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sucinum

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About sucinum

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  1. I am not the greatest fan of permanent combat as well, but found out you can play really large parts of the game peacefully and you have a lot of options in picking your fights. There are even signs in the quest log for difficult quests, just do the easy ones first and you will be overlevelled during most of the game - only a few fights in the north western part were a bit hard for me. I worked a lot with the AI scrips (basically set the most important buffs and debuffs on "always") and also put heavy armor on my soft targets and robes on my melees - might sound counterintuitive, but helps making sure the enemies don't rush for your casters. My main char was a crowd controlling talky guy and very robust (Skald/Trickster with Sabre/Small Shield), so few things could surprise me. Tekehu is a great caster for this playstyle, since his AoE attacks don't hurt the party and you can spam blindly - the AI can't get this wrong.
  2. I had a Skald/Trickster front row guy, maxed his crit chance and used a lot of crowd control songs.
  3. Isn't that exactly what Act 3 of the game does? At the volcano, Eothas basically (not clearly, though) tells you that he will wait for you at the wheel and the quest log explains that preparations are required to cross the endless storm. Up to that point, it felt like a chase - and led me to enter the volcano totally underlevelled (good thing you can avoid most of the fights). Also the preparations you actually need to take to sail alone - buy a sail and hull at one of the first guys you meet in the game - are a bit off compared to pleasing the factions. I miss something like "collecting the pieces of the mythical adra compass". That would have actively motivated you to explore all of Deadfire, much more than the sidequest from the cartographer. The locations even could be randomized to increase replayability. Wow, what fun that could have been! I rather wonder why the sense of urgency was introduced at all, with your soul being at stake, footsteps on the digging site, Eothas raging through Deadfire, etc. The game feels a bit overloaded at the start, you have to grasp new concepts like seafaring and also time is of the essence. For me, it would have been a better game if you decide to go seafaring on your own and Caed Nua gets destroyed later - probably during the same storm that traps you on Beginner Island. This leads you personally to meet Eothas at the volcano and have the "meet at the wheel"-talk. You wouldn't feel rushed all the time then.
  4. You Maia is crazy I was watching Cohh's playthrough and was like NOPE. Least Xoti is open about being loony. Also the variations you get in the conversations depending on personality makes me think when most of the bugs are gone this'll be in my top ten of games. Cause I really enjoy it even though some of the bugs makes me wanna throw my keyboard out a window so when that's fixed and if we get really good dlc :D yeeess. I never had her in my party because of that, but I wanted to try out another ending of the game. That probably explains the weird timing of her request, I suppose I gained a lot of favor with her during the raid. On the other had, that is a good fit since it explains her character very well.
  5. Maia trying to romance me directly after the assassination of the queen, between all those corpses, was the weirdest thing ever.
  6. Sorry for cutting your post into two sentences. I think that is the same problem. The background story is great, but it doesn't really unfold and also doesn't really connect to the personal story. How about this setup for PoE2: You have Caed Nua and stuff, everything fine, and then decide to go seafaring to solve whatever threads PoE has left open. A little quest or two, maybe an introduction to seafaring and then, boom, storm, stranded on beginner island. You do sidequests, repair your ship, get staff etc and set sail home to Caed Nua, only to find it devastated. You get some leads, Berath tells you stuff (basically the intro) and find out that the storm almost sinking your ship is connected to the devastation of Caed Nua. End of Act 1 (or probably 0), THEN you go charging for Eothas. You could even introduce a NPC (Serafen probably) who gets lost somewhere in between that and you recover him again. It's almost the same start, but now your motivation is actually in the game and not some flashback. The sense of urgency is introduced later, after giving the player a proper tutorial and introduction. As it is now, there is too much tiny stuff to do, contradicting the epic story. Maybe the game is better the 2nd time you play it, when you don't have to find your way around.
  7. I am a few hours into Deadfire and can confirm that, the pacing just feels wrong at the start. One day, you watch the gods discussing and get the feeling that this is an important matter. The next day (actually a week later, since you travel by ship) you start running errands in a really huge city. Eder even makes a comment about losing track. Also you have a lot of stuff to micromanage, especially your ship, but also companions, factions and your personal fame. You have to make a lot of choices, like distributing skills on a borderline overwhelming skill tree, but can't really judge their outcome, since combat is very rare. And select a ship crew out of lots of NPCs, which all have different skills and character traits. And spend money you don't have on ship stuff you can't judge what it does. And hey, your cook broke her hand and morale goes down, since you don't have beer on board, manage that! Also there are several factions you can side with or not, but don't really get an idea how and why that matters and what consequences this will have in the future. There is one larger dungeon (a mansion of some kind), but the reason to enter it seems miniscule and also requires to take a side between two factions, where you can only talk to one of them. All other fights are simple brawls, a lot of buildings and persons have no meaning (yet). I feel very lost and without a red thread. I know sooner or later everything will be pieced together, but the start is really rough. First you are drawn in, then you are let go. Everything you do feels pointless compared to your really important main quest. It's still a good game, don't get me wrong
  8. Yes, it does break the game. I restarted for the expansion and completed Defiance Bay, White March, Caed Nua until level 13 and the quests from Dyrford Village. My next target is Cliaban Rilag and then the hearing and Act 3. But my characters are already level 12! The next few hours will be mindless slaughtering. I have written a few ideas about that already, maybe in the wrong forum or not: http://forums.obsidian.net/topic/81620-white-march-balancingdesign-ideas-so-so/
