hours into a singleplayer game over the course of a few years, let alone 2000. Absolutely batshit insane. Play the plethora of other games out there and enjoy varied experiences.
If you enjoy the gameplay loop, why not? Easier to play more of a good thing when you just want to relax rather than taking risks with other stuff. Doesn't mean that you should only play one thing, but it's nice to have the video game equivalent of a comfort food that you can go for when you feel like it.I can hardly understand putting 500 hours into a singleplayer game over the course of a few years, let alone 2000. Absolutely batshit insane. Play the plethora of other games out there and enjoy varied experiences.
I get that, and more power to you if that's the case. I just feel like a lot of people who get burnt out on gaming in general fall into this comfort loop, with their growing disdain of gaming to be attributed to their own unconscious unwillingness to try new things.If you enjoy the gameplay loop, why not? Easier to play more of a good thing when you just want to relax rather than taking risks with other stuff. Doesn't mean that you should only play one thing, but it's nice to have the video game equivalent of a comfort food that you can go for when you feel like it.
The screenshot is for Pathfinder: Wrath of the Righteous though, not Rogue Trader? But even so, 2040 hours = 85 full days spent on nothing else but playing the game.The game was launched in December 7, 2023. 222 days ago from this message. 2040/222 means 9.18 hours on average per day playing Rogue Trader since its launch.
IDK about "tactical depth" but certainly the game worth your time.
What's DDO?But I play DDO in almost a decade.
D&D Online.What's DDO?
One must imagine Sisyphus happy...But even so, 2040 hours = 85 full days spent on nothing else but playing the game.
I get that, and more power to you if that's the case. I just feel like a lot of people who get burnt out on gaming in general fall into this comfort loop, and end up attributing their hatred of gaming to their own unconscious unwillingness to try new things.
What's DDO?
Played 2000+ hours one of their games.The good part of WotR that ensures very high replayability due to an overabundance of character archetypes has nothing to do with Owlclowns, they just copied the already existing content from tabletop and whatever homebrew archetypes they introduced were either complete garbage or ridiculously OP, which shows they have no idea how to work with the ruleset. The one and only thing Owlclowns introduced that has any value are the mythic paths since the mythic abilities in the original adventure path were handled so poorly that literally any change would've been an improvement. Still, Owlclown implementation of mythic paths is extremely imbalanced in terms of game mechanics with abilities ranging from extremely OP ones acquired early to useless ones acquired late, which, once again, shows that Owlclowns have absolutely no clue how to work with the ruleset.
The narrative component in all Owlclown games is just infantile drivel aimed at endlessly fellating the player - a power fantasy for incels with plenty of "waifus" to "romance" and drool at. If you look at some of the owlslop discussion threads outside of the 'dex, most of them consist of endless waifu shitposting which paints a pretty clear picture of the audience Owlclown games are aimed at. Mentally ill Owlclown "writers" injecting copious amounts of cuckshit into their own romances only adds fuel to the trashfire.
The lack of tactical depth in Owlclown games stems from their inability to understand and work with the ruleset(s) and utter incompetence in designing encounters. Those who play Owlclown games on non-babby difficulties are well familiar with the fact that most of the difficulty stems from absolutely insane stat inflation. Instead of focusing on designing encounters against well-thought out groups of reasonably powerful enemies that work in synergy as an effective combat unit, Owlclowns just populate their games with endless piles of trash mobs with stats massively inflated relative to the source material and then they scale those same inflated trash mobs further by introducing higher difficulties that inflate the stats yet again.
Owlslop is the kind of gaming medium where you will encounter neither lower-level enemy parties challenging higher level player parties by working together like a fine-tuned singular organism, nor high level enemy parties using the full synergistic brunt of the ruleset to figuratively clobber the player into intellectual submission, something those well familiar with the genre could experience over a decade ago in BG2 mods such as The Ritual and Solaufein and some of the Tactics components like Kuroisan the Acid Kensai, or in games with actual tactical depth like Deadfire with its "Seeker, Slayer, Survivor" DLC that focuses on this kind of tactical party vs party combat. What you will find in Owlslop are just an endless sea of bloated trash mobs that get brainlessly chunked by auto-attacking martials, occasionally sprinkled with an extra stat-bloated "boss" that needs attack/AC/saves buffs/debuffs to defeat, depending on player party focus and composition.
While it is true that the player can build parties in different ways focusing on different tactics (e.g. martial vs caster focused) thanks to the abundance of archetypes Owlclowns copied from the source material, this does not create meaningful tactical depth for one simple reason: there is no reason to adapt your tactics, depending on the situation, no reason to be tactically flexible. Once you figure out a well-working party composition, you just steamroll the entire game with it. The biggest tactical change you might need to perform is switching one spell for another on your DC caster, depending on enemy immunities. This problem, again, stems from lack of synergistic enemy encounter design since Owlclown enemies work as separate statblocks and once you learn how to overcome those statblocks by pumping your AC/attack/spellDC/spellDamage and/or debuffing enemy AC/saves, the game's pretty much solved.
