Originally Posted by erra
Path of Exile is a completely different game.


So what? A) It's relevant, because it uses the same skill system you're championing, and I have experience with that skill system. B) I also directly complained about the semi-random merchant inventory that THIS GAME has.


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This is just more power gamer mentality. The whole point of the game is that your character isn't just a product of planning. That you cannot decide what you get to do at every juncture of the game because you are subject to the whims of fate.


What a load of bull. This isn't an argument - it's absolute nonsense.

The point of the combat is to be difficult and require planning and tactics. To make you think about what the best moves are and try and pull them off.

How can you say that the point of the game is that you are subject to the whims of fate when literally the point of the game is that you have a boatload of freedom to choose what to do, to the point that you can murder your way through the game and still finish it.


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It's a modern concept that you are handed everything on a silver platter. Maybe in your game world some of the low level spells weren't researched by any of the common town mages so you have to go exploring.


That makes no logical sense. It's also something which would rapidly get really annoying. And don't sneer and look down your nose at me as "not old-school enough".


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Of course you don't like it because you want to completely plan out your game experience before it even happens. The ability to accept randomness and entropy in your roleplaying game is the key to immersion. When everything is planned out ahead of time then you already know the outcome.


This is just more nonsense. There is literally zero wrong with wanting to plan out a character. You're making up a hell of a lot of crap about "what I want" and you don't even know me at all.

I really want the AI personalities in EXACTLY BECAUSE it adds a random element you can't predict.


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Part of the replayability and challenge of the combat can be using the resources you have available to solve it. Not using the resources you choose to have in order to solve the tactical problem.


So spending my limited gold resource to pick a skill to fill my limited skill slot resource (which is expanded through my limited ability point resource), and then deciding which skill to use with my limited Action Point resource doesn't count. Seems Legit.

(Duhhhhh...)


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From a design perspective the second they have fixed/controlled spell vendor lists is the moment they might as well just let you choose when you level up. Fundamentally they're the same concept with just a small gold barrier in the way.


I can't believe you actually wrote those words down. It's unbelievable. That is so dumb that it speaks for itself.


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Just see a very pervasive mentality of players wanting everything to be completely fixed with no real dynamism to the gameplay experience. Enjoy the game as it happens, not in your head before it's even happened.


So unless I enthusiastically endorse completely random merchant skill selection, and tediously repetitive questing for skills (also random?), I'm a drooling drone who wants everything to happen the same way every time. Beep Boop.

Don't project your ludicrous strawmen arguments onto other people.


Originally Posted by Beyond
No reason why these two can't work together - you can buy random "low level" skillbooks from vendors, but you can find rare ones while adventuring - just like rare/legendary items.


Larian has confirmed that certain (presumed high-level) spellbooks will NOT be available through vendors, but only through questing. I just object to the idea of low-medium level ones only being available through questing.