Steam installieren
Anmelden
|
Sprache
简体中文 (Vereinfachtes Chinesisch)
繁體中文 (Traditionelles Chinesisch)
日本語 (Japanisch)
한국어 (Koreanisch)
ไทย (Thai)
Български (Bulgarisch)
Čeština (Tschechisch)
Dansk (Dänisch)
English (Englisch)
Español – España (Spanisch – Spanien)
Español – Latinoamérica (Lateinamerikanisches Spanisch)
Ελληνικά (Griechisch)
Français (Französisch)
Italiano (Italienisch)
Bahasa Indonesia (Indonesisch)
Magyar (Ungarisch)
Nederlands (Niederländisch)
Norsk (Norwegisch)
Polski (Polnisch)
Português – Portugal (Portugiesisch – Portugal)
Português – Brasil (Portugiesisch – Brasilien)
Română (Rumänisch)
Русский (Russisch)
Suomi (Finnisch)
Svenska (Schwedisch)
Türkçe (Türkisch)
Tiếng Việt (Vietnamesisch)
Українська (Ukrainisch)
Ein Übersetzungsproblem melden
PS I don't care about all those things above, I genuinely just enjoy the game and have not even bother with "sex" part of the game and so does silent crowd that's smarter than me, and doesn't waste time on this forums.
I played DoS and it's nowhere near Pathfinder games, in terms of complexity. Why did you even brought this up?
DoS should remain in it's own yard and BG3 in it's own. With DoS they can do whatever they want, but it plays completely different, without being bogged down by license terms, whatever they are.
How did DoS even pop from what I wrote, in your argument?
In D&D class resources are meant to last you for a day of adventuring.
A day of adventuring can be anywhere between 2-6 encounters, with 3 being a good average.
Resource management is a big part of the game.
Your paladin is expected to nova on one or two bigger enemies with his smites. Your druid can wildshape in addition to regular spell casting. Cleric has channel divinity.
Things that can help with this are:
- spell scrolls: don't let them sit in your inventory
- magic items: look out for items that give you extra castings of useful spells
- efficient spells and concentration: Your cleric good get a lot of recurring damage from one spell like spiritual weapon or spirit guardians.
- racial spells: Some races give additional spells
- cantrips: These scale up at levels 5 and 11. Some classes get to add additional damage to these cantrips on top of this scaling.
It's makes a game very fluent, but still very deep in mechanics. PoE2 is for me still the best RPG.
That's just how the game is designed, and the spells and other systems of the game are designed with that in mind. If you want to take that out, and have people instead just resting after every single fight (which would be hard to get enough supplies for, but maybe not impossible) - then they would need to rebalance and rework the entire game around that.
Which is unfeasible to say the least.
two short rests
one long rest
...and why do you keep bringing up that you enjoy the game? Cool, I do too. But it isnt zero sum. If you have nothing to add 'nah it fine', why are you here? Why are you trying to argue something you dont understand?
You had to find source for your ludicrously powerful spells but otherwise it was a matter of cooldowns. Made the fights more exciting and varied.
Why are you using more spells than you need to?
I personally think that action point use and costs was a better framework than spell slots, though I can't say I prefer the Divinity 2 combat in general. The whole "physical and magic armor" nonsense blocking all effects and needing to be spammed down led to the whole thing feeling very spam-like, and the environmental effects - while fun - were way too strong leading to them being abused for most fights.
A Divinity 2 fight in general is basically: spam all of your physical or magic reduction effects on a single enemy so you can crowd control them, then spam crowd control until you win.
A Baldur's Gate 3 fight on the other hand does still benefit from focusing targets, but you can do things like mass debuff enemies more strategically, or take advantage of the environment more readily for things like pushing enemies off of ledges, or get enough attacks and mobility with someone like a Monk to basically run around knocking multiple enemies on their butts in a single turn.
But I did criticize game where it matters (and still do), for me personally. Just as this is big deal for you or OP. And similarly I can voice my opinion that clashes against someone else's ... at least that's how discussions used to work.
As for back code stuff, dude don't go there. You are being very vague when you mention "back-end" it can mean a lot of things in terms of product application logic and architecture. Let\s stick to high-level tech free chatter, before we go down that rabbit hole :)
I agree with you about one thing on this manner. Larian didn't try to do anything to improve their signature godawful UI/UX, they took it from DoS games and just made it worse somehow.
Regardless, not only does the opposite playstyle exist, obsessively conserving spells(like I do, having used a single fire ball ever since hitting level 5 2 days ago) but its all entirely irrelevant to the point I made.
Can you people please PLEASE just use you head for two seconds. Just stop reactively typing out nonsense and think about what people say. Maybe try to think about how something might work instead of defaulting to excuses.
Im done putting effort into conversations with people that never care to hear what others might come up with but Ill do a little diligence with an example.
Point of clarity, I never said people should be spamming fireball but lets use that anyway.
Lets say you restore spell slots automatically after combat like... some kind of warlock or something, just imagine if that existed in D&D... lol.
But seriously, lets say you get it all back. Now what is the issue you bring up? Combat would be over too fast. Right, because fireball is a powerful spell. Of course.
So I guess there is nothing we can do, lets all just go home and stop trying.
Or.... we could at least consider the idea of buffing enemies, making resistances or AC more effective. Again, Im not going to bother going into detail because nobody will care or listen but there are very literally infinite possibilities both extreme and nuanced that could adjust how balanced works.
Maybe a system were all spells can be cast as cantrips but are weak. Using spell slots not to use a spell but to increase its potency. Etc etc.
The real issue is nothing to do with that though. See: my first comment on the subject.
I can't stress this enough: It's a D&D game, why would you expect it to not be D&D.