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Jorian Drake

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Posts posted by Jorian Drake

  1. On 9/1/2019 at 6:53 PM, Jorian Drake said:

    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.

    Finally found my orlan portrait again. If anyone else wishes to use it here it was, made with Dex's aid

     

  2. As @boeroer knows I’m whining on this ability for a while, and here come’s the newest op combo of cleave, which I read from another forum.

     

    As we know cleave does an 360 degree full attack. That is what we know. But! The point is this full attack can include range weapons :)

     

    So if you kill someone with melee wean and triggers full attack, you shot everybody around u with offhan pistol if u go sword/pistol.

    Almost as good as Legolas with a bow then

  3.  

    Beguiler/Rogue is amazing. Give yourself high INT for longer spell range and longer Affliction durations and high MIG for weapon damage. At higher levels you can inflict all enemies on the field with Flanked (Phantom Foes) and then pick them off one by one with Sneak Attack's bonus damage.

    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. Ciphers thing is manipulating people souls. Manipulating your soul seems... irresponsible.

    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.

    • Like 2
  5. 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.

  6. I like how your reasoning and arguments are "Cause lore"

     

    Wish i could close my eyes, stick my fingers in my ears and live content in a nice safe and simple lore bubble, haha.

    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.

  7. "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.

    • Like 3
  8. Apparently wizards, as usual, become godlike at high levels, even with these changes.

     

    Grimoires, you're supposed to swap them around now, which nobody ever did in POE1.

    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.

  9. 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.

  10. Huge areas are left in IWD and BG2

    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.
    • Like 1
  11. I'm nearing the end of the game now.  I've completed all the side quests, companion quests, and bounties, explored the whole map and visited every location available before the end-game.

     

    So far, I really do love the game.  But I've noticed that there are no real dungeons in all of Deadfire.

     

    You're sailing in it since the start. A game dungeon doesn't need underground tunnels to be a dungeon.

     

    I'm confused what exactly Fulvano's voyage is. It was a backer goal, but most of the islands on the path were integral to the faction sidequests:

    https://forums.obsidian.net/uploads/monthly_05_2018/post-43623-0-84885100-1526242014.jpg

     

    So would we just not have gotten Crookspur, Wahaki, and the Principi if the backer goals weren't met? Because otherwise, only Drowned Barrows and Splintered Reef are left, and those were quite small.

    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)

    • Like 1
  12. Yeah i'm not sure why they felt the need to turn the classic/traditional RPG into Pirates of the Carribean...

    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)

     

    I agree on one part tho but thats another topic entirely... a lot of islands are ****ing boring holy ****. Seriously they packed like 10+ islands that have nothing on them. A pond with 21 water and some gay rice farm to vendor your crap? wtf is the purpose of jam packing the world map with empty zones. Imagine in poe 1 if you had a full zone size of i dunno... district of Defiance Bay with just some berries on a bush and a wandering generic "Lonesome Merchant" that sells flint and tinder + camping supplies. People would flip the table having extra loading screens just to explore empty zone... this is what those empty ****ing islands do to me.

    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 was one of the people who felt like the stronghold was "tacked on" in the last game, but this was NOT what I wanted instead!

     

    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.

    • Like 2
  13. Because you already picked another branch of that skill if it's not obvious. You can pick only 1 evolution way

    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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