Reply 3080 of 6859, by Namrok
badmojo wrote on 2021-06-05, 06:27:As a long time fan of role playing games who's only dabbled with (and not really understood) isometric turn based games, I suspe […]
As a long time fan of role playing games who's only dabbled with (and not really understood) isometric turn based games, I suspect I'm missing out on some great experiences. I need something modern to get me going so I'm trying my hand at Pillars of Eternity II (PoE 1 sounded great too but I liked the look of PoE2's setting better) (also 1 isn't turn based).
I tried to watch a couple of YouTube clips that explain the combat for me - I'm using the turn based option - but hot damn they were boring, so I just fired up the game and started playing instead. The interface is great and the tutorial is pretty nice so I'm getting there I think - I've just thrown away my original save and started again now that I vaguely know what I'm doing.
Most of the mechanics are familiar but I have no idea about what makes a good party and what turn based battle tactics look like, but I'm playing on an easy difficulty so I'll work it out. Or it'll bore me to tears and I'll give up. Time will tell.
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You know, I tried Pillars of Eternity 1, and the combat fell incredibly flat to me.
I think it's a matter of taste. I vastly prefer the Gold Box/Infinity Engine, AD&D approach to party composition. You have your front line fighters that protect the squishy casters. And the casters, at the appropriate times, buff/debuff/nuke. That's your basic party composition/strategy. You can get creative with multi/dual classing, or ostensibly fighter classes with some minimal casting like Paladin or Ranger. But they d0n't really change the dynamic, so much as give you slightly deeper reserves of staple spells like minor heal or bless. For the most part, all your important decisions involve 2, maybe 3 characters, every few rounds. Maybe more during an especially challenging boss encounter.
A lot of the modern isometric RPGs have gone totally nuts giving every character of every class multiple hotbars of abilities. And they all have cooldowns instead of a set number of uses you need to ration. So if you aren't using all of them all the time as soon as their cooldowns refresh, you are playing wrong. It feels less tactical and more frantic. My decision making goes from centering on 3 characters with punctuated timing, to frantically checking all 6 characters all the time using any and all abilities they have.
I donno, maybe I was playing Pillars of Eternity "wrong". I was finding combat increasingly difficult playing it the old way until I just resorted to endless ability spam, with little regard for what ability it was. Then the game got so easy I just sort of... stopped caring.
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