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	<title>Comments on: Thoughts: Pillars Of Eternity</title>
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		<title>By: 2015 End Of Year Roundup &#187; The Scientific Gamer The Scientific Gamer</title>
		<link>https://scientificgamer.com/thoughts-pillars-of-eternity/#comment-26652</link>
		<dc:creator><![CDATA[2015 End Of Year Roundup &#187; The Scientific Gamer The Scientific Gamer]]></dc:creator>
		<pubDate>Thu, 24 Dec 2015 11:41:44 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4448#comment-26652</guid>
		<description><![CDATA[[&#8230;] Most Disappointing Game  :   Pillars of Eternity  [&#8230;]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] Most Disappointing Game  :   Pillars of Eternity  [&#8230;]</p>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-pillars-of-eternity/#comment-23499</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Mon, 13 Apr 2015 19:54:45 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4448#comment-23499</guid>
		<description><![CDATA[I hope they don&#039;t have a multi-game saga as I think the universe is more than fertile enough to tell a fresh story, but this is the curse of being the spiritual successor to BG - everyone will expect it.

(NWN 2 hasn&#039;t aged well at all, but I&#039;m still enjoying it! I might do something on it in a few weeks, because from what I remember it&#039;s a sodding huge game.)]]></description>
		<content:encoded><![CDATA[<p>I hope they don&#8217;t have a multi-game saga as I think the universe is more than fertile enough to tell a fresh story, but this is the curse of being the spiritual successor to BG &#8211; everyone will expect it.</p>
<p>(NWN 2 hasn&#8217;t aged well at all, but I&#8217;m still enjoying it! I might do something on it in a few weeks, because from what I remember it&#8217;s a sodding huge game.)</p>
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		<title>By: Hentzau</title>
		<link>https://scientificgamer.com/thoughts-pillars-of-eternity/#comment-23498</link>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
		<pubDate>Mon, 13 Apr 2015 19:52:04 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4448#comment-23498</guid>
		<description><![CDATA[As ever the most interesting fights are the ones against human/humanoid parties that mirror your own in terms of abilities. PoE does have an unfortunate habit of falling back on numbers when facing you with less sophisticated enemies, but there&#039;s enough of the good ones to make you feel like the system has some mileage in it.]]></description>
		<content:encoded><![CDATA[<p>As ever the most interesting fights are the ones against human/humanoid parties that mirror your own in terms of abilities. PoE does have an unfortunate habit of falling back on numbers when facing you with less sophisticated enemies, but there&#8217;s enough of the good ones to make you feel like the system has some mileage in it.</p>
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		<title>By: Aleksei Volchok</title>
		<link>https://scientificgamer.com/thoughts-pillars-of-eternity/#comment-23490</link>
		<dc:creator><![CDATA[Aleksei Volchok]]></dc:creator>
		<pubDate>Sat, 11 Apr 2015 17:19:30 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4448#comment-23490</guid>
		<description><![CDATA[Enemy parties feel like balanced ones. There are some gimmicky enemies who just attack en masse (ghostss and animals), but more often than not you face a party with specific roles (tank/buffer/damage dealer). And they really feel diverse. At one dungeon you fight parties of paladins and clerics and it feels very different from rogues and mages or tanks and mindcontrollers in other ones.]]></description>
		<content:encoded><![CDATA[<p>Enemy parties feel like balanced ones. There are some gimmicky enemies who just attack en masse (ghostss and animals), but more often than not you face a party with specific roles (tank/buffer/damage dealer). And they really feel diverse. At one dungeon you fight parties of paladins and clerics and it feels very different from rogues and mages or tanks and mindcontrollers in other ones.</p>
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		<title>By: Anonymous</title>
		<link>https://scientificgamer.com/thoughts-pillars-of-eternity/#comment-23484</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Sat, 11 Apr 2015 08:10:07 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4448#comment-23484</guid>
		<description><![CDATA[Black Hound Inn, eh?

