Pillars of Eternity II: Deadfire

Pillars of Eternity II: Deadfire

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Carda NL Jan 26, 2019 @ 3:28am
From real time to Turn Based. Weapon speed? Buff debuff times?
I'm not sure how this is gonna work. Weapon Speed in real time makes sense but if this is a turn based game, did they increase the weapon damage if its a 1/1 turn based system or a 'your turn comes up more quickly now'?

If it's neither, hasn't that trait become useless?

Debuff times.... My hobble lasted 1 turn. Will it increase duration when I spec that trait which grants +% buff/debuff duration? If its a basic 1/1 turn based system, I would need +100% debuff duration for it to last 2 turns now?

Thanks
Last edited by Carda NL; Jan 26, 2019 @ 3:56am
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Showing 1-15 of 19 comments
Morgian Jan 26, 2019 @ 7:15am 
Weapon damage was not increased.

Of what trait do you speak?

Yes, +100% is indicated for 1 round effects. Most buffs/debuffs last 1-5/1-2 rounds, so in some cases lesser bonuses would have an effect.
(Tbh, such spells have been nerfed to uselessness over the years, in the name of "challenge" - as if players could not have not used them if they wanted that. Meaningful control spells are anything but that. Rant off.)
psychotron666 Jan 26, 2019 @ 8:33am 
I haven't played it yet but I heard that faster Dex moved you up in the initiative list every turn. As in the initiative list doesn't stay static but constantly changes based in characters Dex, and attack speed etc.
Last edited by psychotron666; Jan 26, 2019 @ 8:34am
Carda NL Jan 26, 2019 @ 8:57am 
I ment Dexterity for Attack Speed Modifier. In real time +15% is a good bonus but in 'we all get one turn each round' turn based system not so much I'm afraid? Sorry I tried Turn Based as I love Divinity OS but the implemented turn base system in PoE2 is making so many battle mechanics not having any worth anymore (to my opinion).

I do however thank Obsidian for making an option for going Turn Based and I'm glad a lot of people are enjoying it.
Last edited by Carda NL; Jan 26, 2019 @ 8:58am
psychotron666 Jan 26, 2019 @ 9:11am 
Originally posted by Carda NL:
I ment Dexterity for Attack Speed Modifier. In real time +15% is a good bonus but in 'we all get one turn each round' turn based system not so much I'm afraid? Sorry I tried Turn Based as I love Divinity OS but the implemented turn base system in PoE2 is making so many battle mechanics not having any worth anymore (to my opinion).

I do however thank Obsidian for making an option for going Turn Based and I'm glad a lot of people are enjoying it.

Apparently with faster attack speed when you attack, you'll move up quicker on the list of turns in the battle for next turn, unless of course everyone else had a faster attack speed. I'm pretty sure that attack speed is relative to other people's actions and attack speed (if they attack)
Last edited by psychotron666; Jan 26, 2019 @ 9:12am
forandever Jan 26, 2019 @ 4:11pm 
Originally posted by Carda NL:
I'm not sure how this is gonna work. Weapon Speed in real time makes sense but if this is a turn based game, did they increase the weapon damage if its a 1/1 turn based system or a 'your turn comes up more quickly now'?

If it's neither, hasn't that trait become useless?

Debuff times.... My hobble lasted 1 turn. Will it increase duration when I spec that trait which grants +% buff/debuff duration? If its a basic 1/1 turn based system, I would need +100% debuff duration for it to last 2 turns now?

Thanks

Weapon speed , Armor recovery, + Many Skills, Many factors and many skills now were

developed upon the fact this game is real time base game.

So.... on the Turn base,

EVERY skill, speed, recovery factor must be TOTALLY reconsidered

and it's kind of making a whole different game from the point of battle.

Last edited by forandever; Jan 26, 2019 @ 4:12pm
Kushko Jan 27, 2019 @ 2:19am 
I assume that if you attack twice as fast as someone else you get two actions for every one of theirs not just "always attack before they do" with a 1:1 ratio.
Robert Zerker Jan 27, 2019 @ 4:55am 
Well... I have only played a bit this Turn Based mode. Potd. And it stills need work imho.

Maybe it's just me, but fights are longer, like, really time-consuming...

