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Posts posted by Styger
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Unlocked my Royal Edition on GoG, since the differences won't be in game, and I like having all of my IE games on one platform. Additionally, the downloader is better for getting the goodies where I want them. I unlocked my Hero edition on Steam to preload it. I would've liked to share the second key, but I don't know anyone who plays RPGs, let alone CRPGs, so why not make the best of it!?
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I've posted my Chanter below, for anyone who's interested! Got it from the post on /r/projecteternity, found in a gallery here: http://imgur.com/a/eOhqV
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Title says it all - I am interested in hearing which platform you will choose and why (just in case I am missing something) I have several games on GOG but only Pillars BB on Steam - have not really experienced any issues with either so far.
IIRC tho doesn't GOG offer the option of loading the game directly to your computer (thus if your internet is down the game is still available) or am I confusing them with Beamdog?
Yes, you got it right - you can download from GOG and install game offline. Steam, as I explained above, does not allow it.
This also means that if GOG goes down - you still own your games. If Steam goes down - you loose everything, as you don't own any games on Steam, they're basically rented to you (that's they way they are bypassing European Union laws).
From other arguments on why should you pick GOG instead of Steam....
- No bloatware. It's just you and your game. No overlays, no huge application running in background, nothing transmitting data in and out of your PC. That's not so very much important with PoE, but I don't have have any high-end multiplayer game on Steam for exactly these reasons - performance and having absolutely full bandwidth reserved for the game.
- Better customer service. If you have a problem with Steam game you are on your own, noone from Valve gives a **** about you. GOG is completely different, they are genuinely being helpful to the best of their ability.
- Each time you run Steam client it does that update check and there's a new, useless and meaningless update to the steam every other day forcing you to wait till that crap completes. No problems of that sort with GOG.
- (Nearly) each time you run Steam it pops with stupid adverts. No problems of that sort with GOG.
- Steam pricing policy is pure BS. Regional ripoffs are their standard policy. Obviously though it doesn't apply to people who already paid for a game.
- GOG got lower profit margins than Steam, so more of your money goes directly to the developers. But it doesn't matter if you backed the game on KS.
- GOG in general tends to have more freebies with the games. But that does not apply to PoE as far as I'm aware.
Good call on the customer support; they've been hands down far more responsive and helpful than anyone at Steam support. Yes they're backlogged to hell and back, but that's no real excuse for such a large company as Valve.
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I myself am on the fence. While a majority of my games exist on Steam, all of my IE games and D&D games are found on GoG, as well as the Witcher series. It'll also be where I probably install TW3 from, since it comes with more goodies and a better price than Steam can offer. It will also be MY copy of the game, which is kind of nice to know, and not just a licensed copy.
So either you have Steam:
- Convenience
- Achievements
- More active forum base
- Easily take and upload screenshots
or GoG:
- Your own copy, not licensed
- Doesn't require internet access or downloading patches and setting to offline mode
- You can download all of your goodies in separate packages
- Collection with similar titles
Of course, if you're like me, you can access your preferred copy of the game on your preferred platform, and unlock your second copy (hero edition) on the opposite for those benefits, if you don't have anyone in mind who would play it.
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Played a bit with a chanter PC dismissed the BB rogue and added my own rogue and cypher which are the three main choices I am trying to decide between (chanter, cypher,rogue)
Chanter was of course a level above the others but taking that into effect all 3 were very close in where they could get mechanics and lore to (with 3 stealth on everyone which I have found in the BB to be adequate but do not know how that will play out in the game) After defeating the three adventurer parties and the Ogre (on hard) my guys were level 7/6/6.
Chanter (Moon) 8/10/8/16/20/17 - soldier focus - hammer/ lg shield & arquebus (Nightrunner leathers)
Cypher (Moon) 10/8/14/14/18/14 - adventurer focus - Estoc - War Bow (Fine BPlate)
Rogue (Fire) 10/8/14/15/16/15 - noble focus - Rapier/dagger - rod - blunderbuss (will probably take ruffian if I use as PC) (leathers)
Chanter was least fun - waiting for chants to add up - spell - wait for chants - open with gun then switch to hammer/shield (80 def currently) then get in close to use chants never went down - lowest damage of group
Cypher - better fun spells available to start - then wait to return them - open w bow or spell stay back unless targeted in melee or mopping up with Estoc. 4th in damage - went down once.
Rogue - also better fun - more micromanagement - highest damage done followed by BB Wizard & BB fighter - went down once (probably while I was micromanaging spell casters.) -
None of them could find the hidden items in the Ogre den including Chanter with 8 mechanics (BB rogue would have had 9 by then I think and she always found it)
Of these three I think chanter would still make the best PC for survival and RP checks in dialogues and scripted events and I think it's a toss up between the rogue & cypher which one might be most fun to play.
