The Madman said:
How so? I haven't played the game yet obviously, but as someone who's been following the games development and is looking forward to playing the game come Thursday the classes look pretty neat and distinctive to me. I also really like what they've done with the stats in order to ensure they're all useful to every class, even if there are still obviously going to be preferred ones.
There's nothing all that "godlike" about godlike, with their go abilities being of limited value save for the Moon, but it doesn't stand all that out. Fire and Nature are very limited due to working on low health and the Death doesn't really stand out all that much, though got a boost lately.
Compare that to the Aumaua and Orlan abilities that can be very useful while the rest you can take or leave without much consequence.
https://forums.obsidian.net/topic/71297-godlike-pointless/
For Pally's: https://forums.obsidian.net/topic/71286-paladins-support-only/
Stat dumping due to the limited impact some play: https://forums.obsidian.net/topic/68166-are-there-reasons-not-to-dump-an-attribute-entirely/?hl=sensuki
The main one I have in mind by Sensuki, who's really the main guy picking this game apart and has for quite some time: http://forums.obsidian.net/topic/68526-how-to-fix-the-attribute-design-in-pillars-of-eternity/
Greetings, all. Today we?re going to talk about the Attribute system in Pillars of Eternity. Traditionally, CRPGs have suffered from certain issues with character attributes that PoE?s Lead Designer, Josh Sawyer, believes detract from the character creation and gameplay experience ? namely, the problem of certain classes being pigeonholed into pumping certain attributes to function properly, and the existence of dump stats. To that end, the attribute system in Pillars of Eternity is designed with a few fundamental design goals in mind:
All attributes should be useful (in some way) for every class.
No dump stats ? that is, no stat should be overwhelmingly better or worse than the others.
These design goals aim to fix some systemic problems with the traditional D&D-based attribute systems. These design goals are admirable and worthwhile, and we believe that if realized, they will make Pillars of Eternity a richer and more rewarding experience. Unfortunately, the current attribute system fails to meet these goals. In particular, Perception and Resolve are simultaneously not useful for all classes/character archetypes, and are also very widely considered to be dump stats in most cases. However, this can be fixed. I (Sensuki) came up with a solution about two weeks ago and after many days consulting with Matt516 on the mathematical, logical, and balance issues with this solution, we have produced this paper.
https://dl.dropboxus...bute_Rework.pdf
His channel:
https://www.youtube.com/channel/UCLDoful0qkygJxzwo7UC-gQ
You link Quill's vid, which I have watched and paid attention to, but he's new to this (albeit digging into the nuances more than most - compare to the usually in depth Arumba who dissected Skylines to bits, but just jumped into this game.. and wound up pretty much making the same Lat'S play as Quill).
TBH, I really dislike the "no bad build" idea. It restricts in different ways than what they sought to correct, and above all, prevents unbalanced builds which are the fun of these games.
Note about the last bit: I'm not a DnD or IE lover and am fair bit outside of that circle, however I loved Everquest to death and at it's heart it was a DnD game where in early release you could really messed up your character and many did such as casters putting all their starter stats into strength to carry more when as much should go into Intelligence as possible to max mana early and ignore strength entirely (I personally went 25 INt, 5 Str for casters except for Necros and Shamans which could use the extra 5 points into Stamina for their HP to mana spells.
The Madman said:
My first character is probably going to be a chanter for example just because the idea of their class is so novel. You setup a series of chants for your character to sing as they fight that provide group-wide buffs and which allow you, after you've sung enough, to unleash a devastating follow up invocation with a more direct combat effect. That's awesome! Never seen a mechanic like that used in an rpg before and I love how the names of the 'spells' are all lyrics and hymn your character is presumably singing out loud as they fight.
They're pretty much Everquest Bards (which ticks me off since most EQ classes are in this with the Necro/Shadowknight being a massive hole) who twisted songs that lasted only a few second, but could be more powerful that caster spells in ways, especially since many cost little to no mana. The downside was massive micromanagement and a unique class system that was programmed into the game almost randomly and is so complex modern emu developers can't crack it.
Bards could usually twist two songs without any player input, but since you could start a new song before one would wear off you could manage to eek out a third and, iirc, good players could do a fourth.
Again, both Bard and Chanter here have their roots in DnD, and damn I wish I could be a Necro or SK. When it comes down to it, Pallies are just buff bitches that have very limited offence and only do big DPS if they focus almost entirely on that at the expense of their support abilities while Barbs fill something of the role I have in mind, I just dislike the aesthetic of them and their skills. I love EQ Necros/SKs for their high offence, life leeching and huge survivability, evil bent which the Bleak Walker Pallies in PoE may seem to be at first glance but are really just inflexibly focused on their ideology that they're assholes.