And with a 18 Perception char missing a lot of "70%+ chance to hit" strikes, Eder not even landing the slightest freaking graze, even with only his saber and no shield. The whole start was starting to get tedious.
OK, it's the same story in RT but things go faster. If you realize you've screwed up at some point, taking too much damage or were super unlucky with CC fails, you just reload.

In TBM, I have trouble assessing the situation. So I have led all the fight to their ends so far (only reloaded once) and like I said before, it's time consuming, even with Speeded up combat animations.

On a side note :

AIs Pathing is comically showing its limits.
Wall(s) of cannon-fodder summons seems viable again.
Charm is borderline OP because either it works and your team gains a temporary member or it bugs and the mob is "stuck", not attacking, not moving untill the effect wears off.

Knock-down effect (fighter) seems useless at first glance, unless you manage to hit a mob which hasn't had its turn yet. Because they auto get backk on their feet as soon as the turn is over. But sometimes, it bugs. I had a boar stuck into 'I'm down' frame and the poor thing stayed that way for the whole fight, not able to attack but, at the same time, couldn't be "backstabed".

And I'm still trying to figure out if Dex has any impact on how far you can move+attack.
Faray Jan 27, 2019 @ 5:40am 
PoE wasn't meant to be turn based so a lot of the formulas don't translate over well. Hopefully people will start to actually see the flaws, rather than auto praise the fact its turn based. Obsidian needs to do a bit of work to balance this mode.
Swords Jan 27, 2019 @ 5:56am 
Originally posted by Faray:
PoE wasn't meant to be turn based so a lot of the formulas don't translate over well. Hopefully people will start to actually see the flaws, rather than auto praise the fact its turn based. Obsidian needs to do a bit of work to balance this mode.

That's why it's a beta genius.
Carda NL Jan 27, 2019 @ 9:10am 
Originally posted by Faray:
PoE wasn't meant to be turn based so a lot of the formulas don't translate over well. Hopefully people will start to actually see the flaws, rather than auto praise the fact its turn based. Obsidian needs to do a bit of work to balance this mode.

Can't agree more. The 'everyone gets one turn each round' system is too flawed to properly transfer the base game mechanics into turn based. Maybe if they remove the rounds system and give everyone calculated time units to calculate when their turn comes up (spell/buff/debuff durations need a bit the same kind of calculation), it could actually work. BUT.... then initiative becomes worthless (or give initiative somekind of reduction in calculated wait time?).

Good luck Obsidian. Again I applaud you to at least try it and give players the option cause there are a lof of em who DO enjoy the Turn Based in PoE2
Last edited by Carda NL; Jan 27, 2019 @ 9:12am
Kref Jan 27, 2019 @ 10:06am 
Originally posted by Faray:
PoE wasn't meant to be turn based so a lot of the formulas don't translate over well. Hopefully people will start to actually see the flaws, rather than auto praise the fact its turn based. Obsidian needs to do a bit of work to balance this mode.
I agree. For example I do not understand why I should use basic monk ability "lightning strikes" if I strike only two times per round anyway.
McCloud Jan 27, 2019 @ 10:16am 
Haven't tried it yet but I would image weapon speed will influence initiative.
Kref Jan 27, 2019 @ 10:54am 
Originally posted by McCloud:
Haven't tried it yet but I would image weapon speed will influence initiative.
And initiative influences who would strike first and who last. So one fighter would hit in turn one aother with dagger first, but just once, and the other with two handed sword would strike back last, but also one time per turn. Since in this system people generally do not die from one blow, then the man with two handed sword would win easily.
Last edited by Kref; Jan 27, 2019 @ 10:54am
forandever Jan 27, 2019 @ 6:09pm 
Originally posted by McCloud:
Haven't tried it yet but I would image weapon speed will influence initiative.

Even it does. That's no match for real time where every 0.1 sec counts.

Totally big gap.

Like Kref above says, at turn base, it just works within One turn ( one round ).

Not successive.

Then, all speed factor should be Totally reconcidered as a aspect of Balance.

Last edited by forandever; Jan 27, 2019 @ 6:13pm
McCloud Jan 27, 2019 @ 7:08pm 
Good points.

I'll never know. RTwP will always be more tactical and have way more depth.
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Date Posted: Jan 26, 2019 @ 3:28am
Posts: 19