Does the AI in PoE actually play tactically? One of the reasons I fell in love with the BG&#039;s and IWD&#039;s was the combat system (particularly IWD2&#039;s 3e adaptation), but the enemies were notoriously unresponsive, being utterly unwilling to dispel Stoneskin and Mirror Image, or taking advantage of different classes having weaknesses to certain saves, or even simply things like not sticking to the first target they spot.]]></description>
		<content:encoded><![CDATA[<p>Black Hound Inn, eh?</p>
<p>Does the AI in PoE actually play tactically? One of the reasons I fell in love with the BG&#8217;s and IWD&#8217;s was the combat system (particularly IWD2&#8242;s 3e adaptation), but the enemies were notoriously unresponsive, being utterly unwilling to dispel Stoneskin and Mirror Image, or taking advantage of different classes having weaknesses to certain saves, or even simply things like not sticking to the first target they spot.</p>
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		<title>By: Zenicetus</title>
		<link>https://scientificgamer.com/thoughts-pillars-of-eternity/#comment-23466</link>
		<dc:creator><![CDATA[Zenicetus]]></dc:creator>
		<pubDate>Thu, 09 Apr 2015 17:17:22 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4448#comment-23466</guid>
		<description><![CDATA[Rogues can use abilities and gear to disengage from melee and re-position. The job of the tank(s) is to lock up everyone they can in engagement range, and a Rogue still gets the &quot;sneak attack&quot; bonus on any enemy that&#039;s fighting someone else. So it&#039;s all about the positioning, with a lot of micro-managing the Rogue during combat. Not sure I&#039;d want to do that with a Rogue companion, but as a main character I don&#039;t mind the micro.

Also, I discovered you actually *can* do the old IE games trick of sneaking a Rogue into a room full of mobs with one Wizard in the middle, and take out the Wizard. But the mechanics are way different. 

High points in stealth means that you can not only get closer, but it slows down the discovery timer --  that yellow circle that fills up when you get near enemies. Combine a slowed timer with stuff that speeds you up, like potions of speed, boots of speed, some food items. Now you can quickly move into the room and take out the Wizard before the yellow timer expires and anyone sees you. 

Getting out afterwards, and back behind your front line tank is trickier (a Wizard spamming slicken to knock everyone down helps). But it does work. It&#039;s just very different from what I&#039;m used to. And a bit more tense, because that timer is running. You&#039;re not automagically invisible until combat starts, like the old games. This is also a great way to loot everything in a room with a guard standing in the middle, and they&#039;ll never see you.]]></description>
		<content:encoded><![CDATA[<p>Rogues can use abilities and gear to disengage from melee and re-position. The job of the tank(s) is to lock up everyone they can in engagement range, and a Rogue still gets the &#8220;sneak attack&#8221; bonus on any enemy that&#8217;s fighting someone else. So it&#8217;s all about the positioning, with a lot of micro-managing the Rogue during combat. Not sure I&#8217;d want to do that with a Rogue companion, but as a main character I don&#8217;t mind the micro.</p>
<p>Also, I discovered you actually *can* do the old IE games trick of sneaking a Rogue into a room full of mobs with one Wizard in the middle, and take out the Wizard. But the mechanics are way different. </p>
<p>High points in stealth means that you can not only get closer, but it slows down the discovery timer &#8212;  that yellow circle that fills up when you get near enemies. Combine a slowed timer with stuff that speeds you up, like potions of speed, boots of speed, some food items. Now you can quickly move into the room and take out the Wizard before the yellow timer expires and anyone sees you. </p>
<p>Getting out afterwards, and back behind your front line tank is trickier (a Wizard spamming slicken to knock everyone down helps). But it does work. It&#8217;s just very different from what I&#8217;m used to. And a bit more tense, because that timer is running. You&#8217;re not automagically invisible until combat starts, like the old games. This is also a great way to loot everything in a room with a guard standing in the middle, and they&#8217;ll never see you.</p>
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		<title>By: innokenti</title>
		<link>https://scientificgamer.com/thoughts-pillars-of-eternity/#comment-23459</link>
		<dc:creator><![CDATA[innokenti]]></dc:creator>
		<pubDate>Thu, 09 Apr 2015 09:21:41 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4448#comment-23459</guid>
		<description><![CDATA[I&#039;d say those are more design issues and while no less frustrating, they are presumably more bound up with how the game is put together than anything else.

