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POLL: Is your general sentiment towards POE negative or positive?

Is your general sentiment towards the game negative or positive?

  • Negative

    Votes: 105 26.6%
  • Positive

    Votes: 192 48.7%
  • Ambivalent

    Votes: 97 24.6%

  • Total voters
    394

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
No. It's not like I'm some youtube celebrity whose opinion can make or break games. My opinion changes nothing so the very idea of me cutting Fargo or Obsidian some slack is kinda silly. What about 600 or 800 people who gave WL2 4/5 or 5/5 on the Codex? They too wanted to cut Fargo some slack?

Both WL2 and PoE are very flawed games but flawed doesn't mean bad. At the same time, the flaws rub different people different ways. I couldn't get past the flaws in D;OS, but I managed to do that just fine in MMX and WL2. I struggle with Pillars. It's not the kind of game you can't stop playing, but at the same time there are aspects that do make me want to keep playing, so that's something.

This tone is completely different from your shill job 3 weeks ago.. Did you change your mind or just actually play the game past the prologue finally?
I hate to insult you but if you think that I'd post a snippet giving away the entire review, you're retarded. Does it answer your question?
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,957
Shevek
You can make characters of the same class with different stat arrays, but you cant make characters with the same role but different stat arrays, derp.

All my characters either contribute by dpsing, or tanking. Thats p. much it.

Talents are feats, dont have a problem with those.

Skills should be class locked to at least make them somewhat special, as they are now 3 points in athletism for everyone, 1 mechanic and the rest lore experts, or all mechanics to abuse traps are p. much the only way to go. Its simplistic and meaningless for the most part, but i dont have much a problem with these, tho, just a failed idea that adds nothing. When fucking DA:O had a better skill selection you know your implementation is shit.

In BG you needed a mixed team, both martial and spellcasters brought something to the table. If you are talking active abilities for martial characters, both implementation and use of epic abilities from ToB was more interesting that whatever the game gives me, a fucking knockdown or two that are a nobrainer to use every fight cant compare to heavy damage reductions or increase in attack speed, or insta crits, etc. That could be treated as a very limited resource and that actually gave BG martial classes some tactical depth.

You try to convince yourself that the flaws the game has dont exist and that everyone is set on hating it.
 

Shevek

Arcane
Joined
Sep 20, 2003
Messages
1,570
Shevek
You can make characters of the same class with different stat arrays, but you cant make characters with the same role but different stat arrays, derp.

All my characters either contribute by dpsing, or tanking. Thats p. much it.

Talents are feats, dont have a problem with those.

Skills should be class locked to at least make them somewhat special, as they are now 3 points in athletism for everyone, 1 mechanic and the rest lore experts is p. much the only way to go. Its simplistic and meaningless for the most part, but i dont have much a problem with these, just there to bloat the level up process i guess.

In BG you needed a mixed team, both martial and spellcasters brought something to the table. If you are talking active abilities for martial characters, both implementation and use of epic abilities from ToB was more interesting that whatever the game gives me, a fucking knockdown or two that are a nobrainer to use every fight cant compare to heavy damage reductions or increase in attack speed, or insta crits, etc. That could be treated as a very limited resource and that actually gave BG martial classes some tactical depth.

You try to convince yourself that the flaws the game has dont exist and that everyone is set on hating it.
I made a rogue with hunting bow with high per and found it to be very useful since the bow was fast and the bonus to interrupt was flat. Similarly, I have tried rogues with more int for that passive dot they do and I used guns (since they attack slow). Yes both are dps but one is more about damage and the other is more about interuppting. Both are dps ranged rogues but the stats, talents and abilities you choose are different and how they contribute to the party is very different. There are lots of build choices like that. Still, if you wanna ignore that sorta thing and be a whiny grognard be my guest.
 

Seari

Arcane
Patron
Joined
Nov 25, 2014
Messages
849
Pathfinder: Wrath
I made a rogue with hunting bow with high per and found it to be very useful since the bow was fast and the bonus to interrupt was flat. Similarly, I have tried rogues with more int for that passive dot they do and I used guns (since they attack slow). Yes both are dps but one is more about damage and the other is more about interuppting. Both are dps ranged rogues but the stats, talents and abilities you choose are different and how they contribute to the party is very different. There are lots of build choices like that. Still, if you wanna ignore that sorta thing and be a whiny grognard be my guest.
By dpsing?

