I don't understand how a game designer can think this is a good idea.Oh, and spell damage is based on Strength, which means that your high-STR mage does more melee damage than your high-CON fighter.
Ok, that's enough for me.And since your opportunity points (ie, action points) for each round are spread among your entire party, your mage and rogue use all your action points to do damage, while your fighter LITERALLY just stands there as a meat shield and takes damage.
You can select 4.So out of your massive pool of 12(!) spells (eventually…you start with like 3), you can only have 1-2 spells available to use at any one time.
You can actually skill something that you start with some points right away.And you start each battle with 0 spell points and have to build them up each round
Strength= Power. It's not physical strength. Pillars of Eternity uses the same word to describe power. Misleading at first, yes. But once you see that wands increase strength you understand it, which is in the first 2 hours of gameplayOh, and spell damage is based on Strength, which means that your high-STR mage does more melee damage than your high-CON fighter.
Your mage uses mana, he might not need to use action points. Also there are abilities which don't use neither action points nor mana.And since your opportunity points (ie, action points) for each round are spread among your entire party, your mage and rogue use all your action points to do damage, while your fighter LITERALLY just stands there as a meat shield and takes damage.
There are still critical values. But besides of that I like that the outcome of a fight is not completely random. That would be horrible.All damage and defense values are constant, so there is no variance in action results. This makes combat feel more like a puzzle, where you're trying to calculate the most efficient way of doing damage to get a 35-HP mob down to 0.
Unlikely as the enemy composition is different every time and because of the strict resource management, a very different order of skills might be efficient. Actually that is pretty different to the standard crawler, even MMX 10 as you did the same every turn in these games.And what happens over time is, you soon find the optimal sequence of actions for your characters to take to systematically take down mobs, and pretty soon you find yourself doing the same thing over and over again every combat.
I am thankful for having no grind.Oh, and I could only afford to buy one really good item with decent stats, because gold is sparse and there are no random encounters available anywhere to farm.
Correction: Pillars uses the attribute 'might' to influence all damage. Not strength.
It still stupid that the "might" stat influence the damages made by projectile weapons. Does my character is frowning his eyebrows very hard to make bullets more lethal or what? :lol:Correction: Pillars uses the attribute 'might' to influence all damage. Not strength.
Yeah and I actually thinks that's a terrible idea.Most funneled you into min/maxing certain attributes depending on your build, whereas most newer RPG systems balance attributes so their useful across all builds.
Wich is more realistic.So in these games attributes are pretty much worthless. They leave zero actual choice as the two other attributes are useless.
You would think that but no. As Sawyer said himself, you can distribute your points as you want "it doesn't make any difference because there's no bad choices".Having all attributes be useful makes you think harder about your distribution.
Who cares is some class will always dump some particular stats? It doesn't arms the game and the immersion is safe.
perfect balance has no taste and gives no fun. Especially in a solo game.
there's no bad choices".
Wich means there's no good choices either.
It's perfect balance.
It's lame…
Both system define your character strenght and weakness and both are gamey.That's how it should be. Attributes should define your characters strengths and weaknesses. Not be some gamey mechanic that you exploit to be as efficient as possible.
Both system define your character strenght and weakness and both are gamey.
Except the one you likes is illogical, unrealistic and break immersion. And more importantly tasteless.
Both system define your character strenght and weakness and both are gamey.
Except the one you likes is illogical, unrealistic and break immersion.
Both system define your character strenght and weakness and both are gamey.