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It will be interesting to see. But teammates that do just a little bit of what they're supposed to on their own would be even better IMO.
I guess we'll see how it turns out.
So even though it's "micro", it doesn't really feel bad because it's moving along steadily. And since you can more easily aim area spells, you can use them more frequently and effectively, shortening fights.
Anyway, I'm curious what classes aren't using their abilities for you. I know Wounding Shot hasn't worked right for Rangers since release (unless it was just addressed), but otherwise most classes should be using stuff. They just generally won't use it again immediately if it has more than 1 charge.
Poe 2 has an advanced AI system, if they're bringing in turn based (which Poe 2 has) they might bring that AI in too. In any case if you play on turn based you won't use AI anyway.
If fights "took forever", you did something wrong. I know because this is a particular interest of mine in cRPGs where you have the option of turn-based and real-time. If you take steps to make fights faster, you can time the same fight in both turn-based and real-time and they're usually surprisingly close.
At any rate, you'll likely be able to switch modes at any time you're not in combat like you can in Deadfire (using a console command).
People need to not get their hopes up because this is going to be another experimental mode made by a handful of people, like the second one.
Even Pathfinder fights would take forever if you stayed in turn based the entire time for many of the fodder fights.
Big fights in rtwp took forever too because you needed to pause every half second to reissue orders.
Poe 2 turn based was fine. It simply changed dex from being comically overpowered to making perception the better attribute.
If you refuse to take steps to reduce turn-based time, and refuse to use tools at your disposal (like switching modes), then sure. It'll take longer. But you've only got yourself to blame.
The balance isn't bad at all, it just shifts slightly.
And why are you implying people should switch to real time for some fights in Kingmaker yet not Pillars? You're contradicting yourself.
Maybe it would help if you were more specific than "multiple major mechanics". When you look at the differences compared to the scope of the game, they're really not huge. Mostly, you'd only even need to be aware of them if you're building your entire group around a gimmick or something.
This game is not pathfinder, the rules are fundamentally based off the turn based system.. Pillars was built for the ground up as a real time with pause system.. Which is why Turn based mode was only ever considered a experimental thing in PoE2, with numerous flaws and poor balance.
If you frequently paused and used your abilities well in real-time, the overall result is nearly identical. Turn-based can feel easier because it's forcing you to "pause" for every action, every round.
Actually, I'm not sure what your "complaint" is, but it seems like a you issue or personal preference and not an actual problem with the game/system. And I'm not sure why you fail to understand that changing modes isn't cheating, but I'm sure you'll give us yet another rant about it.
Weapon swap isn't op in turn based lol, if anything it's worse because it takes your whole turn action to do it and you can't attack afterwards.
Yes turn based mode will be easier in all cases of rtwp vs turn based, because you don't get 1 second of dead time while rtwp can have you lose lots of time if your dumb companion stands there for 3 seconds after doing an ability and you don't notice.
Big fights on rtwp are just as long as big fights in turn based with speed turned up. Yes, the trash mob fights are shorter in turn based because you can just go on auto pilot and not do anything.
It's also not cheating to switch between modes (though not recommended). You need to use the iroll20s console command to activate cheats which is not needed for switching between them.
Turn based is balanced, just balanced differently than rtwp. Some things are stronger, some things are weaker. Also the mega bosses in turn based are basically impossible while in rtwp they can be beat.
Also the ultimate challenge is impossible in turn based but is able to be completed in rtwp.
If you're pausing every half second and issuing orders, you're doing it wrong. Any order you issue takes 6 seconds (one round, just like in TB) to complete. If your melee fighter is fighting something, you don't have to keep telling them to keep fighting that thing, unless you want to use a special ability. There's a selection in the AI that when checked will "Use Per-Rest Abilities".
RTwP should never take longer than TB. Rounds are six seconds long in game terms for both modes. With RTwP, everybody's acting at once. In TB, every combatant has to be told what to do every round, even if it's "keep doing what you're doing", which is not something you have to do in RTwP.
If your characters are "standing around for 3 seconds" that's a mistake on your part. You have to keep an eye on what your people are doing. Look at their portrait. In the upper right corner it says what they're doing this round. If it's three dots, they have no orders to carry out (and it probably means you have AI turned off or set to passive or defensive or something). Click on them and tell them what to do. If you didn't notice they were standing around, that's not the system's or the devs' shortcoming.