Returning to the topic of Rogue Trader, this game is a clear example of Owlclown incompetence when designing game systems. They refused to implement the tabletop combat system (which is not something I judge them negatively for), yet failed to design a competent replacement since all they did before this was copy already existing rulesets with meager attempts at homebrew additions that were mostly garbage. The result was a combat system revolving entirely around turn stacking and alpha striking, where you delete entire encounters in 1-2 game rounds by stacking endless buffs and turns on your dedicated damage dealer while the rest of the party just twirls their thumbs in terms of offense. It was so bad that Owlclowns are now desperately scrambling to redesign the entire combat system, starting with the elimination of turn stacking mechanics which should've never been in the game in the first place - proof that they never had any idea of what they were actually doing while designing the combat system.
The Rogue Trader character generation and advancement system is also heavily overburdened by an endless list of useless abilities: you have to wade through a sea of trash to find something that actually works well enough to be worth using. Why have so many abilities when most of them are outright trash? The answer is simple: they have absolutely no fucking clue what they're doing.
Comparing vanilla game chalenge with fan created difficulty mods for another...Owlslop is the kind of gaming medium where you will encounter neither lower-level enemy parties challenging higher level player parties by working together like a fine-tuned singular organism, nor high level enemy parties using the full synergistic brunt of the ruleset to figuratively clobber the player into intellectual submission, something those well familiar with the genre could experience over a decade ago in BG2 mods such as The Ritual and Solaufein and some of the Tactics components like Kuroisan the Acid Kensai, or in games with actual tactical depth like Deadfire with its "Seeker, Slayer, Survivor" DLC that focuses on this kind of tactical party vs party combat. What you will find in Owlslop are just an endless sea of bloated trash mobs that get brainlessly chunked by auto-attacking martials, occasionally sprinkled with an extra stat-bloated "boss" that needs attack/AC/saves buffs/debuffs to defeat, depending on player party focus and composition.
It's not about the difficulty level per se, it's about encounter design. Encounter design that was implemented by people over a decade ago.Comparing vanilla game chalenge with fan created difficulty mods for another...Owlslop is the kind of gaming medium where you will encounter neither lower-level enemy parties challenging higher level player parties by working together like a fine-tuned singular organism, nor high level enemy parties using the full synergistic brunt of the ruleset to figuratively clobber the player into intellectual submission, something those well familiar with the genre could experience over a decade ago in BG2 mods such as The Ritual and Solaufein and some of the Tactics components like Kuroisan the Acid Kensai, or in games with actual tactical depth like Deadfire with its "Seeker, Slayer, Survivor" DLC that focuses on this kind of tactical party vs party combat. What you will find in Owlslop are just an endless sea of bloated trash mobs that get brainlessly chunked by auto-attacking martials, occasionally sprinkled with an extra stat-bloated "boss" that needs attack/AC/saves buffs/debuffs to defeat, depending on player party focus and composition.
Deadfire has a whole DLC dedicated to tactical party vs party combat:
I have 5000 hours in Owlcat games. Here is a 50 page essay about why they sucks.
Given their DLC model for WotR, I'm assuming that it depends on how well those two associated with the current season pass will sell.Will this only have one season pass? Or is there more DLC planned?
Knowing Owlclowns, you'll be waiting for years.I have 5000 hours in Owlcat games. Here is a 50 page essay about why they sucks.
A Tldr version of your post.
Only a nitpick about the homebrew stuff. I liked some homebrew stuff on wotr. Like shadowcaster.
About rt, I agree 100% with your critique. But I am waiting for someone to fix the gamea
Fine RPGs with near-zero class/race/background reactivity? More like fine WEGs.What the fuck you all quarelling at? Owlcat made fine rpgs, both Pathfinders are great and Rogue Trader is just sweet.
Details like +5 or - 3 to a stats doesn't really matter.
And they completely butchered Shadowcaster by making its Profane INT bonus not stack with the Profane Ascension buff.
Yes!!! They are perfect masterpieces? No.What the fuck you all quarelling at? Owlcat made fine rpgs, both Pathfinders are great and Rogue Trader is just sweet.
Details like +5 or - 3 to a stats doesn't really matter.
Ok now you went too farDetails like +5 or - 3 to a stats doesn't really matter.
Maybe consider not being a simpKnowing Owlclowns, you'll be waiting for years.I have 5000 hours in Owlcat games. Here is a 50 page essay about why they sucks.
A Tldr version of your post.
Only a nitpick about the homebrew stuff. I liked some homebrew stuff on wotr. Like shadowcaster.
About rt, I agree 100% with your critique. But I am waiting for someone to fix the gamea
And they completely butchered Shadowcaster by making its Profane INT bonus not stack with the Profane Ascension buff.