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So i have one question ever since i first saw this: How does gun reload work? As far as i understand these changes, The slowest guns possible will be godtier if there is no reload (unless 2 pistols end up doing more damage, havent done the math on that yet but considering Arqebus works with 2H weapon style i dont see it). Another question is, did they keep spells being able to be retargeted? Because if not they have made casters even worse than they were before. Especially considering how consistent flanking will be. Really not liking how it is implement. Heavy and slow everything will be best on POTD + 1 fast character for hard cc since speed has gone from a really important stat (at least buff wise) to a dump stat. A more obscure question: How does this affect the "Red Hand" Arquebus. It used to be the best gun in the game by a large margin since it could fire twice before downtime. Does it still fire twice per turn or does it simply set initiative to 0 for the next turn? Anyway thanks for making this video , much appreciated.
@@WhirlwindHeatAndFlash Guns have no reload time. Just longer Initiative then other weapons. I have not tried the Red Hand, so I don't know how it is affected.
I'd love to see an Action Point system like the one on DOS, the combat there felt really engaging, strategic and fun. I find the time in seconds translated to rounds unnecesarily complicated, and everyone having one action per turn seems not as interesting as having variable actions based on an action point system tied to stats, gear, skills, etc. Still, Obsidian gave us this FOR FREE and I can't thank them enough for it.
Agreed, I figured a move to a DOS2 style of "turn based" for POE2 would be a much more natural fit than turn based without completely dumping the already established combat mechanic. Can't complain about the free mode though, fun and different but needs major tweaking
Exactly this. And yes, I'm not gonna give them any smack for being such awesome developers and doing this for us for free. But anyone who have ever played any sort of turn based RPG or combat system knows that the AP mechanics is the proven standard, from XCom to DOS, it's intuitive and simple, and it works. It's understandable that there might be some technical issues preventing them from doing an AP system, or just mainly because they don't wanna stray too far from their recovery mechanics, I don't know. But to me personally, I'm really not a fan of this system, it's overly complicated and tedious to learn. Turn based combat has always been praised for it's simplicity, it's your turn, do a number of stuff until you run out of points, end turn, which is why we can focus on other things, from positioning to strategy.
the action sistem is fine really, because it makes things balanced, if there was a way to get more action points, it would make the game much easier if you make any build with a lot of action points, the only exception to this however is wasteland 2, in wich iniciative is more important for dps builds then action points since you can have 2 turns on the same round if you have enough iniciative, if you want to have proper action points in a game with the dexterity/agility stat look no further then underrail, in my opinion they do it properly, you can't have more action points in any way, instead you have movement points wich are only used to move, while action points are used to move and make actions.
I’m so glad they added this. As much as I like PoE, I’ve always had issues with the actual combat. RTWP just always came off as quite clunky and annoying to me in anything larger than a fight with a handful of mid-to-weak enemies. I also find having to constantly pause the action to issue orders to be really immersion breaking for the fights themselves.
If youre good with the AI configurator, you dont really need to do that anymore. Sadly there arent too many guides out there that give you examples of how to set it up so it can be a struggle until you figure out how it works...after that though, you rarely have to take your companions off AI except for boss battles where you really want to control the flow of everything.
I’m guessing it’s meant to imply their initiative rank wherein 1 is implied as number 1 to go in combat. Still, I do agree it’s a very weird design choice.
Wow this guide showed me this system is quite a bit better thought out than I originally thought! It's not just merely slapped on at all. Great guide, although it might be useful to add somewhere that this guide is for the beta version, since things might change quite a bit going forward.
Important to know that you still can re-target spells - just pause right before cast triggers, select casting character and move spell targeting like you would in real time mode.
So pause as soon as the spell caster has his casting turn? Been trying to figure this out, since just started playing turn based and thought you couldn’t redirect spells. Good to know wizards don’t suck ass in turn based mode now then
I've had Pillars in my Steam wishlist ever since DOS2 but couldn't force myself to get it because the combat looked like it might not be enjoyable for me. This changes that and now I can't wait to put hundreds of hours into it like I did for Divinity. Obsidian is a great dev
One thing worth mentioning is that in turn based, unless you have an absolutely devastating opener, it's not worth ambushing your enemy. If you ambush the enemy from stealth but they're fairly spread out, you end up giving them two consecutive turns after your ambush, which can let them focus fire down a single party member.
OH MY GOD OH MY GoD OH MY GOD I can't play this game because i don't like real time with pause but when this game turn into turn base that make me feeling so good!
Yes I bought it a long time ago... like 8 months or so and just started to play it 4 days ago and I only did it because of turn based combat. it is very nice and I learned a lot from these videos. I think you will greatly enjoy the game.
You can go on options and select the game to pause everytime your characters finish doing an ability... So imo that's the best of both worlds. It's almost real time but it pauses everytime an order you give is finished so you don't need to constantly pause it yourself and it kinda plays like a faster real turn based.
