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Everything posted by DigitalCrack
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Well, they are adding smallswords so it is totally possible they'll add more weapon types, some of which may be exotic. They also confirmed a new gun that fires mortars and apparently all the guns are getting updated. Hadnt actually heard anything yet for melee weapons so nice to hear there is at least one addition.
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You do realize that 1 class can fill almost all of the roles? For example, the fighter class can be a tank - and the best tank in the game in my opinion - a semi tank and a dps - even a ranged dps-, that is the beauty about this game. Yes, the roles are rigid but the classes aren't. It's something that the community realized pretty quickly, there are hundreds of builds, even I created one with the help of Nerd Commando. Josh talked a little about all of the builds we created and he told us that he used the builds to balance the game, I think that the Q&A he said that is on the youtube.The only role that is static is the healer, there are only 2 classes that can heal well, priest and druid, but priests are much better in healling. You played PoE1? You do realize that party centered RPG's tend to have rigid roles? Played through PoE1 multiple times now. played all the infinity engine rpgs as well back in the day and their enhanced counter parts now and have done so sucessfully without following such a rigid role structure. So not sure what your point is?
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@molotov for someone using "more options" as an argument for 6 vs 5 man party you came up with a very rigid set of roles and party makeup... the design philosphy of the game was built around people being able to go with whatever roles and party comps they wanted and still be viable. So it doesnt make sense to argue that YOUR pigeon holed view of roles and party comp is enough reason to justify 6 over 5. your arguement is totally premised on these "community defined must have roles" thats no different than saying "well some us really like playing this way and it works better with 6 than 5.."
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Cannons?
DigitalCrack replied to Osvir's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
the last Q&A they brought up a new gun that is basically a hand cannon. fires AoE rounds. -
Whips
DigitalCrack replied to Narcolypse204's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I would be all for additional melee weapons in general considering that guns are getting an upgrade and a new gun entirely that fires AoE explosives (real thing) all confirmed in the Q&A yesterday. So considering that I would like to see melee weapons get a similar pass and some addtions. -
Wth... thats a very weird rule then. So they basically arent subclasses then but more like 5ed d&d paths well listening to the different Q&A's so far its confirmed that all PoE1 orders and dieties will be there own subclass so even though there wont be a vanilla version both will have more subclasses than the other core classes.
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Gore - Gibbing
DigitalCrack replied to gibonez's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
been said already but more attack animations for sure and then have deaths at least be varied depending on element used to kill them. -
honestly having different bonuses for each human sub race simply would reflect a difference in the environment they were born and raised in not a reflection of them being biologically advantaged based on skin... seriously cant believe human sub race bonuses in a fantasy game is even a race issue for some people...
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That's a bit unfair statement. the ruling aspect and defending your claim to it was awesome and very much in line with the tone of the game. loved that aspect of it. I do wish more of what you built you could interact with, so in that respect yes some upgrades were pointless bonuses to resting there...
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like what I am reading! only thing I would add would be 1 (base) class specific upgrade. so each class would have a single unique add on with a unique function for the ship.
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One thing I would have liked to see in pillars (holding out hope for POE2) is an option for each class to be more active or passive ability oriented based on class talent selection. I feel like class talents were a missed opportunity and could have been cooler if they changed a classes basic function one way or the other. Like for the chanter your passive build would be what it is now where you build up for powerful summons but then have talents that changes how chants function to make it more active oriented. So the active version would be that each chant has two active abilities that you can utilize if you have that chant equipped. So essentially a grouping of 3 chants would give you six active abilities that can be used anytime. However when you use one of the two actives the corresponding chant goes into cooldown similar to the way it works now. So essentially chants no longer buff and build toward a single big evocation but but grant you two active abilities for each chant in your song with a max of 3 chants. I know it seems complicated but just an idea to make each class as passive or active as you want it to be.
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A suggestion was made for more class talents and I would agree with that. Phrase/innvocation is perfectly fine I think people just want more active abilities to use in the meantime. Which chanter is a good class to use to pick up talents like envenomed strike or other nuetral active abilities since they can actually use them without taking away from their class abilities.
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Building up phrases is slow, I agree with that. However I use invocations all the time and I am playing on normal. Although I pretty much don't use any abilities for small encounters outside of chanter and a few per encounters from my other party members. So my minor battles prob stretch out longer than people consistently using abilities.
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How to play a chanter
DigitalCrack replied to Michel07's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Once you have constructed a chant, it will automatically start and persist while in combat. While your character auto chants he also accumulates phrase points which are displayed in a small yellow circle-like thing in the bottom right of the character portrait. Once you have 3 points you can cast 1st level phrases by using them like a wizard spell. -
Quest Bugged "At all Cost"
DigitalCrack replied to Lauro's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I ran into this as well and actually if you keep playing combat will no longer end properly. As in not resetting everything like my chanters chant counter remains at whatever number it was at upon combat ending and other similar things.