Brotherman Bill
Arcane
- Joined
- Dec 31, 2009
- Messages
- 6,933
60 pages. After 4 days. Jesus titfucking christ. I suppose trying to seriouspost is futile, but here it is in short form. Too bad I had to put some thought into it so all the spam came on beforehand :<
The review must be considered to be coming from the extreme storyfaggotry point of view; refer to OPs taste in games for evidence of this. As such, the section on the game mechanics is fittingly lacking and by far the worst part of the review:
A very lazy attempt at brushing away the real accomplishments of PoE's class system...
We have several different classes, with different roles and different playstyles. They are reminiscent of the IE archetypes, but also different enough to have their own identity. What more could you ask for really? And don't tell me you're bored with this style, because we haven't had it for a decade or so. They are "hardly anything that majorly separates them from their most archetypical connotations" but then that's not only the stated objective of the system, it was exactly what we asked for, and when it was what we got then you should obviously be happy. In fact - all of IE and the extended family of the others in the DnD family were without anything that "anything that majorly separates them from their most archetypical connotations", much more so than PoE. It's part of the damn genre. The criticism is utterly senseless.
Including the cipher which is "basically a glorified psionicist" is another step forward for the IE-genre. The additional system for ciphers was also pretty cool. The barbarian got the carnage and a couple abilities that forced the "try to be surrounded but not too much" playstyle, the rogue got his sneak attacks encouraging a cautious flanking style of play, etc. Different classes had different playstyles and different identities. They were reminiscent of their archetypes, but still in a different system than the old ones and somewhat developed. This is good by video game standards and good by IE standards. It's a strong system.
Regarding the attributes, I will say that they were OK as in functional. You could say the same thing about the IE system; though unlike the IE system, some stats like wis and int aren't completely useless. There are also some small variations on build, with you going full on tank, or tanky dps. This is... Not enough for me to chant for Sawyer for president, but by videogame standards it's OK (god knows an optimal build is figured out after a few days in 95% of games), by IE standards it's slightly better than the norm. I would rate it better than IE, slightly worse than NWN/NWN2. (This is due to the not-increasing costs of improving attributes, which does dumb down char creation and minimizes the impact of racial bonuses. Curiously no one in the decline crew has even noticed this, not even the "mechanics" lobby (almost as if they are retarded (just like with the nonammo system))).
I will also point out that it was compled enough that the reviewer got things wrong re: - "Casters can forego almost everything except might and int with a sprinkle of res. All assorted dedicated ranged fighters can just pump might and assign everything else completely at random, perhaps also investing in per" - as he forgot dex completely. Perhaps this is what sawyer talks about, when he says you can't make systems too complex
Talents and special abilities, I'd appreciate more of them. But they are pretty darn good for being a first. Some are nobrainers, others gets more useful as you get to know the system, like scion of flame for mages, that move shit for rogues and disengagement for mages, the quickslot swapping "abuse" tactic, bloody slaughter for pallies that thrives on killsteal, etc. Compared to the cancer that was NWN2 it wins easily, compared to other IEs it wins by walkover. Judged on it's own, it was a solid attempt that stands on its own, even more so given the complexity and new-ness of the system. I'd like some more traits but hey, we're gonna get an expansion
Also racial bonuses are quite useful
With casters, you bitch about imbalance, which is of course another staple of the genre. A game of this complexity will never be balanced fully (though it is of course a worthwhile ideal). I am happy to inform you though, that the fears about wizards spells being sanitized were unfounded: You have lots of trash spells, just like in IE, and many that are subtly good when you know what they mean, just like in IE.
Lastly a small comment on itemization. It is... Not good. Though some are cooler than you'd think, like the boots that causes healing circle when you get critted, and the gloves that lets anyone cast firesword, and the entire "anyone can cast scrolls" thing. Some abilities are cool, once you think about it. However they are all written in the standard, almost formal way: [Skillname] [multiplier] which makes your mind automatically put it into a table in number form, instead of seeing it as being a cool trait. Unique abilities are also written on the same format as generic abilities, which makes it worse.