Jury still out - I don't need to make a decision until Sunday which is likely the first chance I can play
I would say that the Chanter is still the best bet for the point you made "I think chanter would still make the best PC for survival and RP checks in dialogues and scripted events". For the first playthrough, you want to get a nice rounded experience, especially in a story driven game, and the Chanter might lend itself to unveiling the story moreso than the rogue or cipher. Of course, this is speculation, but it feels right I suppose.
Besides, in the end will it really matter? You know you'll play through at LEAST 3 times. Choose whichever you will enjoy the most the first time through, then hit it up again with the next choice.
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Hey guys ! I'm trying to plan a little bit my character creation but I'm having some doubts and was hoping some of you (who played a lot more the BB than me) could lend me a hand.
I'm planning to make a Fire Godlike Chanter.
I know the Chanter is mainly see as a good Tank/Support, but I was wondering if it could make a nice DPS/Support ?
I was thinking about making my character wields Guns and Spears/Polearm. With the idea to be close of the Melee characters (for my buffs) by shooting on enemies when I'm in an open area and switching for the polearm when I can block the main path with my others characters (Since if I remember well you have enought range to stay just behind another character to hit an enemy with this kind of weapon).
So my idea would have been to get 18 int, and to spread the rest of my points in Perception or Resolve and Might. So my Chanter's still a good talker but can handle a fight.
I'm not quite sure of what would be the most useful between Resolve and Perception from this point of view.
What do you think about this ? Is this doable ?
I played as a DPS chanter in the BB, and it was quite different from what you were considering. I created a necromancer chanter, that primarily used a rod, with envenomed strike when needed, and then focused on Debuffs, summons and then damage in that order. The stats were max Might and Intellect, to get the most out of my invocations. As he would be in the backline, I didn't worry about Con, Dex, and so I went with Resolve/Perception at the same level, as that fit my RP for the character. He played amazingly well, and the summons were fun to make use of, especially to give flanking bonuses.
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BB in the title kinda inclines...
Even so, the fact that these are produced days away from the full release seems to suggest that these are meant for the actual game, especially since no one will have access to the BB after that time.
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While the concept is nice, wouldn't it be prudent to wait for the first day patch and everything to make sure nothing has been changed that would affect class builds?
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Not sure what you're looking at with PER/INT/MIG distribution.
As an aside, since I'm guessing PER/INT/RES will be the most common/useful in dialog interactions (not cutscenes though), that makes tanks pretty good main characters, which is 100% fine for me, I always pick my main as a tank anyway
That's actually exactly what I was looking at; to have a character that would be able to navigate dialogue options freely to affect the pacing through RP, not so heavily in combat. A call back to Planescape.
Except they claim the stat-based dialogue options are spread equally and aren't even necessarily the best choice. So honestly this means making a combat ineffective character for nothing. 'Normal' dialogue options (and reputation options- benevolent, rational, cruel, etc) seem more suited to RPing than 'you smell, so obviously no one would bed you.' Not that Might/Int is combat ineffective, but taking some of the other stats just because doesn't seem to serve much purpose on either end of the system.
I'm going off the assumption that while a strength character might be able to have dialogue based options, a character with higher intellect and perception might notice things more in the environment and with other NPCs, lending themselves to have more interactions. I don't recall if I ever saw a post about equal opportunities, and from what I experienced in the BB, resolve, perception, and intellect were king in dialogue, following those were the skills.
As for the other stats making you combat neutered, well those stats lend themselves to a more caster-tank individual, such as a Chanter, Pally, etc.
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I'm thinking to boost resolve, intellect, perception, and lore for RP options so an Orlan rogue is looking decent to me altho I still like the orlan barbarian too.
Those are also decent stats for a Chanter tank, who you can then bump up lore, stealth, and mechanics with. My first character will probably be a chanter with those stats, with minor adjustments for Con, Int, Per, and Res, Int and Res being the highest and Per/Con trailing. While Rheingold pointed out that they are a mostly passive build, the joy will be in the out-of-combat experiences such as exploring the world and getting to know the people around it. Don't let that fool you of course, as summoning a drake into the field is awesome, and that's where your damage will come from.
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I believe they do become more powerful as the game progresses, at least according to the in-game description and gamepedia.
Holy Radiance – Creates a field of holy energy around the priest, Burning any vessels in the vicinity and regenerating a modest amount of Stamina for allies. The power of a priest's Holy Radiance is modified by how well his or her Reputations align with the preferred behaviors of his or her faith.
It's quite possible that they are weak in the beta because of a lack of reputation. In the full release, I would assume that the abilities will become much more powerful as the party aligns itself to the priests reputation requirements. Of course this is speculation, but I would hope it to be the case!