Can someone make a damage meter mod?
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,957
I made a rogue with hunting bow with high per and found it to be very useful since the bow was fast and the bonus to interrupt was flat. Similarly, I have tried rogues with more int for that passive dot they do and I used guns (since they attack slow). Yes both are dps but one is more about damage and the other is more about interuppting. Both are dps ranged rogues but the stats, talents and abilities you choose are different and how they contribute to the party is very different. There are lots of build choices like that. Still, if you wanna ignore that sorta thing and be a whiny grognard be my guest.
And what is it that you want to interrupt? because ive found outright killing to be vastly superior to delaying, again, because of the character system anyone you want dead gets focused at range and cannot get even a single attack out, this becomes more and more common at higher levels, even on potd where the enemies have buffed defensive stats.
Numbers are poorly implemented, classes are poorly designed and attributes are boring and not very conductive to roleplaying. Everyone that isnt blinded by fanboism p. much agrees that sawyer failed at trying to outdo a system thats almost 30 years old.

"but some stuff was better done than in bg222222" yes, so? its a 15 years old game with flaws that were identified like a week after it got released. Do better, even BG1 provided a more varied combat and more flexible tactics than poe, faulty as the character system was, at least it allowed for that.
 
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Shevek

Arcane
Joined
Sep 20, 2003
Messages
1,570
And what is it that you want to interrupt? because ive found outright killing to be vastly superior than delaying, again, because of the character system anyone you want dead gets focused at range and cannot get even a single attack out, this becomes more and more common at higher levels, even on potd where the enemies have buffed defensive stats.
Naw, interupting is great. Having a couple guys in the party who can do it is great (especially from range). At higher levels and in potd, interrupt is even more important.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,957
And what is it that you want to interrupt? because ive found outright killing to be vastly superior than delaying, again, because of the character system anyone you want dead gets focused at range and cannot get even a single attack out, this becomes more and more common at higher levels, even on potd where the enemies have buffed defensive stats.
Naw, interupting is great. Having a couple guys in the party who can do it is great (especially from range). At higher levels and in potd, interrupt is even more important.
Hmmmm let me think... sacrificing 30% of damage or attack speed to make your attacks interrupt instead of killing does sound more tempting every time you suggest it. Its not like fights cost more health the longer they take....

Oh wait...
 

Shevek

Arcane
Joined
Sep 20, 2003
Messages
1,570
And what is it that you want to interrupt? because ive found outright killing to be vastly superior than delaying, again, because of the character system anyone you want dead gets focused at range and cannot get even a single attack out, this becomes more and more common at higher levels, even on potd where the enemies have buffed defensive stats.
Naw, interupting is great. Having a couple guys in the party who can do it is great (especially from range). At higher levels and in potd, interrupt is even more important.
Hmmmm let me think... sacrificing 30% of damage or attack speed to make your attacks interrupt instead of killing does sound more tempting every time you suggest it. Its not like fights cost more health the longer they take....

Oh wait...
I dunno what to say to this. Its just full of so much bullshit.
 

ZagorTeNej

Arcane
Joined
Dec 10, 2012
Messages
1,980
Yeah, I remember that. I typically hate level scaling myself. But that is just for reasons of realism and consistency. It doesn't make sense that if you wait for a while and/or gain some levels and come back to the same troll, you find he has way better stats. Or mithril chainmail and a +5 sword of obstructing visual effects.

Instead of level scaling you can just use encounter scaling (don't know if that's the right term) and replace weak monster types with (different) tougher ones that suit the habitat (depending on character's level). Meeting a vampire or two instead of ghouls or skeletons is far less jarring (if at all) than bloating ghouls' stats and level to scale to yours.

Nothing says that areas have to be static, new creatures could very well move in (and chase out the weaker ones) while you're out exploring the game world so it doesn't have that much conflict with realism and consistency.
 

J_C

One Bit Studio
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Developer
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16,947
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Pannonia
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Yeah, I remember that. I typically hate level scaling myself. But that is just for reasons of realism and consistency. It doesn't make sense that if you wait for a while and/or gain some levels and come back to the same troll, you find he has way better stats. Or mithril chainmail and a +5 sword of obstructing visual effects.

Instead of level scaling you can just use encounter scaling (don't know if that's the right term) and replace weak monster types with (different) tougher ones that suit the habitat (depending on character's level). Meeting a vampire or two instead of ghouls or skeletons is far less jarring (if at all) than bloating ghouls' stats and level to scale to yours.

Nothing says that areas have to be static, new creatures could very well move in (and chase out the weaker ones) while you're out exploring the game world so it doesn't have that much conflict with realism and consistency.
Isn't supposed PoE use this kind of scaling? I remember talking about this during the development.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
In BG you needed a mixed team, both martial and spellcasters brought something to the table. If you are talking active abilities for martial characters, both implementation and use of epic abilities from ToB was more interesting that whatever the game gives me, a fucking knockdown or two that are a nobrainer to use every fight cant compare to heavy damage reductions or increase in attack speed, or insta crits, etc. That could be treated as a very limited resource and that actually gave BG martial classes some tactical depth.

