25.9.2017, 18:58
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#138
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Starosedelac
Član od: 30.3.2013.
Poruke: 2.587
Zahvalnice: 178
Zahvaljeno 237 puta na 194 poruka
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Re: Divinity: Original Sin 2
Citat:
Wittmann kaže:
Uze mi rec iz usta,mogu oni da pricaju da mozes ti da pravis klase kakve hoces,razne kombinacije,da mozes ALI ce da budu neuporedivo slabiji od usko specijalizovanih klasa za odredjeni tip armora.
To mi je jedini veliki minus igri sto se tice replay value-a i igre uopste,jer ce skoro svaki put da mi party deluje slicno jer rasipanje poena na hibride koje rade pomalo i 1 i 2 nikako nema smisla.
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istina.
igra je dobro uradjena, ali mogli su malo bolji combat da naprave.. ima dovoljno skillova, klasa... ali premalo levela.
sto se mene tice, da igra ima dva do tri puta vise levela, da daje 2-3x manje po poenu u atribute i da ih ima vise, bilo bi daleko bolje balansirano.
pojavio se jedan dobar post na redditu o tome sta tacno ne valja u igri...
slazem se sa 99%
Spoiler za walltext:
The attribute system is simplistic to the point of it being insulting. If you look at AD&D (Baldur's Gate) or any of the classic CRPGs out there (Wizardry, etc.), the individual attributes all do more than one stupid thing - they're part of an intricate system that fundamentally define how your character interacts with the world. Here, however, STR gives you damage with STR weapons and boosts your carry weight. FIN adds damage to DEX weapons. INT adds damage to INT weapons and boosts some spell effectiveness. CON gives more HP. MEM is more spell slots. WITS is crit chance (boo) and initiative (which is all kinds of useless). The result of this is that leveling anything other than your main stat is pointless (except MEM to a certain point). After the main stat is maxed, you can start on CON, because nothing else matters. Not a lot of fun.
Phys armor / magic armor and the lack of resistance checks are a horrible concept. Magic and physical damage don't synergize within a party during the first couple of turns, which means your standard RPG party composition is extremely suboptimal. Once armor is off, you can apply all the status effects you want; you can't apply any beforehand. This means you have exactly one way to approach all encounters: burst damage of one kind. You may get by doing the standard RPG stuff with AOE damage, buffs & debuffs in a few battles or on lower difficulties but it seems totally counterproductive to do this most of the time. So during tactical combat, while it may seem like you have a lot of options, you're really limited to doing one or two things. All of a sudden it plays a lot more like some JRPG, and that's a shame. You never take a chance on a high risk/high reward ability because there are no such things, thanks to armor. You never get to choose between buffing your resistances, lowering theirs, or just flat out doing damage, thanks to armor. It's a mindboggingly lame system that's out of place in a game crafted with so much love.
Character and item levels are too powerful. A unique item might be fantastic until you overlevel it by 2, then you'll find something much better in a barrel with Lucky Charm. This alone wouldn't be an issue; but the direct consequence of levels mattering so much is that despite the maps being open for you to explore as you please, there's always exactly one path that you have to take or you're going to have a bad time. If you go north from Driftwood, for example, you'll have challenging fights and find great gear and it might be hard but you'll be happy for a while. Head east then to clear the rest of the map, and all the encounters are trivial and none of the loot you find is worth using because they're several levels under you. So you really have to go east first, but there's no way for you to know this until you've played the game once.
The crafting system is crap. I mean, the system itself is fine I guess but there's nothing worth crafting at all, other than putting runes into frames, or maybe the odd spellbook. Food is a waste of time and inventory space. So are potions. (Like when are you going to start combat with an +STR potion instead of using all your APs to attack?) So are crafted weapons. Crafting is just... there for no discernible reason.
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