Otherwise as others have said if you really can't get into it now, put it to one side and come back to it when there's nothing else of interest to play. I would say doing this is worth about one difficulty level (meaning you need to up the difficulty by one) but it makes combat much more pleasurable, exiting and intense since you are in control and can follow every event easily. Can't always do that of course, you also have to have some open field tactics on hand. It also helps a lot to sneak-scout the enemy mob first and select the best available spot for the encounter so you can corral them into a nice tight pack with your melee so your debuffs and nukes have max impact. With this on whilst you melee more or less get on with things untill their target is dispatched (and you can hand pick an optimal next target immediately before they do something on their own and so keep track of what they're all doing), same with ranged, but with casters you get to select the next spell or move them immediately they have finished casting their last one, no lost casting time, right time to consider next spell.īascially it makes melee feel RTwP and casters feel more turn based. This makes a massive difference, it's the equivelent to turning on auto-pause on end turn in BG/IWD. I think the the most important thing is to turn on the auto-pause options for spellcast/ability used and for target killed. I suspect have an option for even slower could help but I'm not sure at all. Цитата допису Dorok:For me the slow mode is ultra fast, or can I change its speed? It is already activated automatically. fighting a pack of gnolls was confusing too maybe it is because you fight more against bigger groups instead of hard but less enemies. With the slowmo option enabled the combat is really slow for me. and not in a way you have to play it like chess, more in a way of cheesy tactics you nearly couldnt avoid. they were spirited to do something new and the basic idea is great, they just failed to balancing it. dos was and still is unbalanced (especially the overall difficulty curve), but they enhanced the traditional system with really good features. What i mean is that they enhanced the system and showed whats possible. What you probably mean is the system is better, but design of combats I have doubt. I remind very great combats in IWD1, there's a long series of great stuff with a nice diversity and at some points it decline a bit. Still in my opinion they succeed mix key precise rules with a general feeling of standard combat realism (unlike some games as Banner Saga or King's Bounty the Legend). Now TT pay a price for such combats depth, they feel a bit more chess like. ![]() Цитата допису Dorok:I suppose you didn't tried (the bad game) Telepath Tactics, it pinpoints DOS combats aren't that good in my opinion. ![]() Then come back when you're refreshed and ready for a vastly different experience! If you're still not having fun with it, then maybe you should shelf the game for a while and play some other stuff for a while. To me, the story is more personal and character-driven, and doesn't have a lot of the world-shaking events that are par for the course in most RPGs these days. A lot of pausing to read combat logs, deciding what character ability/spell to use, and moving characters around will be the norm until you get the hagn of it.Īs for the story, It could just be that the narrative style that PoE has is not your cup of tea, or maybe you're just not in the mood for a CRPG in the style of PoE. It takes a fair amount of micromanaging spells and reading the combat log to decide what to do to get the most mileage out of your party members. ![]() The combat takes a while to get used to if you're not accustomed to prior Infinity Engine-style games, like the Baldur's Gate series, Planescape: Torment, and the Icewind Dale series.
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