It changes the game a lot on some levels. Like you explain, speed increases DPS in the vanilla "simultaneous" mode, but does not in turn-based. Heavier armor does, in both modes, increase the risk of being interrupted though! In turn-based, heavier armor and slower casting can be worth the risk, depends, if you do not become too slow as to overlap the next round. An all-around good conversion of the game (cost effective for the devs). I prefer to use the vanilla "simultaneous" mode since the game was originally balanced for that. Pausing after an action and the likes is like turn-based in my book, just more realistic and risky.
I am so glad I saw this video, I played pillars after divinity original sin 2, I have 350 hrs in that game, love it! But pillers, I had to force myself to get to the end game, the story is great, and I like the role playing choices all over, but I put it on easy mode so I can ignore fights since it is difficult for me to understand the real time system. Been a turn based player since chess as a kid :).
@@crushingit5128 for me personally DO2 is the best for me, much more freedom, much more interaction and a better turn based system although to be fair POE2 wasn't a turn based system in the first place!
Just an FYI. If you start to cast a spell and the spell is pushed to the next turn and finishes casting, you no longer get a standard action or cast on your actual turn that round. Found that out through hours of testing casters. You never want your casts pushed to the next round. You only want them to complete the same round you started the cast.
Wait how do you get the spell to cast on the same turn? Because every time im go to cast... let's say fireball on aloth it takes longer than originally and the enemies always end up moving out of the AOE zone, it's like I get them all into the corner and then go to cast but between the time the fire ball actually goes off and when its cast 3 of those enemies I strategically moved into that area have detached and gone after my healer who's miles away.
Very solid video. I like the concept of turn base a lot but right now the balance feels really off. The round system isn't doing it for me and I really hope they change the system to make that action speed does what it's supposed to, aka make you act more often instead of just sooner in the round. Dexterity is absolutely useless, Intelligence is quite weird, light armor are useless as well. It's just silly. You are doubly rewarded for having a turtle slow team because on turn 1 the enemies will run towards you like sheeps so you can beat them up on your first turn more easily. Swift Strike used to be my favorite ability, now it's probably the worst in the game, yay :D
Knock down does essentially nothing but interrupt? That's a problem and I hope they fix it. It should at least prevent them from their move action or something the next turn.
This will probably get me to try the game again and actually stick with it this time. Loved divinity og sin 2 with all my heart but wasnt feeling this one. May like it now!
I bought this game on release through steam, but returned it before my 2 hours were up due to it not being turn based. I now bought it again since there is turn based mode and I cant put it down lol
weird thing about this mode is that armor now affects initiative instead of recovery time which is far less important so there is almost no reason not to wear the heaviest armor at all times
Oh God, The comments shows where the gaming community are going to! RIP real-Time with Pause, and that explains why they made baldur's gate 3 with turn based mechanics
I am a Gen Xer and my first crpg games were all turn based so I feel gaming is returning to rather than going to turn-based systems. Real-time with pause came to the fore with the Infinity Engine and had it's time but the pendulum has swung back to turn-based in party based crps. I happen to prefer the turn-based for party games now myself. I would be really surprised if turn-based is the rule for near future gaming.
IMHO you kinda missed the most weird point, being the guns/reload weapons. Right now I have a character on turn based using a single pistol and I don't think he reloads that gun at all, he straight up shoots with it every single round. I think turn based mode kinda makes builds like heavy armor with arquebus a lot more viable, if not cheesy. Maybe it's a bug but if you can always reload and shoot once every turn, it doesn't really matter much if you use a single pistol with the modal on or a big arquebus or arbalest .
I personally think its better than DS 2....Battles in DS 2 devolve into the same tactic over and over again, wheres in POE 1 & 2, thats not going to work lol...some things are completely immune to some weapon or spell types, requiring you to switch things up on a regular basis. The combat systems are better as well. Damage types make a difference as does accuracy, deflection and weapon/cast speed. Its just a lot more granular then DS 2 and has a creepier atmosphere for dungeons.
I did both and honestly I love this turn based. It's like playing Divinity Original Sin. The real time pause and click I feel is better for trash monsters but the tactical is much better for bosses and serious monsters. But to me its almost like a different game. I am even slowing down to enjoy the story better. You really get to know your character even better in turn based mode.
@@Arcanyum I've been playing both. It's an entirely different experience. Turn based you really feel each of the feats and character development choices it's almost like a different game.
Is there a dash action in turn based mode? Wondering what happens if you melee characters aren't close enough to get to monsters, do they just waste a standard action?
Hello what buttons do you push to attack and what button do you push to select the way or item you want to use to attack can you explain the buttons to use on ps or xbox
I would love to be able to convert my Actions into movement and vice versa, there was a fight in a flooded part of a city that felt bad to play with melee characters because your movement was hampered and switching to range options was basically a waste of a turn, and then trying to switch back to melee felt even worse. i like the mode a lot (and its honestly the only reason i finally bought the game) but i find myself at full action or full movement constantly. also is there a way to attack multiple times in a turn with out dual wielding?