Although I guess I&#039;d have expected the feedback to push them towards a re-design and way to get round those. The animation/aiming thing was definitely insanely frustrating.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;d say those are more design issues and while no less frustrating, they are presumably more bound up with how the game is put together than anything else.</p>
<p>Although I guess I&#8217;d have expected the feedback to push them towards a re-design and way to get round those. The animation/aiming thing was definitely insanely frustrating.</p>
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		<title>By: Aleksei Volchok</title>
		<link>https://scientificgamer.com/thoughts-pillars-of-eternity/#comment-23458</link>
		<dc:creator><![CDATA[Aleksei Volchok]]></dc:creator>
		<pubDate>Thu, 09 Apr 2015 08:51:41 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4448#comment-23458</guid>
		<description><![CDATA[Divinity is still hostile to players - I&#039;ve played it in coop after all the patches. Those freaking monsters playing their animation and escaping from under cursor when you click them so your character runs through the battlefield instead of shooting - happened dozens of times to me. And this inventory. And crafting. Those are all core issues starting from Act 2 and they&#039;re unfixable.]]></description>
		<content:encoded><![CDATA[<p>Divinity is still hostile to players &#8211; I&#8217;ve played it in coop after all the patches. Those freaking monsters playing their animation and escaping from under cursor when you click them so your character runs through the battlefield instead of shooting &#8211; happened dozens of times to me. And this inventory. And crafting. Those are all core issues starting from Act 2 and they&#8217;re unfixable.</p>
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		<title>By: Aleksei Volchok</title>
		<link>https://scientificgamer.com/thoughts-pillars-of-eternity/#comment-23457</link>
		<dc:creator><![CDATA[Aleksei Volchok]]></dc:creator>
		<pubDate>Thu, 09 Apr 2015 08:48:46 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4448#comment-23457</guid>
		<description><![CDATA[Multiplayer has strange ways affecting gaming efficiency. I&#039;m good at tactical RPGs (their difficulty seem to break on later stages) but I&#039;m slow at them even though it seems to me I have a normal pace. Never played WoW but several MP games in couple of RTS taught me to obliterate AI enemies while previously I&#039;ve struggled against them. 

PoE seemed like it became too easy on Hard in act 2 but act 3 (and Endless Paths on 10th level) gave me new unexpected challenges. But anyway, was there ever RPG you immediately want to play again after completion? Something like Skyrim probably.

I&#039;ve raised the difficulty from Normal to Hard and indeed you meet more monsters and different varieties. Bosses are always surrounded by thematic friends and their number greatly increases on Hard. Path of the Damned has traditional multiplication of stats for every enemy but it&#039;s supposed to be extra challenge.]]></description>
		<content:encoded><![CDATA[<p>Multiplayer has strange ways affecting gaming efficiency. I&#8217;m good at tactical RPGs (their difficulty seem to break on later stages) but I&#8217;m slow at them even though it seems to me I have a normal pace. Never played WoW but several MP games in couple of RTS taught me to obliterate AI enemies while previously I&#8217;ve struggled against them. </p>
<p>PoE seemed like it became too easy on Hard in act 2 but act 3 (and Endless Paths on 10th level) gave me new unexpected challenges. But anyway, was there ever RPG you immediately want to play again after completion? Something like Skyrim probably.</p>
<p>I&#8217;ve raised the difficulty from Normal to Hard and indeed you meet more monsters and different varieties. Bosses are always surrounded by thematic friends and their number greatly increases on Hard. Path of the Damned has traditional multiplication of stats for every enemy but it&#8217;s supposed to be extra challenge.</p>
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		<title>By: innokenti</title>
		<link>https://scientificgamer.com/thoughts-pillars-of-eternity/#comment-23456</link>
		<dc:creator><![CDATA[innokenti]]></dc:creator>
		<pubDate>Thu, 09 Apr 2015 08:37:39 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.com/?p=4448#comment-23456</guid>
		<description><![CDATA[What I was going to say, before a database error ate my comment, and which I mentioned to you but now want the whole world to see.

Re: bugs. If those are all the things that you encountered in the first week of the game&#039;s release (and almost all of which got subsequently fixed in just 2 weeks), I&#039;d say that the game is quite bug-free.

I&#039;m over 20 hours into it and have so far encountered maybe one or two minor UI bugs (things getting stuck) and that&#039;s about it. I&#039;d say it&#039;s not fair to invoke the &#039;Obsidian Bugs&#039; trope here especially when you compare it to the similar level of issues in Divinity and quite a few more issues in Wasteland 2. (Although, again, both companies were active in putting out patches and hunting the issues down pretty quickly)]]></description>
		<content:encoded><![CDATA[<p>What I was going to say, before a database error ate my comment, and which I mentioned to you but now want the whole world to see.</p>
<p>Re: bugs. If those are all the things that you encountered in the first week of the game&#8217;s release (and almost all of which got subsequently fixed in just 2 weeks), I&#8217;d say that the game is quite bug-free.</p>
<p>I&#8217;m over 20 hours into it and have so far encountered maybe one or two minor UI bugs (things getting stuck) and that&#8217;s about it. I&#8217;d say it&#8217;s not fair to invoke the &#8216;Obsidian Bugs&#8217; trope here especially when you compare it to the similar level of issues in Divinity and quite a few more issues in Wasteland 2. (Although, again, both companies were active in putting out patches and hunting the issues down pretty quickly)</p>
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