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plethoraoflies

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About plethoraoflies

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  1. I think it would be better if there was a separate option (that you can't re-enable once you start the new game), rather than just fitting it in with Expert mode. Some of us like Expert mode & having the TAB functionality... I'm not playing a "find the differences between these two pictures" games or whatever those are called, I don't want to spend time scanning every pixel with the mouse cursor... I'd rather spend that time with the game's story & combat. You'd remember where every one of the containers are anyway, after one or two playthroughs...
  2. There really isn't any fix for this? This is absurd. It makes the fight impossible and therefore that entire level impossible to cross, since that druid - at least in my case - always casts the spell in the exact instant the combat starts... I know because I've had to retry the fight a few times (not all of them because of this particular spell, just me being a noob). I only noticed the effect doesn't go away once I've actually won the fight. Even if my main character isn't affected, I'd rather not have any of my characters die, at all. It's weird, because I've encountered druids before (ogres and non-ogres), but it didn't happen in those cases. This needs to be fixed asap!!!! ~ EDIT after testing ~ 1) saving the game and loading that save file fixed it for me - be sure to use a separate save file just in case though! 2) after loading said file, Sagani was still affected by the debuff as if her pet wolf was dead - which was not the case -> the fix for this is to climb back up at the keep, dismiss her from the party, then have her join the party again - the debuff will be gone. I assume this applies if the main character is a ranger as well. however, this should still be fixed asap!
  3. Traps. I love 'em. When I found out they're recoverable with a successful disarm check, I was overjoyed... only to be immediately dismayed when I saw that you can only place one at a time. Why? I get that it's most likely a way to avoid abusing them (even though, it would be hilarious to see something like a dragon be taken out instantly by dozens of traps) but it could be easily solved. For example: -number of placed traps at one time proportionate to Mechanics skill; -have the traps' strength and damage, again, proportionate to the Mechanics skill; -give the enemies the ability to detect traps (not sure if they do this now, but from what I've seen, they can't) and avoid them. or any other number of ways.
  4. Perhaps this has been mentioned in the entirety of these pages of replies, but... First of all, no, there is certainly not a propensity of one class to be exactly what you expect it to be, I think you might have imposed that on yourself - as have I, when I first played it back in the beta stage. I've waited for the release and since then I can't stop playing it. I'm only 20 hours in, and with each moment that I play, it occurs to me that it's exactly the opposite. The game offers immense variety in customizing your characters/classes. What I'm trying to say is, no, there are no archetypes - only to a certain degree. Of course you probably won't have a wizard charging into battle in their underpants against three ogres wielding a two-hander or something like that. Obviously, you're gonna have some characters designed to hold the front line, others flinging spells or what have you from the back. But oh man, there is a lot of diversity in how those things could be achieved. Off the top of my head (different tactics that I've applied according to situation) - 1) have someone place a trap in a chokepoint then lure the enemies into said trap, only to have them barraged by spells or arrows; 2) always handy to have at least one character with a long-reaching weapon like a pike (I particularly like to do this with a priest, since he will remain in the middle of the formation and his buffs will affect everyone); 3) wizards can wield crossbows too, you know. or any class, for that matter. no need to waste precious spells on every pack of weaklings. 4) again with the weapon sets: there's a reason why your Cyclopedia updates itself when you kill a certain number of one specific enemy - you learn the weaknesses, and therefore can prepare accordingly - throughout your entire party, you could have Piercing/Slashing/Crushing damage ready to be delivered in the right direction... and so on... I'm certain there's a lot more. Seriously, as much as I adore the old IE games (therefore, the D&D ruleset), it's so refreshing to see a NEW cRPG system so well-made and implemented - and I'm certain I've only grazed the tip of it. I'm only now getting the hang of it all... it's all about how much patience you have to let go of your presumptions of what X class should be. And if you truly want it to be the way you imagine it, there's nothing stopping you... by all means, hire adventurers at the inn and make them all impossibly tanky and fill your party with them. What's stopping you? As for the spells... I dunno what to say, perhaps you're not using them right. Since you didn't really offer any examples or anything of the sort, I can only say that from my experience I'm a hell of a lot happier ever since I got a certain priest in my party, who keeps the rest up and fighting through the toughest of encounters. - and a side note, as the case is with the IE games (and D&D, as well as other RPGs), do NOT underestimate 1st level spells... be they from wizard or priest. Scrolls are useful too, and they can be used by other classes as well, provided they meet the Lore requirement. I'm not trying to sound condescending (even though I probably do, sorry), but experiment and have some patience. My first try at the game was an abject failure, I admit. Not gonna talk about real-time vs. turn-based, as that was addressed by someone else a few pages back, and they made a good point (in short, it comes down to just personal preference, there's not one that's superior over the other. At the very best, it's how well they're implemented in the entirety of the game. And I think in this case, it's damn well good). I've made a fighter as my main character - the one I have been playing for the past 20 hours. Partially because I remember how versatile they were in the IE games, and partially because I thought it was a good idea not to pick a class that would only add to the overwhelming task of learning a completely new rule-system, like a cipher. I have to say, I'm impressed. Like, a lot. Sorry for the rant. Just couldn't help myself.
  5. These look nice, good work! I was actually wondering if you could import portraits into Pillars of Eternity as you could with the IE titles , I always loved that tiny feature. How, exactly, does one do this in PoE?
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