This still need some work on it, iv got into ridiculus situation when two enemies stoped on top of stairs and the las one coming down draged them in front of me (it worked like free movement!). Characters should not be able tu push each other like that... (sorry for my english)
I am still very confused with action speed, albeit this is still in beta mode. I have mage with high dex and yet still casting the spell at second round, no matter what. Does the action speed actually translate to cast time, so for example with say 25% action speed, my 4 Initiative cast time will be then only 3 initiative now? The only difference I saw is once Im over level 15 (with Tekehu druid) that I able to cast most of my spells (including hgh tier one) within round 1 and before any other enemies.
Can u save 2 different games? If i started a game in turnbased and want to try the rtwp in a new game, can it keep saves of both? I dont want to lose my progress in turn-based in case i decide to go back to that. I just started this in turn-based, which i love usualy,,but on ps4 at least, its a buggy mess seems. I click to do something near and character often just walks far away, ruins its turn. Just did click on a interact description object and the group went opposite to another small region, so another loading... Plus they say comments totally opposite of what just happened. Plus loading times for each lil nook and crany u explore. Idk, getting disappointed for now. Idk if its like this just for turn-based, and works better in rtwp. Looks like ill need to try it. I like poe1 in rtwp.
Holy fuck... you have no idea how appreciated it his to hear your clear, accent free voice. I've seen so many videos on this topic done by weird hyperexaggurated russian accents and other shit. And I'm even American or English myself. I just care about my ears.
There is no attack of opportunity for leaving melee with an enemy, if I am not mistaken. Just started a campaign and it seems there is no hit when disengaging.
Enemies (and players) have to have an Engagement in order to cause a Disengagement attack. Shields give you +1, and some Stances and Skills do as well. You don't get a Disengagement attack by default.
I really fucking wish spells just went off on your turn. It's so stupid that you can have a massive cluster of enemies,perfect for AOE spell and they just fucking walk away from it.
turn based mode might convince me to buy Deadfire, I was hyped for PoE1 but I struggle with the pause combat... it's not fun for me p.s. is it just me of does it sound unintuitive that higher initiative means you go last? shouldn't it be the other way around?
Great. I didnt finnish poe1 because i thought it boring to give orders to all the chars in a fight every time again and again. If i could customize their default actions like final fantasy xii or Dragon age origins it would be phenomenal . At least now with turn based combat it will be way more interesting!!!
@@nicoinformatics Sure you can, but its impossible to play at higher difficulties with such low level customization. I want a lot of "If Then" for many ocasions. The options they give us are too general. A game from years ago (FF12 and DAO) gave way more freedom in this regard than POE. It was quite a let down for me, since i dislike repetition. I was almost tempted to play a solo char, but im too interested in everyone's storyline to do that. And, in the end, I just lost the will to continue playing. I just checked and the game is still installed here, but... well, now that POE2 has a turn based mode, maybe I will finnish POE1 so I wont miss the story.
@@TrueMomozo Well I see what you're talking about, and yeah I agree. Though there's a mod for it which is more than enough to have almost the same capabilities as what DA:O had.
@@TrueMomozo I believe it's called "More Custom AI Conditions" you can get it at Nexusmods, the mod adds a few dozen more conditionals for the game if I remember correctly. I used it alot on my Deadfire playthroughs.
i'm so confuse about pillars of eternity 2, is it a good game? the combat system is better then the first, they add so many things, but i just finish the game and the main story was so low, also the turn mode make the game soooooooooooo slow idk how can ppl complete the game like this, every single fight 20 minute? btw is the chiper good in turn mode? ... thx for the video man, u are debbest
While I do appreciate Obsidian for giving us free update and making a huge effort to make this work, I'm really not a huge fan of their turn based system. It's overly complicated and the problem's very apparent for people who have played an actual modern turn based cRPGs like DOS before. The game just weren't designed for turn based combat, AP system (or something similar) is the currently accepted turn based mechanics for many games and yet Deadfire's sticking as close to their recovery system formula just making what supposed to be a quite familiar thing very confusing and counter intuitive, I wish they designed the game as turn based from the get go. Sad. Oh well, their next game maybe?
"Currently Accepted" is a very narrow thing to say. You are saying that there is no need for any new mechanics or intuitive designs when it comes to turn based systems beyond DoS and the AP system. While I believe PoEs turn based needs work and that dexterity and action speed need to do more than initiative for martial classes, it is not overly complicated nor the wrong way to do it.