  9. I have to emphasize that I really like the story and the maps of the expansion, altogether it's well done.I have started fresh once again and regret nothing! But there are some things that bother me: Soulbound weapons are class restricted, even when it makes no sense. I'd really have liked the Great Sword for my rogue. My Paladin uses a shield and the Barbarian two weapons, so they don't really have any use for a twohander. Also my druid might have liked either the Hunting Bow or the Quarter Staff. Bad luck. It's not that I couldn't make it work, or respec or whatever, but since that's my 4th playthough, I kinda had an idea for my group constellation. About NPCs I am really happy that there is finally a rogue NPC, especially since getting the mechanic gloves is still random and none of the other NPCs makes a good mechanics guy. I have finished the game as a rogue before for that reason (I didn't like creating "soulless" custom hirelings), but now I have to say the game actually gets better if you have Lore and Survival instead. Your character can do more cool stuff (disabling feels obligatory rather than cool) and has better dialogue options. And while I know it's storywise totally ok, I still didn't like that you find it at the end of a heavily trapped dungeon. I basically had to train a replacement trap guy until the point where I found the Devil of Caroc, then I had to retrain. I had chosen Grieving Mother, so that was a lot of work (clicks). I really enjoyed how you got the monk NPC in your group and it was quite useful that there was a merchant selling monk stuff close to him. But this guy is every kind of useless for me. Maybe it's me not being good at monks (I solod the game with one, but it was a pazifist run), but I can't get a monk to work without interrupt. Well, getting -15 to interrupt from attributes basically locks me out of that guy. I planned him to be my "mageslayer", but he goes down very often and makes me rest a lot because of that. I was really planning to play with the 2 new guys, but I think I will kick him out. Or maybe I give him a shield and make him tanky, not sure yet. Experience/difficulty I did everything of Defiance Bay and a bit of Caed Nua before entering the White March and got to level 9 that way. The White march feels a bit on the easy side now, but is still challenging enough. But I fear that Dyrwood will be very boring with level 11/12-heroes and maybe even the whole rest of the game will be too easy. I like that have a lot of options for the midgame around level 8, but that also means that every option but the first you choose will be too easy. And in a vanilla playthrough,you have lot of incentive to do the White March first to hire the NPCs there. That is of course a general problem with choice and I could counter it by increasing the difficulty. Also the monsters could level with the group, but that is very cheesy and destroys every sense of progress. It's somehow ok for named monsters/adventurer groups, but it's very stupid if trash monsters also level and some young wolf you overlooked in the starting area can later challenge you highlevel group. I still think the areas should somehow interact, maybe by introducing recurring villians. For example, there could be 3-4 assassin ambushes at fixed points in the game - but you will always fight them in the same order (easy to hard), no matter where you fight them first. Or you have some kind of nemesis who you hunt over the whole world. He will always escape you and will grow stronger with every encounter. The monsters could reinforce because they have heard of you (like villagers also do). So they hire a few extra mercenaries - and even tell you so ("Hello adventurer, I have heard of you, that's why I hired those 2 priests when you approached my lair")! That's far more elegant than auto-levelling monsters, because your progress is still honored. I hope you can improve on that. Otherwise, the next expansion might break the whole balancing, because you are almost constantly overlevelled. I tried not to go overboard with spoilers, but still feel it isn't spoiler free.
  10. I didn't even hear half of the voice acting since I read faster than they talk. Unless there is a scripted scene with actual acting, I don't need voice acting at all or only the most important dialogues.
  11. Yes, I did that. The Doemels are quite strong and can easily kill everybody in the warehouse. I still got added a single kill for whatever reason, either because Verzano is plot relevant or one of the Doemel guys counted as ally to me and did a killing blow. Altogether, siding with the Doemels increased my killcount by 2 and I did every quest they had. Very pazifist guys.
  12. If you do the warehouse quest in Ondra's Gift first, you can side with the Doemels. In that case, you get offocially sent to the house in Copperlane. That might be the requirement to get this dialogue option or another way to not kill them - not sure.
  13. I found that 175 kills is plenty if you refrain from clearing maps and dungeons. You can do almost any combination of quests if you sneak around and only kill monsters which are quest relevant or blocking your way. When finishing the game, I had around 120 kills. I could have had far less. Blaidth Golan (found in Sanatorium) is a really helpful armor for the end fight. Also a high running speed (I think you will get Boots of Speed every time in Sun in Shadows) helps dodging spells and separating enemies. I had no problem fighting the mobs one by one, even without a complicated setup of traps and monsters. I only had to spawn mobs a single time to lure Thaos away while I killed the first golem. Then I went for Thaos, after reducing his HP he is unconscious until the 2nd golem is done. The 2nd golem was in the south and hadn't seen me so far and was an easy kill then. Since you already had party members in your group, denying you the solo achievement, you can sacrifice the NPCs in the blood pool and create adventurers.
  14. The Doemels are my favorite. They have no prejudice and, in an adamsmithian way, increase the wealth of everybody. The Knights and the Dozen are stuck in prejudices and principles that don't allow them to have a clear view on the world and thus they act evil even when they try to do good.
  15. It's not only your level of stealth, also running speed helps a lot getting out of line of sight in time. I did my pazifism run with far lower stealth, but I didn't enter Caed Nua at all because there's not really a point in that. I was able to sneak the Skaen temple and Ogre Cave, but had to fight in Heritage Hills and the Cialag Ruins. You can do the 3rd act peacefully with your stealth, if you don't do all four god quests: Hylea and Rymrgand are surely doable, Galawain maybe. Not sure if you can avoid the fight directly before the hole, everything else on the Burial Isle is already free to go for you. In Sun in Shadow, I had to fight 2 times on the first level, the second level is easy to sneak (but the first of the Dragons is mandatory to fight i think). Not sure if you can sneak the first level at all, there are very narrow floors.
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