I think only Holy Radiance has reputation mechanic and not the deity specific spells. Each deity has a special ability, such as Hope Eternal (Eothas), Prey on the Weak (Skaen), Inspired Flame (Magran), etc. Each deity spell gives a weapon accuracy bonus and a special effect. For example, Hope Eternal gives an accuracy bonus to Flails, and a spell that heals and reduces fear duration.
I agree with the OP that a small buff to these spells would be nice. Alternatively, it may be nice if those deity spells also increased in power akin to Holy Radiance.
Ah, I missed that distinction initially, thanks for pointing that out! I'll still hope for a bonus to power though with the reputation gains, as it'd give more credence towards acting one way vs another, and encourage more people to roleplaying their characters.
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I might the only one who cares about this but I'm probably going to roll a Priest in my first game as I really like the class in general, but I find the abilities the Priest gets from their deity specific talents underwhelming. I have fond memories of choosing my domain spells in various 3e games and I think it was a very cool style of character building, I hope Obsidian considers developing this aspect further in the expansion.
For now though maybe a small buff is in order. Now arguably those talents are worth taking for the weapon accuracy bonus alone but that's not really the point for me, I don't care so much about making every talent equally valuable compared to every other talent, but I do think it's nice if the deity choices feel impactful and distinct.
So simple suggestion that wouldn't break anything:
-Bump it to 2 uses per day
-Make it the actual version of the spell not a lesser version, are spells like Dazzling Lights and Corrosive Siphon really so good the priest has to have a lesser version of them?
Wilder suggestion, just add the bonus spell to the Priest spell book at the appropriate level to be cast whenever consuming slots as normal. This is how domain spells worked and it would add to the versatility of the class.
I believe they do become more powerful as the game progresses, at least according to the in-game description and gamepedia.
Holy Radiance – Creates a field of holy energy around the priest, Burning any vessels in the vicinity and regenerating a modest amount of Stamina for allies. The power of a priest's Holy Radiance is modified by how well his or her Reputations align with the preferred behaviors of his or her faith.
It's quite possible that they are weak in the beta because of a lack of reputation. In the full release, I would assume that the abilities will become much more powerful as the party aligns itself to the priests reputation requirements. Of course this is speculation, but I would hope it to be the case!
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For my Cipher I'm probably going to put 18 in Might and Intelligence and I guess that leaves 2 points to put into Dexterity. I'm not sure if thats ideal though, I might need to sacrifice something for more Dex. Weapon choice could be a factor.
I would say that combat happens so quickly, that it might be better to stick with that spread, and move some points from constitution over to dex, since they get a 'low' bonus to endurance. Since they'll probably been in the back lines, it shouldn't be much of an issue. If it is getting hit, then something's already terribly wrong!
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That was very cool. I always wondered, as every time I saw your name crop up and your post count rise through the thousands, how someone could be so invested outside of the team. I always wanted to try to contribute more when I saw that you had a dozen new ideas, new bug reports, and new videos.
I look forward to seeing more from you in the next few months, and thanks for all the hard work!
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Not sure what you're looking at with PER/INT/MIG distribution.
As an aside, since I'm guessing PER/INT/RES will be the most common/useful in dialog interactions (not cutscenes though), that makes tanks pretty good main characters, which is 100% fine for me, I always pick my main as a tank anyway
That's actually exactly what I was looking at; to have a character that would be able to navigate dialogue options freely to affect the pacing through RP, not so heavily in combat. A call back to Planescape.
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So, looking at all the posts, and playing the game numerous times now, I still find myself a little confused in terms of the stats to choose for each class. This is what I currently have in mind though, as the top three stats per class-type.
Leader (Assuming a support or caster class, such as Chanter):
Perception
Intellect/Resolve (dependent on class choice, one or the other)
Might
DPS:
Might
Intellect
Dexterity
Tank:
Constitution (If high/very high bonus for class, otherwise, no change)
Perception
Resolve
Support/Healer:
Might
Intellect
Dexterity
So as you see, anything that directly affects entities on the field, the DPS and the Support/Healer, are going to have similar stats to have the greatest effect with their abilities. Tank, since enemies will engage the closest character, simply needs to be kept up. Finally, Leader role such as a Chanter (either ranged or Melee) is going to want dialogue based stats first, then rest into Might to improve attack and damage.
Any thoughts?
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I've found an issue with the Chanter and using invocations. I don't know if this is with all invocations, but with The Thunder Rolled like Waves on Black Seas, my chanter no longer continues chanting his phrases after the cast. It's only until I reposition him that he seems to pick it back up. Anyone else having a similar issue?
I haven't seen it with a chanter, but I've seen my ranged characters (ranger and BB Wizards) stop doing their auto attacks after using a class ability or spells. Moving them a bit "solve" it.