@@mp7311 It might be, but that doesn't change the fact that AP is the widely used format for turn based combat, same as VIDS (Vitality, Intelligence, Dexterity, Strength) are the commonly used terms with almost the exact same functionality across many different RPG games. It all comes down to familiarity. Almost all turn based combat will use an AP system in some form, it's not really a new thing, Civilization, HoMM, XCOM all turn based games, and all uses AP in some way or form. And please don't take this the wrong way, but you have a very odd notion regarding what constitutes as an intuitive design. Intuitive design in games basically means no explanations needed. You do it and you'll understand it, that's what intuitiveness means. No one needs to explain that guns are for shooting baddies in Doom, the game would just assume that you know what guns do and if for some reason you don't, you'll know exactly what it does the very first time you click and point on a mob. Take DOS2 for instance, I'll call it one example of a good intuitive design for turn based combat and why Deadfire is not. If someone plays DOS2 for the first time, and they ignore the tutorials, just close it, don't read anything, what would happen is that player would see there are these say 5 green balls dab center in the screen, with nothing else, just balls. They tried doing something, moving, casting skills, using an item, anything, some balls will turn red, and be gone after they did that something at the very first time they did combat. Anyone at that point would immediately understand one of the core feature of the game, without any explanation whatsoever. This is intuitive design at it's best. Now take Deadfire. If they ignored reading anything, learning anything, not bothering with tutorials, it'll take them significantly longer if not at all to understand how the combat works. I'm not here to complain much about the new mechanics, I honestly believe they did what they could without straying too far from their previous system. But as far as turn-based goes, it is complicated, not because they did it wrong, but because the game were not designed to be that way in the first place, and this is their workaround for it.
@@israelblocktrine8855 Can't really disagree with that. And yeah, I would still applaud Obsidian if their reasoning was to innovate the turn based system dramatically or that they did what they thought was best as a workaround and not going too far compared to their recovery mechanics. Both are good reasons.
"Currently Accepted" I disagree with this. Turn based games traditionally have been using movement, action, bonus action and free action. DnD, xcom (ish) as examples. When in doubt devs should always look at DnD's 30+ years worth of balancing. AP systems while good, tend to lack the nuance of DnD, for example, feeling like you have to always use every single AP to damage otherwise you are wasting your resources.
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So i have one question ever since i first saw this: How does gun reload work? As far as i understand these changes, The slowest guns possible will be godtier if there is no reload (unless 2 pistols end up doing more damage, havent done the math on that yet but considering Arqebus works with 2H weapon style i dont see it).
Another question is, did they keep spells being able to be retargeted? Because if not they have made casters even worse than they were before. Especially considering how consistent flanking will be.
Really not liking how it is implement. Heavy and slow everything will be best on POTD + 1 fast character for hard cc since speed has gone from a really important stat (at least buff wise) to a dump stat.
A more obscure question: How does this affect the "Red Hand" Arquebus. It used to be the best gun in the game by a large margin since it could fire twice before downtime. Does it still fire twice per turn or does it simply set initiative to 0 for the next turn?
Anyway thanks for making this video , much appreciated.
@@WhirlwindHeatAndFlash Guns have no reload time. Just longer Initiative then other weapons. I have not tried the Red Hand, so I don't know how it is affected.
@@Fextralife Thank you. Very much appreciated :)
Every crpg needs this option.
Look at Divinity Original Sin 2. If Pillars of Eternity 2 had turn based at launch, could have sold better.
In all honesty I don’t think PoE works with turn-based nearly as well as D:OS, due to the differences in their fundamental design.
@Tevyn Monismith 100% lol
@Cthulhu i get what ur saying. Apparently im trash too 😆
@Mr. Cactuar how is turn based 'dumbed down' when every pen and paper game (which inspired all CRPGs) are turned based?
I'd love to see an Action Point system like the one on DOS, the combat there felt really engaging, strategic and fun. I find the time in seconds translated to rounds unnecesarily complicated, and everyone having one action per turn seems not as interesting as having variable actions based on an action point system tied to stats, gear, skills, etc.
Still, Obsidian gave us this FOR FREE and I can't thank them enough for it.
Agreed, I figured a move to a DOS2 style of "turn based" for POE2 would be a much more natural fit than turn based without completely dumping the already established combat mechanic.
Can't complain about the free mode though, fun and different but needs major tweaking
Exactly this. And yes, I'm not gonna give them any smack for being such awesome developers and doing this for us for free. But anyone who have ever played any sort of turn based RPG or combat system knows that the AP mechanics is the proven standard, from XCom to DOS, it's intuitive and simple, and it works.
It's understandable that there might be some technical issues preventing them from doing an AP system, or just mainly because they don't wanna stray too far from their recovery mechanics, I don't know. But to me personally, I'm really not a fan of this system, it's overly complicated and tedious to learn. Turn based combat has always been praised for it's simplicity, it's your turn, do a number of stuff until you run out of points, end turn, which is why we can focus on other things, from positioning to strategy.
Yea but they screwed that up in DOS2 TO 4 fucking AP.
