Taka-Haradin puolipeikko
Filthy Kalinite
- Joined
- Apr 24, 2015
- Messages
- 21,032
I don't want to go there, I might trigger a cut scene.
I never understood the issue with cooldowns. Underrail has them and they are fine.
Oh, yes. This so much. But don't add it to the poll.gay romances
Underrail has them
I think people have a very World of Warcraft influenced idea of them, where you're sitting there pressing 1, 2, 3 over and over as they cycle, not doing much else. I don't think this is true of many singleplayer RPGs that use them, like Dragon Age Origins. Though if you're the type to dive into exploits and abuse mana clash while ignoring your companions then I guess it would feel like that, so it depends on playstyle somewhat. Also also some people just see limited resources as part of the strategy (even though for me this argument is preposterous considering how easy it is to spam rests, even in games designed to make that harder like Pathfinder).
Some "proper" Grognards hate being blueballed with saves aswell.
The joy of losing an hour of progress after overextending into the dungeon is lost to them.
Thac0
Only times where "long stretches of difficult gameplay w/o saving" is fine, is when other mechanics are in place to make it fine, like Diablo or Dark Souls.
In classic RPGs like Fallout, BG, etc there's no reason for this. Name a classic RPG where it's just fun to load an hour old save to redo the same content because you died and there was no save system.
Particularly blobbers more often than not have attrition-based difficulty, so it doesn't even matter if you can save everywhere - unless you savescum the shit out of every encounter for optimal resource use, you can still get fucked up in the long run.Particularily blobbers benefit from harsh saving system.
The problem with limited access to saving is that you can't drop the game at any point without losing progress when there is a real-life need for it. This is where "save on exit" is a must-have.Some "proper" Grognards hate being blueballed with saves aswell.
The joy of losing an hour of progress after overextending into the dungeon is lost to them.
The problem with limited access to saving is that you can't drop the game at any point without losing progress when there is a real-life need for it. This is where "save on exit" is a must-have.
They're bad because they force the player into a rotation: You'll always start with the strongest ability that also has the longest cooldown, and work your way downwards in order to maximize DPS. Instead of having all moves available at every turn, allowing the player to choose the smartest tactical choice for the circumstances, you will most likely have figured out the perfect rotation of moves and just keep going with that no matter what.I never understood the issue with cooldowns. Underrail has them and they are fine.
Shooshoo, Sawyerite. As long as the level design and enemy scaling are done properly, some abilities being OP doesn't matter (particularly if you have to be metagamey in your build in order to make full use of them).I find the lack of hate against overpowered abilities disturbing.
I find the lack of hate against overpowered abilities disturbing.
I don't think DM-style cooldowns qualify as cooldowns - they don't operate on the level of individual abilities but on the level of part members. They make a lot more sense that way.For example "Auto-replenishing hp/mana" and "Cooldowns"; both Dungeon Master and Chaos Strikes Back have them.
Sawyer is a false prophet, for he did not balance PoE.Shooshoo, Sawyerite. As long as the level design and enemy scaling are done properly, some abilities being OP doesn't matter (particularly if you have to be metagamey in your build in order to make full use of them).I find the lack of hate against overpowered abilities disturbing.