Wizards in particular are very useful as a crowd control class during combat, priests can provide healing and buffs, druids have a few useful debuffs on top of their damage spells, etc.
I do agree though that the necessity and usefulnes especially of (de-)buffs needs to be increased in coming patches.
Anyway I found a mixed team in PoE both more useful and more fun to play than simply using 2 fighters for tanking and giving the rest of my team some guns, which in several fights I encountered wouldn't have worked.
And if one absolutely would have wanted to: 90% of the fights in BG and most other IE games (which had the most boring fighter class ever) could be played by hasting your chars and clicking the enemy to death. No strategy necessary.
 
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AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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Playing Devil's advocate here:

If you start wanting the game to end faster, you're not really having any fun.
I have to say it was mostly negative.
It didn't start that way, but the amount of trash combat killed any mood for more content.
Every time I had a slight pang to replay, I get the whole 'no, the trash combat is not worth it' reminder to stop me.
On the other hand, you can skip most of that combat. I know, you are probably not in the habit of skipping content (same as me), but what if it was meant to be skipped? It's like fleshing out the game with extra combat instead of extra npcs in cities, although I'd certainly prefer the npcs in cities.

Ambivalent. It's a mostly competent game, but several questionable design decisions keep it from becoming anything more.

Obsidian had only really proven themselves making smaller scale, tightly packed storyfag adventures with a general sense of weirdness/mystery around them. Them ignoring their strengths and instead pitching a not-D&D BG clone in not-FR was the first misstep. They have no real idea how to handle a larger scale, more open game and it shows when you start encountering copy-paste trash mobs, fetch quest cities, useless wastes of time and resources like the stronghold (seriously fuck strongholds and all the KS retards who insist on forcing them in every game), and everything else that contributes to the general feeling of dullness that plagues the game. Combined with the no fun allowed approach to designing game mechanics, this problem becomes even greater.

Now this would have been excusable if they delivered high quality storyfaggotry, but even here, the game isn't particularly great. The driving force behind the main plot, you going mad, is so weakly signaled in game that you forget why you even bother chasing mystery man around. Is that five second clip of spooky scary green rocks that shows up every other rest really supposed to represent growing insanity? Companions are mostly pleasant to have around, but that's it, and I can't force myself to give a fuck about any side character. The feeling seems mutual for the NPCs, because they are completely out of fucks to give about me being a supposedly rare and feared death godlike, said by local superstition to be a herald of doom.

I do like the amount of detail that went into worldbuilding and I gotta :salute: Sawyer for bothering with cultures and regional differences and other such details that fantasy hacks generally ignore, but it is disappointing to see all that effort going into not-generic-fantasy shit. At least they have guns. I fucking love me some early firearms.

7/10, pls make a MotB-like expansion

This is one criticism I agree with. I think that if the backer npcs would have been like the random npcs you encountered in the BG1 wilderness, this would have done more to liven up the game. They tried to add in these interactions where npcs interact with eachother but you miss those interactions if you pull up the world map just click on where you want to go, you miss out on that stuff.

This is a small thing though, really. BG1 had loads of this stuff but the other IE games didnt by comparison.
Machtervoz pretty much sums my opinion word for word.

However ~~~ This game really fucked up a lot of things that really just Butt hurt me.. They make me mad because this game had SO much potential and the entire pacing / feels of the game was ruined by what they decided to "Innovate" on.

I am one of the few people around here who loves Baldur's Gate. It's not balanced, it's not difficult and it has a ton of ways to cheese and break it. It nails the things I want though and I am totally okay handicapping my meta knowledge of the game to enjoy it.

PoE feels like a neutered game made by people who wanted to generate fun through numbers, Surprise - IMO Sawyer is largely to blame.
I sign under each word here.

I have a lot to criticize PoE for, but I also think that much of the criticism of PoE I've seen is unfair. Before pointing out some flaw in PoE let's pause and check - did the IE games not have the same flaw? You don't give a fuck about NPCs stories and that's bad for PoE? Well I wasn't all that captivated by NPCs' stories in the BG/IWD games either, but that wasn't a problem. Trash combat wasn't a problem either, although I agree that combat was much more interesting in the IE games.

One indisputable upside of PoE are the roleplay opportunities, why doesn't anyone mention that?

The itemization being meaningless is something I can't argue with, for me it's plain as day. But what else can I expect with a combat system that is so convoluted and hard to read. x1.35 damage vs x1.25 damage aren't something that will make you jump with joy and feel excited about an item, unless you are Josh Sawyer I suppose. So maybe the problem isn't with itemization itself, but with the over-balanced ruleset, wouldn't you say?