@@quadphonics Yeah, that's true. But there's always Lone Wolf so it's kinda ok.
the action sistem is fine really, because it makes things balanced, if there was a way to get more action points, it would make the game much easier if you make any build with a lot of action points, the only exception to this however is wasteland 2, in wich iniciative is more important for dps builds then action points since you can have 2 turns on the same round if you have enough iniciative, if you want to have proper action points in a game with the dexterity/agility stat look no further then underrail, in my opinion they do it properly, you can't have more action points in any way, instead you have movement points wich are only used to move, while action points are used to move and make actions.
I’m so glad they added this. As much as I like PoE, I’ve always had issues with the actual combat. RTWP just always came off as quite clunky and annoying to me in anything larger than a fight with a handful of mid-to-weak enemies. I also find having to constantly pause the action to issue orders to be really immersion breaking for the fights themselves.
If youre good with the AI configurator, you dont really need to do that anymore. Sadly there arent too many guides out there that give you examples of how to set it up so it can be a struggle until you figure out how it works...after that though, you rarely have to take your companions off AI except for boss battles where you really want to control the flow of everything.
I don't think I'll ever get used to backwards initiative. Logically, MORE initiative should mean faster turn order.
Didn't Baldur's Gate have something similar with the Armor Rating? Shit was confusing at first.
I’m guessing it’s meant to imply their initiative rank wherein 1 is implied as number 1 to go in combat. Still, I do agree it’s a very weird design choice.
@@charaznable8072yeah, 10 was the default/worst and you wanted to get as far into the negatives as possible
A good update on PoE2. Thanks.
Wow this guide showed me this system is quite a bit better thought out than I originally thought!
It's not just merely slapped on at all.
Great guide, although it might be useful to add somewhere that this guide is for the beta version, since things might change quite a bit going forward.
Important to know that you still can re-target spells - just pause right before cast triggers, select casting character and move spell targeting like you would in real time mode.
Yep.
So pause as soon as the spell caster has his casting turn? Been trying to figure this out, since just started playing turn based and thought you couldn’t redirect spells. Good to know wizards don’t suck ass in turn based mode now then
My question has been answered.
in turn-based: dex = int = feces?
> yes
Thank you Fextra-sensei. Starting a real-time game instead.
O-o
I've had Pillars in my Steam wishlist ever since DOS2 but couldn't force myself to get it because the combat looked like it might not be enjoyable for me. This changes that and now I can't wait to put hundreds of hours into it like I did for Divinity. Obsidian is a great dev
One thing worth mentioning is that in turn based, unless you have an absolutely devastating opener, it's not worth ambushing your enemy. If you ambush the enemy from stealth but they're fairly spread out, you end up giving them two consecutive turns after your ambush, which can let them focus fire down a single party member.
hmm why doesn't ambushing give you an initiative boost? seems like it should
OH MY GOD OH MY GoD OH MY GOD I can't play this game because i don't like real time with pause but when this game turn into turn base that make me feeling so good!
Yes I bought it a long time ago... like 8 months or so and just started to play it 4 days ago and I only did it because of turn based combat. it is very nice and I learned a lot from these videos. I think you will greatly enjoy the game.
Divinity original sins has spolied me so much , that is my benchmark
best video in youtube about this new feature for POE 2
All your builds are so useful and this video was super helpfull. Thanks for all of your content.
Thank you for watching!
I had no idea this was coming! Awesome stuff
Thank you Fextra! Great video as always you do amazing work
You can go on options and select the game to pause everytime your characters finish doing an ability... So imo that's the best of both worlds. It's almost real time but it pauses everytime an order you give is finished so you don't need to constantly pause it yourself and it kinda plays like a faster real turn based.
yep exactly and you really only need it for certain battles.
Man, listening to this felt like being in a classroom.
Lost after 4 mins...
Pillars Of Fexternity 2 Deadfire
Wow what a wonderful guide! Thank you :D
Tks for nice rundown of tbs.
It changes the game a lot on some levels. Like you explain, speed increases DPS in the vanilla "simultaneous" mode, but does not in turn-based. Heavier armor does, in both modes, increase the risk of being interrupted though! In turn-based, heavier armor and slower casting can be worth the risk, depends, if you do not become too slow as to overlap the next round. An all-around good conversion of the game (cost effective for the devs). I prefer to use the vanilla "simultaneous" mode since the game was originally balanced for that. Pausing after an action and the likes is like turn-based in my book, just more realistic and risky.
This is great, sounds like I have to give the game another go. I’m really not that much of a fan of real time with pause.
I am so glad I saw this video, I played pillars after divinity original sin 2, I have 350 hrs in that game, love it! But pillers, I had to force myself to get to the end game, the story is great, and I like the role playing choices all over, but I put it on easy mode so I can ignore fights since it is difficult for me to understand the real time system. Been a turn based player since chess as a kid :).
Which did you prefer?
PoE or DoS games?
I'm guessing you don't play chess with a clock huh?
@@crushingit5128 for me personally DO2 is the best for me, much more freedom, much more interaction and a better turn based system although to be fair POE2 wasn't a turn based system in the first place!
