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Jorian Drake

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Everything posted by Jorian Drake

  1. Finally found my orlan portrait again. If anyone else wishes to use it here it was, made with Dex's aid
  2. I've had a previously requested portrait, can't find my request in my user page though. It was already fulfulled but now I have a new PC, and need to download the files again. Can someone please help be find it? It was for a female orlan cipher/rogue.
  3. which subclass would you recommend for rogue, or no subclass? It wasn't as much a 'build' just what I already naturally picked in PoE1 as my main character, but Hearth Orlan as race would give you the racial Minor Threat ability which is nice as a rogue. I suggest to decide either on basic rogue or Assassin on rogue-side, especially as a ranged fighter HP doesn't need to worry you as much, while my own Cipher/Rogue main char is ranged with Cipher abilities then going into melee with two daggers. If you like a more 'piratey' feel perhaps use sabers/pistols instead, and if you want a norse raider flavor instead consider dual wielding hatchets or battle axes (although for this I would rather suggest a Streetfighter combination with Fighter/Devoted)
  4. a club with slash/bludgeon damage type or, in the game the player char is asked how he wishes to wield it and appears in inventory as either sword or club
  5. Eh, didn't visit this page in ages, seems like most comments are missing and it looks like I just talked to myself o_O

  6. I believe they are in the Roaming section but forgot the specific place
  7. Not impossible that an expansion will see further subclasses/deity options added
  8. Actually not a bad idea to do. In PoE1 we can already eat other souls or manipulate others, why shouldn't a cipher be able to do it to itself? That would be like how in Shadowrun/Cyberpunk people intentionally cut out/off body pieces to replace them with cybernetics to improve various skills. A cipher could alternate or steal memories for its own use and benefit, make the soul immune to some things like being frightened, or immune to manipultion by anyone else (charm effects and such) edit: also, obviously recall knowledge from past lives to increase skill levels or (re)learn abilities, maybe even from other classes.
  9. Unbroken is a great multiclass option, to be honest I believe some subclasses are designed with clear multiclassing combo choices in mind
  10. A galleon is majestic and large, I played a lot of ship related games like the Port Royale series (avoid PR3 like hellfire) and would always pick a slow, but majestic galleon which can carry a lot more loot and crew over any other ship, any time, except if you offer a fantasy option of a flying ship or airship (I mean either fantasy magically flying ship, or actual airship)
  11. I am one of those who don't care much for being 'Optimal' and go for fun things, like with my multiclass characters. I truly enjoy the Cipher/Rogue but I had such a mixed background for her in mind already during PoE1, in fact I restarted once from Rogue to make her a Cipher primary who has that lesser backstab ability after the expansion got released. Not to mention roleplay and flavor-wise it was also a good decision as I later got to know to play as a female orlan ex-slave (deadfire galley) cipher got a lot more background/class related unique dialogue options than most other combinations (in my case of pale elf aristocratic druid I barely ever got any) I will avoid calculations for now that show which class/race/background combos are most immersive and often involved, but at one point I will certainly try that, even if the actual class(es) in question I don't like or find effective.
  12. It isn't just 'cause of lore', other than that what really matters for a company, the commercial, business side of the choices were right as well. It just happens that this time the lore and market opportunity overlap.
  13. "American accent in CRPGs. Yes or No?" I am Hungarian and play RPGs now for over 20 years. If you start discussing languages then I should start with asking why even speak in any form of English to begin with? In the end the used language doesn't matter, unless you want immersion and make a game in something like let's say a fantasy India and you want Indian dialects, or a fantasy Mongolia (under whatever fantasy name these would be called) and have Mongolian voice actors. Accents and dialects don't matter if the game is not taking place on Earth, especially if you don't play games in the published languages (like sometimes the case for US-ians with Japanese or European games) worrying over these makes absolutely no sense anyway. edit: looking through above comments I note I wouldn't mind a campaign taking place in a region where everyone speaks in Polish, Lithuanian and German instead of English and have this all be subbed for those players who don't understand these languages. It would be quite refreshing from all the standard 'everything is English' games.