The review must be considered to be coming from the extreme storyfaggotry point of view; refer to OPs taste in games for evidence of this. As such, the section on the game mechanics is fittingly lacking and by far the worst part of the review:
Classes are also a pretty standard roster, including all your typical wizards, monks and paladins (who are not actual paladins but ‘warriors with a conviction’), etc. Just about the only sort of interesting choice here is the cipher, who is basically a glorified psionicist anyway. They do have some interesting gimmicks to them, like barbarians doing area damage with all their attacks, or monk abilities feeding off damage taken (which you might find counter-intuitive due to their high defence), but they are hardly anything that majorly separates them from their most archetypical connotations. Still, classes have arguably the biggest influence on your characters’ future functionality, since they define a large part of the starting values and growth paradigms of your basic statistics – deflection, accuracy, health and endurance.
A very lazy attempt at brushing away the real accomplishments of PoE's class system...
We have several different classes, with different roles and different playstyles. They are reminiscent of the IE archetypes, but also different enough to have their own identity. What more could you ask for really? And don't tell me you're bored with this style, because we haven't had it for a decade or so. They are "hardly anything that majorly separates them from their most archetypical connotations" but then that's not only the stated objective of the system, it was exactly what we asked for, and when it was what we got then you should obviously be happy. In fact - all of IE and the extended family of the others in the DnD family were without anything that "anything that majorly separates them from their most archetypical connotations", much more so than PoE. It's part of the damn genre. The criticism is utterly senseless.
Including the cipher which is "basically a glorified psionicist" is another step forward for the IE-genre. The additional system for ciphers was also pretty cool. The barbarian got the carnage and a couple abilities that forced the "try to be surrounded but not too much" playstyle, the rogue got his sneak attacks encouraging a cautious flanking style of play, etc. Different classes had different playstyles and different identities. They were reminiscent of their archetypes, but still in a different system than the old ones and somewhat developed. This is good by video game standards and good by IE standards. It's a strong system.
Regarding the attributes, I will say that they were OK as in functional. You could say the same thing about the IE system; though unlike the IE system, some stats like wis and int aren't completely useless. There are also some small variations on build, with you going full on tank, or tanky dps. This is... Not enough for me to chant for Sawyer for president, but by videogame standards it's OK (god knows an optimal build is figured out after a few days in 95% of games), by IE standards it's slightly better than the norm. I would rate it better than IE, slightly worse than NWN/NWN2. (This is due to the not-increasing costs of improving attributes, which does dumb down char creation and minimizes the impact of racial bonuses. Curiously no one in the decline crew has even noticed this, not even the "mechanics" lobby (almost as if they are retarded (just like with the nonammo system))).
I will also point out that it was compled enough that the reviewer got things wrong re: - "Casters can forego almost everything except might and int with a sprinkle of res. All assorted dedicated ranged fighters can just pump might and assign everything else completely at random, perhaps also investing in per" - as he forgot dex completely. Perhaps this is what sawyer talks about, when he says you can't make systems too complex
Talents and special abilities, I'd appreciate more of them. But they are pretty darn good for being a first. Some are nobrainers, others gets more useful as you get to know the system, like scion of flame for mages, that move shit for rogues and disengagement for mages, the quickslot swapping "abuse" tactic, bloody slaughter for pallies that thrives on killsteal, etc. Compared to the cancer that was NWN2 it wins easily, compared to other IEs it wins by walkover. Judged on it's own, it was a solid attempt that stands on its own, even more so given the complexity and new-ness of the system. I'd like some more traits but hey, we're gonna get an expansion
Also racial bonuses are quite useful
With casters, you bitch about imbalance, which is of course another staple of the genre. A game of this complexity will never be balanced fully (though it is of course a worthwhile ideal). I am happy to inform you though, that the fears about wizards spells being sanitized were unfounded: You have lots of trash spells, just like in IE, and many that are subtly good when you know what they mean, just like in IE.
Lastly a small comment on itemization. It is... Not good. Though some are cooler than you'd think, like the boots that causes healing circle when you get critted, and the gloves that lets anyone cast firesword, and the entire "anyone can cast scrolls" thing. Some abilities are cool, once you think about it. However they are all written in the standard, almost formal way: [Skillname] [multiplier] which makes your mind automatically put it into a table in number form, instead of seeing it as being a cool trait. Unique abilities are also written on the same format as generic abilities, which makes it worse.