@@Vagabond_Etranger realtime combat is finicky and tedious. BORING SHIT
Just an FYI. If you start to cast a spell and the spell is pushed to the next turn and finishes casting, you no longer get a standard action or cast on your actual turn that round. Found that out through hours of testing casters. You never want your casts pushed to the next round. You only want them to complete the same round you started the cast.
How do chants and linger work?
Wait how do you get the spell to cast on the same turn? Because every time im go to cast... let's say fireball on aloth it takes longer than originally and the enemies always end up moving out of the AOE zone, it's like I get them all into the corner and then go to cast but between the time the fire ball actually goes off and when its cast 3 of those enemies I strategically moved into that area have detached and gone after my healer who's miles away.
This has just been "fixed" in the 4.1.1 and doesn't consume the action point anymore.
Very solid video.
I like the concept of turn base a lot but right now the balance feels really off. The round system isn't doing it for me and I really hope they change the system to make that action speed does what it's supposed to, aka make you act more often instead of just sooner in the round. Dexterity is absolutely useless, Intelligence is quite weird, light armor are useless as well. It's just silly.
You are doubly rewarded for having a turtle slow team because on turn 1 the enemies will run towards you like sheeps so you can beat them up on your first turn more easily.
Swift Strike used to be my favorite ability, now it's probably the worst in the game, yay :D
Knock down does essentially nothing but interrupt? That's a problem and I hope they fix it. It should at least prevent them from their move action or something the next turn.
it causes them to be prone until their next round which opens for / adds damage to sneak attack
@@molnet999 not enough
@@jigglefloyd it also almost halves their movement points.
Although I do not use the turn-based mode, this is an excellent video / guide. Thanks.
This will probably get me to try the game again and actually stick with it this time. Loved divinity og sin 2 with all my heart but wasnt feeling this one. May like it now!
I bought this game on release through steam, but returned it before my 2 hours were up due to it not being turn based. I now bought it again since there is turn based mode and I cant put it down lol
Three minute unskippable ad before the video. RUclips what are you doing to me.
Thx, this guide helps me a lot!!
Spell resolution sucks, I would love a Pillars game designed from the ground up for turn based play. Something along the line of Divinity.
weird thing about this mode is that armor now affects initiative instead of recovery time which is far less important so there is almost no reason not to wear the heaviest armor at all times
I got this game when it came out. Hated it. Just tried out turn based and I just love this game now. Thanks.
Oh God, The comments shows where the gaming community are going to!
RIP real-Time with Pause, and that explains why they made baldur's gate 3 with turn based mechanics
I am a Gen Xer and my first crpg games were all turn based so I feel gaming is returning to rather than going to turn-based systems. Real-time with pause came to the fore with the Infinity Engine and had it's time but the pendulum has swung back to turn-based in party based crps. I happen to prefer the turn-based for party games now myself. I would be really surprised if turn-based is the rule for near future gaming.
IMHO you kinda missed the most weird point, being the guns/reload weapons. Right now I have a character on turn based using a single pistol and I don't think he reloads that gun at all, he straight up shoots with it every single round.
I think turn based mode kinda makes builds like heavy armor with arquebus a lot more viable, if not cheesy. Maybe it's a bug but if you can always reload and shoot once every turn, it doesn't really matter much if you use a single pistol with the modal on or a big arquebus or arbalest .
very happy with this turn base mode bit its still in beta so gonna wait full version.
Take my money. You guys decided to COMPETE with Divinity OS, finally. TB. TY.
Oh god its literally going to be d&d now :D
Hard to get into this after playing anything from Larian lately. Even harder to believe this came out after Divinity: Original Sin 1 AND 2 😳
I personally think its better than DS 2....Battles in DS 2 devolve into the same tactic over and over again, wheres in POE 1 & 2, thats not going to work lol...some things are completely immune to some weapon or spell types, requiring you to switch things up on a regular basis. The combat systems are better as well. Damage types make a difference as does accuracy, deflection and weapon/cast speed. Its just a lot more granular then DS 2 and has a creepier atmosphere for dungeons.
Wow. 6 minutes after I posted.@@rpscorp9457
WHy need in game invisibility? For example - 1st round I used it on my rogue 2nd round I CANT use my invis bonus heat coz invisibility is open, RLY?
This is a game changer for me. Now I definitely going to buy this!
This looks way way more fun.
Do you prefer this over the original combat? I never had a problem with the original combat
Same. Glad folks like the addition, but I'll be sticking to the original system.
same, personally would play dos2 or some jrpgs for turn-based, but if this will make more people buy it then its definitely a great addition.
I did both and honestly I love this turn based. It's like playing Divinity Original Sin. The real time pause and click I feel is better for trash monsters but the tactical is much better for bosses and serious monsters. But to me its almost like a different game. I am even slowing down to enjoy the story better. You really get to know your character even better in turn based mode.
i prefer more the real time with pause. but it's good that they added this, helps attract a more ample demographic
@@Arcanyum I've been playing both. It's an entirely different experience. Turn based you really feel each of the feats and character development choices it's almost like a different game.
