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Joined: Aug 2014
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It has been demonstrated time and again in discussions here that an experienced and well handled rogue actually might be the strongest damage dealer of them all. I can not handle it or lack the patience, but that is my inability and not the fault of a "weak Class".
Thus - if YOU can not play the "weak class" that does not mean everybody can not. There is no such thing as a much stronger class in DOS, I even enjoyed playing real hybrids like battlemages.

And out again of a discussion, where teime and again somebody mixes personal preferences and abilties with "objective" descriptions.

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Thorsten

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Sigh... The local Internet Warrior. There is always one on forums. "Nice" to meet you, I guess.

Lets just say that ppl interested in the game already understood what you are doing here or the kind of "tests" you have made regarding mechanics with quotes like the following:

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You can use any melee as meat shield


Armor and blocking means anything to you?


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There's no field I don't want my melee to step on


Are you sure you are refering to the same fields as any1 else around?


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I will not lose my time crunching numbers

Yeah, that's the only thing that is painfully obvious on all your posts.

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Originally Posted by Thorsten
It has been demonstrated time and again in discussions here that an experienced and well handled rogue actually might be the strongest damage dealer of them all


I really would like you to point me in the direction of those discussions... Because if I search "Rogue" I only find complain posts.

It's also quite perplexing seeing how "demonstrations" of Rogue "uberness" doesn't require any numbers to back them up... While mage overpower state is full of them, and requests for them.

I'm also quite curious on how a skillset whom only AOE is an unreliable PET the AI has been teached to hunt down on sight (which makes it a refreshing, challenging and fun mechanic, I must say) can beat any other skillset with AOE in the "damage dealer" department on a game were most fights include multiple targets. Can you point me to were this is also "demonstrated"?

Last edited by Khumoth; 09/11/14 02:50 PM.
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Originally Posted by Khumoth

As this is a computer game and not a real PnP session... You don't have the GM as a balancing factor. Instead you have to revise your mechanics to provide this variety of specialties at the same "costs" and then control encounters so the optimum specialty rotates in a balanced way (And control that the worse one still have a chance).

I will not enter into the encounters in detail because I don't want to spoil... That's why I focused on character creation flaws, instead... But D:OS can be improved on BOTH and, even if solo players don't need this adjustments (But I'm sure that they will welcome more variety in party tactics), multiplayer ones suffer when mixing characters "ways to approach combat".


It's worth nothing that if you had brought up the encounter design/balance you would have my full support, because it's to put it bluntly, horrible. And maybe this is what you mean when you say that mages dominate combat because magic is freely available, first strike issues, ignoring range, low AP costs for high DMG dealing, cool-downs, MASSIVE AOE and DOT effect stacking etc. This all combined makes mages very powerful. In general games often tend to go for either of 2 combat setups, strong main enemy with adds, or tons of adds as a group. What D:OS calls boss fights is how a well designed game and encounter should work most of the time.

Ps.: And yes, I should have clarified, I meant DnD 2/2.5 in 3/3.5/4 rogues are some of the biggest damage dealers and most versatile class. But it's a general theme in the later DnD revisions, classes have been boosted to stand their own in combat but also have support roles that they CAN fill.. I am not sure I like that more or less, no PC RPG ever ran with DnD 4.0 ruleset so far. And 3.5 was only in NWN2

Either way I wouldn't mind if a mod would change the balance to be more like DND3.5 or 4, but then also massively changes how magic works (uses per rest) this would limit your magic spam drastically, unless you cheese the resting system wink Just to see how that would feel in actual gameplay.

But the core issue is the encounter balance, which basically requires and more than that, PROMOTES mass AOE/DOT elemental-chain spam. But It seems D:OS was made with that in mind anyway, and other classes are just.. uh.. bonus.

Joined: Apr 2005
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Well well well ...

I've no need or time to discuss here because I'm bussy playing D:OS laugh !

And I've start now my third or fourth "New Game" to try different things out with classes, abilities, talents & skills ...

Maybe I've now find a funny (for me!) way to play, maybe, because I'm still trying things out (that's fun on it's own, trying things out :hihi: ).

In fact my female Source Hunter is now the Mage(class Witch, but with the talent "Lonewolf"), my male SH is a sword + shield Melee type Warrior (class Cleric with Bully & Packmule) and our companion is at the moment Bairdotr, a Ranger type.

With Wonga (Mage) I wish to invest in Int, Charisma ...
With Brando (Warrior) I wish to invest in Str, Crafting & Blacksmithing ...
Bairdotr : Dex and some Nasty Deed Abilities, maybe ... or Telekinesis ?

I simply have fun and play on "easy" difficulty smile ... that's so far more than difficult enough for me ! :hihi:




On 7th of february 2015 : I start a new adventure in the Divinity world of Original Sin,
it's a Fantastic Freaking Fabulous Funny ... it's my All Time Favorite One !
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