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If anything, it would be interesting to see your idea in action. E.g. if some modder takes their time to either adjust the current campaign to your description or showing a selectable mod campaign with that setup.
Well it's not like the game isn't different from table top version currently with unrealistic feats and AC some enemies have but i agree -
HP slider and AC sliders may be as an option. Yeah I thought about possible bloaters hp complains then, but such 2 sliders could work. And in any way enemies having more HP than AC will make game easier for people playing on Easy - Normal, but at the same time won't make it that much easy so they 1 shot everything with right click. Because i heard complains from people who tried Story mod - everything dies from 1 right click.
With some crit builds, or min-max builds (not even min-max, just some classes are much stronger than others) you kill things too quickly to even enjoy the gameplay later.
You are most likely right about that. I can imagine it, despite I prefer how it is right now. But that by all means a personal preference of mine being challenged by not so obvious stats of the enemy and then turn the game around with the fitting spell.
But I can absolutely imagine casual players are not used to that but more to enemies having more HP. I am thinking of stuff as seen with Wolfenstein coop game or Borderlands 3. At higher difficulties it just feels the enemies have more HP but nothing new to show. And I personally consider it flat boring.
And also even more enemies for harder difficulty, not bloated insane enemy stats, unless people chose to play on "insane".
If you're going to add HP, don't add HP add more enemies (so that the enemy team functionally has more HP). That way they're still dying as fast on an individual scale so it doesn't become as much of an obnoxious slog like inflated HP will (and it will also actually make things like blaster casters marginally more useful as well!)
Yes, in shooters it's definitly a bad option to make, because there they should not being able to "eat 100 bullets" esp. headshots before they drop down. It's easier to made and explain logically in a non-shooter game though with magic, armor, mosnters etc etc.
No, there is a difference between making 100 hits to kill smth or ~5-7 hits at least instead of 1-2. Read what players that play on <Core <Normal write and you will understand everything yourself. Or try it yourself for fun, but there will be no actual fun, coz everything will die from 1 hit, again.
True. That makes sense. Well - fantasy world sense, I mean.
While the game definitly need to be rebalance(Looking at you vrok cc spamm)
I hate great wall of china health bars.
What they need to do is remember that early game shoud not be players vs army.
Most pathfinder fun classes arent designed to attack move to victory.
Yet whenever i play i am asking myself:
Did they test this on a wizard?
A cleric?
Or any class that isnt a monk or fighter.
The combat has way to many enemies way to early.
Not a fighter or monk can just get by with health potions.
But your wizard?
Your cleric?
Long rests are a must.
Here's the thing, enemies don't die from 1-2 hits. The AC system is designed to allow enemies to survive.
The reason they don't survive in practical terms is because smacking away at things is boring, so people build to optimise damage output and so kill things which are supposed to last a while in 1-2 turns. Which is the exact same thing that they'd do if the problem was hitpoint pool instead of AC.
The only type of difficulty that people don't find obnoxious is complexity of enemy action.
Its really not that bad if you understand stacking of different types of buffs and feats.
Same with Spell resistance. Much more manageable than people make it out to be with proper feats. Nevermind the fact that some spells and abilities outright ignore it anyway.
Now that's a bold faced lie :D.
I have all the spell pen feats (including mythic) a couple of passives that raise my spell pen by about 2 more points the exploiter mage spellcaster level that raises it up 2 more points and there's at least one other thing.
Most of my spells are still resisted :D.
It might be managable if you look at a guide to find the best +Spell Pen items in the game and bumrush them all, but that's not how most players play.
Again, go try mentioned difficulties.
Again, they don't. People make "builds that optimize" & min-max smth at Core and above. On lower difficulties you just play what you think is funny for you to play or a party you saw in Critical Role or some other show or any other. And the game has no balance between "too easy" and "too hard" for people who are here just to have fun and story.
On easy it's a problem of HP too low and everything dying from 1 hit no matter how bad is your hero. On higher it's a problem of too high AC on some enemies for people who came to enjoy the game & enjoy some fights (not min-max).
Again. Different difficulties and people who go for them, as i wrote clearly. Not everyone plays games for their "gamer skills" or numbers of their "stolen min-max builds" (or made yourself) to be working vs in-game virtual numbers. People want to have fun and it's not fun to 1 shot things or not being able to deal any dmg at all. Or prebuff their party always. Some don't even have IRL time to spend on that each time.
If you'r fine doing and having fun on Core (i'm having fun here but again) or Unfair - it's nice, but it's not the topic i'm referring to.