Is there a dash action in turn based mode? Wondering what happens if you melee characters aren't close enough to get to monsters, do they just waste a standard action?
l wish every game have turn based option
In turn based mode, is there still a limit on how many times a spell can be used before resting?
Hello what buttons do you push to attack and what button do you push to select the way or item you want to use to attack can you explain the buttons to use on ps or xbox
I would love to be able to convert my Actions into movement and vice versa, there was a fight in a flooded part of a city that felt bad to play with melee characters because your movement was hampered and switching to range options was basically a waste of a turn, and then trying to switch back to melee felt even worse. i like the mode a lot (and its honestly the only reason i finally bought the game) but i find myself at full action or full movement constantly.
also is there a way to attack multiple times in a turn with out dual wielding?
This still need some work on it, iv got into ridiculus situation when two enemies stoped on top of stairs and the las one coming down draged them in front of me (it worked like free movement!). Characters should not be able tu push each other like that... (sorry for my english)
I am still very confused with action speed, albeit this is still in beta mode. I have mage with high dex and yet still casting the spell at second round, no matter what. Does the action speed actually translate to cast time, so for example with say 25% action speed, my 4 Initiative cast time will be then only 3 initiative now? The only difference I saw is once Im over level 15 (with Tekehu druid) that I able to cast most of my spells (including hgh tier one) within round 1 and before any other enemies.
Hi, are you making an update video on Turn-Based mode now that it is officially released?
It's about 90-95% the same, so I don't think so.
so unless you are a mage or a cipher you can safely dump dexterity?
Turn Based is LIFE.
Can u save 2 different games? If i started a game in turnbased and want to try the rtwp in a new game, can it keep saves of both?
I dont want to lose my progress in turn-based in case i decide to go back to that.
I just started this in turn-based, which i love usualy,,but on ps4 at least, its a buggy mess seems.
I click to do something near and character often just walks far away, ruins its turn.
Just did click on a interact description object and the group went opposite to another small region, so another loading...
Plus they say comments totally opposite of what just happened.
Plus loading times for each lil nook and crany u explore.
Idk, getting disappointed for now.
Idk if its like this just for turn-based, and works better in rtwp.
Looks like ill need to try it.
I like poe1 in rtwp.
Holy fuck... you have no idea how appreciated it his to hear your clear, accent free voice. I've seen so many videos on this topic done by weird hyperexaggurated russian accents and other shit. And I'm even American or English myself. I just care about my ears.
DND needs to bring back Pool of Radiance for PC!!! That was the Goat Crpg
question how the crushing blow work?
did it give you ap or...
whatever else
It refreshes your Initiative, so you'll go first in the next round.
This game is like play a tale, a good excuse to return with this option.
There is no attack of opportunity for leaving melee with an enemy, if I am not mistaken. Just started a campaign and it seems there is no hit when disengaging.
Enemies (and players) have to have an Engagement in order to cause a Disengagement attack. Shields give you +1, and some Stances and Skills do as well. You don't get a Disengagement attack by default.
@@Fextralife Oh ok, thank, I will check more closely.
I hope they have turn based mode once they release it on consoles. It makes it so much more like legit D&D.
ty!!
So by turn based does that mean it's similar to divinity original sin ?
I really fucking wish spells just went off on your turn. It's so stupid that you can have a massive cluster of enemies,perfect for AOE spell and they just fucking walk away from it.
How would you make so spells cast immediately? New to this game, planning on starting my first walkthrough after dos2
Turn based for people that just want to relax and play
I am not getting that pop-up to pick a mode when i enter a new game, what am i doing wrong?
Are you playing an older version of the game?
turn based mode might convince me to buy Deadfire, I was hyped for PoE1 but I struggle with the pause combat... it's not fun for me
p.s. is it just me of does it sound unintuitive that higher initiative means you go last? shouldn't it be the other way around?
Is this possible in Xbox?
kewl
I started with turn based and decided I don't like it. Is it possible to switch or do I have to start a new game? If I can switch, how?
Thanks.
He literally says in the video you have to pick one or the other and if you want to switch you need to start over.
This feature is on the ps4 version or is only for pc?
It's on the PS4 version too: fextralife.com/poe-2-console-review-pillars-of-eternity-2-ultimate-edition-for-consoles-is-two-games-in-one/
Why turns 👎 in rtwpause all that we have calculated in background without wasting 2 hours on simple encounter...
Great. I didnt finnish poe1 because i thought it boring to give orders to all the chars in a fight every time again and again. If i could customize their default actions like final fantasy xii or Dragon age origins it would be phenomenal . At least now with turn based combat it will be way more interesting!!!
You can already set default actions and AI with PoE:Deadfire before this patch.
@@nicoinformatics Sure you can, but its impossible to play at higher difficulties with such low level customization. I want a lot of "If Then" for many ocasions. The options they give us are too general. A game from years ago (FF12 and DAO) gave way more freedom in this regard than POE.
