Search Results
6/27/2025, 9:25:14 PM
>>713825757
Larians encounter design is 100% better than Owlcats, it's not even close. Look at the Goblin Camp fight, for example.
I can charge into the whole camp and take them all on at once if I want. I can walk up to the top of the camp and kill everyone up there, then start using ranged fire on the ones below forcing them to run up at me for a tactical advantage. Or I can poison their ale through dialogue checks and kill seven of them before combat even starts. Or I can go to the back of the camp where the goblin kids are, kill them and lure the rest in through the chokepoint creating a killzone, especially if I drop fog on my area so they're forced to run into melee. Or I could do the sneaky approach and kill them in stealth a little at a time. And so on.
I can do ANY of these things, and which one I take depends on how I like to play these games, or even what type of character I am playing and how I want them to approach combat. If I'm playing a dumb Berserker maybe I do just charge in from the front, if I'm a canny Ranger maybe I do the rooftop strat, the point is, I have OPTIONS, and that is what makes Larian encounter design so good. Whereas in an Owlcat game I walk forward and start combat with genuinely no option to approach it differently in any way shape or form. That is BAD DESIGN. And so we're clear, I don't care about consolewarfaggotry, I play all CRPGs, and the good stuff from each should be copied by the others. Owlcat should take notes from how Larian builds encounters so that their next game will be better. And Larian should fire their entire writing staff. A man can dream, anyway.
Larians encounter design is 100% better than Owlcats, it's not even close. Look at the Goblin Camp fight, for example.
I can charge into the whole camp and take them all on at once if I want. I can walk up to the top of the camp and kill everyone up there, then start using ranged fire on the ones below forcing them to run up at me for a tactical advantage. Or I can poison their ale through dialogue checks and kill seven of them before combat even starts. Or I can go to the back of the camp where the goblin kids are, kill them and lure the rest in through the chokepoint creating a killzone, especially if I drop fog on my area so they're forced to run into melee. Or I could do the sneaky approach and kill them in stealth a little at a time. And so on.
I can do ANY of these things, and which one I take depends on how I like to play these games, or even what type of character I am playing and how I want them to approach combat. If I'm playing a dumb Berserker maybe I do just charge in from the front, if I'm a canny Ranger maybe I do the rooftop strat, the point is, I have OPTIONS, and that is what makes Larian encounter design so good. Whereas in an Owlcat game I walk forward and start combat with genuinely no option to approach it differently in any way shape or form. That is BAD DESIGN. And so we're clear, I don't care about consolewarfaggotry, I play all CRPGs, and the good stuff from each should be copied by the others. Owlcat should take notes from how Larian builds encounters so that their next game will be better. And Larian should fire their entire writing staff. A man can dream, anyway.
Page 1