Heh, not much of a solution as it shouldn't happen... odd though that it's across the classes. Now that you mention it, I did also notice my barbarian go into a rage earlier and then stop attacking, but I didn't think much of it at the time.
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I've found an issue with the Chanter and using invocations. I don't know if this is with all invocations, but with The Thunder Rolled like Waves on Black Seas, my chanter no longer continues chanting his phrases after the cast. It's only until I reposition him that he seems to pick it back up. Anyone else having a similar issue?
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just go for a bow rogue. max out str and dex and enjoy.
Honestly, I found that if I just held my rogue back for a second whilst my fighters engaged, it was easy to pop in behind targets and melee them without concern. The rogue can take a few hits and aren't as squishy as people make them out to be. Along with Invisibility and their disengagement ability, they can easily survive a melee encounter as long as someone behind the wheel is paying attention.
Edit:
My rogue's stats are 18 12 17 14 14 9 and she has the second highest hit dealt, and damage done, next to the Druid.
How did you get your stats that high? That's 84 total, but at the start you can distribute only 78.
looks like it's with resting bonus
Aye, forgot to mention that. The highest paid room at the Inn gives a nice bonus to Might, Con, and Int I believe. Correct me if I'm wrong!
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just go for a bow rogue. max out str and dex and enjoy.
Honestly, I found that if I just held my rogue back for a second whilst my fighters engaged, it was easy to pop in behind targets and melee them without concern. The rogue can take a few hits and aren't as squishy as people make them out to be. Along with Invisibility and their disengagement ability, they can easily survive a melee encounter as long as someone behind the wheel is paying attention.
Edit:
My rogue's stats are 18 12 17 14 14 9 and she has the second highest hit dealt, and damage done, next to the Druid.
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I don't believe you can actually equip shields in your right hand (it's not working).
Just checked and confirmed, cannot equip shield in the right hand slot :/
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I don't know why people are expecting beta to be pre-game demos. I know some companies did it *cough*diablo 3*cough, but it wasn't for testing purpose. It was glorified to create hype around the game. They didn't want customers feedback and its shows. Sorry for the little rant but for me, I deem it as the greatest failure in recent years.
Back to topic, I suppose they can create a actual demo (Final build of the game), if it helps promote it.
Aye, a good solid demo like the days of old! If I recall, both BG I and II had demos, and were the very reasons I convinced friends to get both games to play online.
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After playing for a few more hours, and noticing that combat's been going a lot better now (was there an update? I don't see a new build), I just wanted to make note of combat only abilities.
While many of the abilities make sense to cast during combat, there are a few that have left me scratching my head, namely the buff spells. In any DnD, or DnD in likeness game, the rogue is set off to scout ahead for traps and enemies alike. Once located, the party now has the ability to set a trap or at the very least prepare for the oncoming onslaught. However, my priest cannot cast Armor of Faith or Blessing, my Druid cannot cast Woodskin or Firebrand, and my Fighter is unable to set up his Vigorous Defense. Now this means that my first few seconds of combat are going to be wasted trying to buff up, when I knew there was going to be trouble. Most fights it's been alright with tactics, but several boss fights have been made incredibly difficult as I lose out on my characters within seconds of the fight starting, whether to low stamina or knock downs, etc.
I suggest that Combat only abilities, at least the buffs, work instead as Enemy in sight abilities. If I can see an enemy, the ability becomes unlocked and I'm able to buff up. Maybe the use of the ability draws the enemy in, fine, but at least I got the leg up on them. Otherwise, I see very little point in scouting with my rogue...
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I'm a little more than concerned that Rangers will become pigeon holed into being a ranged attacker only. From every rpg I've played, and all of the literature I've read, a ranger is a wanderer of the wilds. This doesn't mean he uses a bow exclusively, yet most of the abilities fir ranger are geared that way. What about stalking my prey and getting in close for the kill? What about setting up a trap or snare right outside a door? A ranger should be versatile.
Also, apart from the animal companion, I do not feel Rangers are of the wild. Nothing really sets them apart from fighters. How about being able to track animals for food? Forage for ingredients? Identify what creatures have recently traversed the area so I can prepare for the ensuing hunt? Maybe it's asking for too much, but I'm not feeling like Aragon or Drizzt. I feel like a commoner who tricked a stunted wolf to be my pet.
Dialogue Sound issue glitch
in Pillars of Eternity: Technical Support (Spoiler Warning!)
Posted
Reporting in on this issue as well, GoG release. Doesn't happen on every character, but Durance and Calisca are affected by it. Not sure if it's related to the sound loop you get with the scroll closing, that was goddamn awful. Although closing and opening the game helped with that issue...