It was quite a let down for me, since i dislike repetition. I was almost tempted to play a solo char, but im too interested in everyone's storyline to do that. And, in the end, I just lost the will to continue playing. I just checked and the game is still installed here, but... well, now that POE2 has a turn based mode, maybe I will finnish POE1 so I wont miss the story.
@@TrueMomozo Well I see what you're talking about, and yeah I agree. Though there's a mod for it which is more than enough to have almost the same capabilities as what DA:O had.
@@nicoinformatics Oh God! Really? Do you know the name of the mod? I would really appreciate it!
@@TrueMomozo I believe it's called "More Custom AI Conditions" you can get it at Nexusmods, the mod adds a few dozen more conditionals for the game if I remember correctly. I used it alot on my Deadfire playthroughs.
It certainly is no DOS2 but still a welcome addition.
Spell targeting in turn based is a pain
i'm so confuse about pillars of eternity 2, is it a good game? the combat system is better then the first, they add so many things, but i just finish the game and the main story was so low, also the turn mode make the game soooooooooooo slow idk how can ppl complete the game like this, every single fight 20 minute?
btw is the chiper good in turn mode? ...
thx for the video man, u are debbest
While I do appreciate Obsidian for giving us free update and making a huge effort to make this work, I'm really not a huge fan of their turn based system. It's overly complicated and the problem's very apparent for people who have played an actual modern turn based cRPGs like DOS before. The game just weren't designed for turn based combat, AP system (or something similar) is the currently accepted turn based mechanics for many games and yet Deadfire's sticking as close to their recovery system formula just making what supposed to be a quite familiar thing very confusing and counter intuitive, I wish they designed the game as turn based from the get go. Sad. Oh well, their next game maybe?
"Currently Accepted" is a very narrow thing to say. You are saying that there is no need for any new mechanics or intuitive designs when it comes to turn based systems beyond DoS and the AP system. While I believe PoEs turn based needs work and that dexterity and action speed need to do more than initiative for martial classes, it is not overly complicated nor the wrong way to do it.
@@mp7311 It might be, but that doesn't change the fact that AP is the widely used format for turn based combat, same as VIDS (Vitality, Intelligence, Dexterity, Strength) are the commonly used terms with almost the exact same functionality across many different RPG games. It all comes down to familiarity. Almost all turn based combat will use an AP system in some form, it's not really a new thing, Civilization, HoMM, XCOM all turn based games, and all uses AP in some way or form.
And please don't take this the wrong way, but you have a very odd notion regarding what constitutes as an intuitive design. Intuitive design in games basically means no explanations needed. You do it and you'll understand it, that's what intuitiveness means. No one needs to explain that guns are for shooting baddies in Doom, the game would just assume that you know what guns do and if for some reason you don't, you'll know exactly what it does the very first time you click and point on a mob.
Take DOS2 for instance, I'll call it one example of a good intuitive design for turn based combat and why Deadfire is not. If someone plays DOS2 for the first time, and they ignore the tutorials, just close it, don't read anything, what would happen is that player would see there are these say 5 green balls dab center in the screen, with nothing else, just balls. They tried doing something, moving, casting skills, using an item, anything, some balls will turn red, and be gone after they did that something at the very first time they did combat. Anyone at that point would immediately understand one of the core feature of the game, without any explanation whatsoever. This is intuitive design at it's best.
Now take Deadfire. If they ignored reading anything, learning anything, not bothering with tutorials, it'll take them significantly longer if not at all to understand how the combat works.
I'm not here to complain much about the new mechanics, I honestly believe they did what they could without straying too far from their previous system. But as far as turn-based goes, it is complicated, not because they did it wrong, but because the game were not designed to be that way in the first place, and this is their workaround for it.
@@nicoinformatics INnovation is scary at times
@@israelblocktrine8855 Can't really disagree with that. And yeah, I would still applaud Obsidian if their reasoning was to innovate the turn based system dramatically or that they did what they thought was best as a workaround and not going too far compared to their recovery mechanics. Both are good reasons.
"Currently Accepted" I disagree with this. Turn based games traditionally have been using movement, action, bonus action and free action. DnD, xcom (ish) as examples. When in doubt devs should always look at DnD's 30+ years worth of balancing. AP systems while good, tend to lack the nuance of DnD, for example, feeling like you have to always use every single AP to damage otherwise you are wasting your resources.
Can I switch off this turn-shit in the game??
Yes
@@giovannironcuzzi4160 ufff
I think black Jacket class now pointless. I.e wep switching pointless.
"Turn based guide" made me think the guide was turn based. I have been playing too much Pillars 2 turn based mode.
POE do not need turned based combat at all. Obsidian should just keep their own combat system !
at last the game is more managable in fight
WHY KNOCK DOWN DOESN MEAN ANYTHING? ITs bullshit. Fix it.
1st