  14. In PoE1 if Aloth had "Aloth's Grimoire" why would anyone change it to something else, insteado f just changing the spells inside of it? It was better to go this route of grimoire swaps (but with ability to rename the items) or no option to pick up further grimoires but copy all spells from them.
  15. Priest obviously, as you basically can't even play without a 'subclass'. Then sadly Ranger, although a melee multiclass Ranger with animal companion can be awesome (but we discuss only single-class characters here) thirs on my list would be the Chanter, I don't see why Rogue or Cipher has so many votes as those two are some of the very best classes in the game. My main char is a multiclass Cipher/Rogue.
  16. Indeed, there were a lot of places in the old classics as well which you might have stumbled into and had not much present either, other than perhaps a random encounter. Just because a place exists it doesn't need to actually have anything interesting in it, I consider the mere existence of maps and their designs something worth and reason enough alreadys to explore all places.
  17. You're sailing in it since the start. A game dungeon doesn't need underground tunnels to be a dungeon. If some places are left out developers can just pack other places more full with NPCs and quests, I assume that would've happened without the backer goals reached: A smaller map with fewer locations but packed with more things (and perhaps fewer unique portraits, voiced lines, and loot, other than obviously fewer unique locations)
  18. Because in the Deadfire region it makes much more sense to have a ship than a castle, and this IS the pirate spot like the Caribbeans are /were on Earth. I don't see how this differs from classic/traditional RPG to begin with, and I actually like that you don't have to travel for days back and forth between your stronghold and your active location. I honestly hope the next game will also have a mobile stronghold like a wagon/caravan (think Banner Saga) or maybe an airship. You can change your ship and its style/colors too, which is a bonus as you couldn't change PoE1 stronghold's architectural style or even place flags and such to make it prettier. (THe only thing I AM annoyed about is that PoE2 ignores whatever ending you had for the stronghold, as it just gets destroyed no matter what) Well, the Caribbeans also had a lot of smaller islands which were often barely visited, had nothing on them, and sometimes were picked by pirates exactly because of that to become a pirate den. It seems not many people here ever played the Age of Pirates or Mount & Blade series or Risen 2. PoE2 has a lot in common with these just in isometric view. That the main character doesn't have to go to every merchant, craftsman, or tavern directly to fix the ship, improve it or to hire crew after talking to all of them one by one makes PoE2 already have a simplified system, although I wish we could buy extra treasure/island location maps from merchants. I'm also surprised we aren't allowed to design our own flag ingame, to pick colors and symbol/pattern for it. I'm personally pretty happy with the outcome, sure it could be further improved, but I hope PoE3 will have even more options for designing/expanding your home base (be it a castle or something else). At the very least PoE2 already addressed the weakest parts of PoE1, which were to always having to walk a lot to return to your base and it being pretty empty and lifeless. To those who really dislike the game or the pirate ship theme: The game gained a lot of positive reviews and praise, currently no other notable pirate themed game is released either which should make profits even better, from a business perspective the choice of location, style, theme, and methods of the game were a very good decision by the devs. You know what I really do miss? It is the minor banter/reaction from your char/companions if you madly click on them, like in Baldur's Gate or PoE1 this was the first thing I tried arriving in the game. Them being annoyed by your pestering was fun and Pallegina's orgasm-like reaction was hilarious. I might use a voice pack mod just to get some of those back.
  19. I just want to point out that converted shadows on the 'pencil layer' can end up creating weird lines, like in case of above girl who seems to have a cut across her throat. One can safely delete such lines before continuing the work.
  20. I barely started the game so I don't know yet, are you actually able to capture and sell enemy ships, or maybe build an allied/loyal fleet with them? Would be neat to build up your own forces / faction, perhaps even a pirate den or harbor city, but if you can't do these then I see why the ship combat might annoy people.
  21. I suggest you discuss this with Fionavar in PMs or turn directly to admins
  22. Actually no, it isn't obvious. A branching tree can still have than more branches, most people would assume they can pick multiple related skills as long they have the preprequesite skill for them.I doN't see why this couldn't be allowed anyway, a character only has a few points to spend on abilities anyway so let the player decide more freely on what they get used on.
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