roshan
Arcane
- Joined
- Apr 7, 2004
- Messages
- 2,450
Having lots of normal items or even blank slots is fine as long as you can look forward to some really cool epic artifact. Having whole party with every single piece of gear epic is actually pretty bad, but fine in a fantasy world like FR or PoE - it's not better for the system than having pure boring normal items, but a bit better for lore. Having whole party with mostly normal items, deciding who should wear a single decent belt with nice bonuses and then who should wear the epic belt of giant strength changing him vastly is cool.
Everything being +1 or 'fine' is seriously the worst because you get no excitement for loot, nothing to boast about your character, everything is plain. The most "interesting" weapons in this game have spells cast on hit, but they might as well not have them, it's not more noticeable in use than 'fine' enchantment. When I found a sword against ghosts in area with ghosts I thought it was cool, for 5 seconds, until I noticed it's still not better than my fine weapons, and it's just a single sword that might give me at best a few points of damage in a bigger fight.
All the rings/cloaks of +5 deflection or +5 all defenses might as well not exist, or stats should be included in level progression. You just end up improving all party members very slightly evenly. DR against certain type is an interesting idea, but done very badly, since it can be pretty good if metagamed but otherwise useless. You just get it as additional stats on some random character and forget about it. No one ever thinks: "this area has lots of slicing enemies, let's get this sick slicing protection for my tank", especially since enemy types change quite often and a quite a bit have multiple damage types.
Increased AOE on items sounds cool, but it's too boring with 110% - sometimes it's useful, most of the time doesn't change anything. It could have been made 200% but as an activated ability (possibly without recovery after using) that would disable movement for next 30 seconds and also the armor with this skill would be artifact that can't be further improved. Some people would use it all the time, others would prefer just a better magical armor to not root your mage in place with low defenses.
Yes, another issue is that you have only two weapon sets that can't be changed in combat. And usually this means one ranged and one melee set. So in actual combat, if you found that the enemy was resistant to blunt weapons, and you happen to have a flail equipped, you have no choice except to reload.
So much of the mechanics of this game is so damn stupid that you have design decisions that are at complete odds with each other. I thought that the multiple thresholds was there to encourage players to think about what weapons they were using, and that the game was designed to minimize reloading which is supposedly degeneracy. But the way it plays out, you have no choice over what weapons to use in battle unless you reload.
There have been many times when I've wanted my front liner to switch from sword and board to two hander and vice versa, but don't have the option to do so. Apparently basic IE gameplay features now need to be purchased at the expense of other perks. In the sequel our characters might not be able to initiate dialogue, open doors, start combat or travel to other areas without purchasing the appropriate perk first.