I voted ambivalent.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
x1.35 damage vs x1.25 damage aren't something that will make you jump with joy and feel excited about an item, unless you are Josh Sawyer I suppose.

It makes me plenty excited when I realize what it means for the damage output of my arbalest. Percentages are awesome.
 
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AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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x1.35 damage vs x1.25 damage aren't something that will make you jump with joy and feel excited about an item, unless you are Josh Sawyer I suppose.

It makes me plenty excited when I realize what it means for the damage output of my arbalest. Percentages are awesome.
That's my point, I prefer the math to be done for me, hence integers. It's less flexible but easier.
 

Carrion

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I don't know if level scaling would make that much of a difference, to be honest, because the difficulty is kind of uneven as it is and so few enemies possess any unique abilities that would make a difference in combat. The two end bosses (the adra dragon and Thaos) are huge difficulty spikes compared to literally 99% of the other encounters in the game, including the countless pushover trash mob armies that you slaughtered right before meeting them, and even though you can easily just left-click your way through most of the game because you're so powerful, those encounters may require a few tries even for a level-capped party. That is mostly because of the fact that the enemies have super-high defenses (and I guess also a nasty AoE attack or two) compared to the other enemies you face, which is also the thing that makes them unique in the context of the game. Suddenly all those priest spells that you never used after Act I become useful again since you need to take down those defenses somehow, and that provides a unique challenge that suddenly makes combat fairly interesting again, even if that's just for one encounter before it's back to trash mobs agan (or the game ends).

The other fights, though? I suppose that you could increase the enemies' endurance, accuracy and damage a bit, give them a bit better defenses and so on, maybe even replace them with tougher monsters, but would it really change the combat in a meaningful way? Even mobs that were supposedly my level provided no kind of a challenge at all after I got a full party, and very few enemies required you to change your tactics in any meaningful way. The lack of hard counters is a real shame, as few spell effects are strong enough to really change the nature of a battle, defensive spells are a joke and everything dies as long as you whack it with a sword long enough. You might want to cast a buff or two if you're underleveled, maybe even a healing spell, but all battles start to feel the same after a while.

I really don't think level-scaling should be even required in a game where you can only go as high as level 12. It's not like a difference of a couple of levels should turn a battle from a challenge to a piece of cake, and Thaos is a good example of that, as I think someone said that he was basically balanced for level 8 characters of something, yet he can still provide at least some problems for higher-level parties as well. Baldur's Gate 2 (despite having some scaling) is of course another good example, because beholders, vampires, illithids, umber hulks, spiders, trolls, mages, liches and so forth have abilities (and weaknesses) that make them different from other enemies, meaning that they can very well fuck up even an overleveled party who just game into the fight without proper preparation. In PoE, only the two aforementioned bosses, the teleporting shades (mostly in Act I) and maybe the enemies that used dominate/charm had the same kind of an effect whereas everything else just became a big mess of sameyness, something you can beat with the same tactics every time.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
I don't know if level scaling would make that much of a difference, to be honest, because the difficulty is kind of uneven as it is and so few enemies possess any unique abilities that would make a difference in combat.
[...]
The other fights, though? I suppose that you could increase the enemies' endurance, accuracy and damage a bit, give them a bit better defenses and so on, maybe even replace them with tougher monsters, but would it really change the combat in a meaningful way? Even mobs that were supposedly my level provided no kind of a challenge at all after I got a full party, and very few enemies required you to change your tactics in any meaningful way. The lack of hard counters is a real shame, as few spell effects are strong enough to really change the nature of a battle, defensive spells are a joke and everything dies as long as you whack it with a sword long enough. You might want to cast a buff or two if you're underleveled, maybe even a healing spell, but all battles start to feel the same after a while.

I agree with most of that.
To make encounters more challenging and interesting, the enemies need to be given some of the more interesting spells/abilities (whether unique or not) and be teached to use them in a sensible way. Imagine a fight against a buffed enemy mage that used some of the spells the players would use (Slicken, AoE Confuse, Blind, etc.), probably with help from a priest who is debuffing your party, while some fighters try to engage your chars. This would be much more challenging than all the encounters with mages currently in the game.
Generally the most challenging (and fun) fights are those that forced me to change my tactics - Shades with their teleport ability, Ogre Druids because they use strong AoE spells and to some extend fights with larger groups of Darguls and Fampyrs (due to them charming my guys and rushing the squishies).
I would also like to see some resistances increased, though, and counter it with increased effects for buffs and debuffs. That would at least make many priest and druid spells more useful in act 2 (and parts of act 3).
 

Grimwulf

Arcane
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Vatnik
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Negative. Could not bring myself to finish the game.

On the other hand, it inspired me to buy Enhanced Editions of BG1, BG2 and IWD1.

Dis is all I ever needed.
:love:
 

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