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Posts posted by tinysalamander
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Pillars of Eternity 3: EEE
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This might be a bit of a radical idea, but you actually can turn off your speakers or take off your headphones during the narrated segment as a work around.
(Don't get me wrong, I actually like the narration).
Turning on and off speakers (while guessing how much time narration will take in case it's between the lines) is surely not the most enjoyable thing to do.
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Still remember when I've chosen some cipher level 1 power (Antipathetic Field, I think) which says the beam will affect enemies between you and your target except it will affect anyone, friend or foe. Party didn't approve. That's downright sabotage.
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How do you envision the move away from talent trees? Could you elaborate more on your idea?
As I'm seeing it, since talent points is a limited resource making the player choose what is essentially the same talent multiple times is just not fun (although it can be mechanically effective). What needs to be done is to evaluate whether a given talent is good enough choice (more or less) throught the time you can select it till max level. If it isn't you don't create Greater/Better X talent, you make it so that this X talent scales at some fixed point(s) where appropriate.
Although, I suppose, as hilfazer mentioned it's more like lines in PoE2. D&D and its descendants seem to like feat trees for some reason. I don't, though.
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An upgrade to Far Casting and Rapid Casting to increase the effects further.
I'd rather suggest we move away from talent trees and if those 2 aren't up to the task they should improve with character level.
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I know Josh was talking about pitching a Final Fantasy tactics type game using the Pillars universe.
*throws money at the screen*
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IMO, leave pale elves as is, and make fire godlikes +4 burn armor plus something else.
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Calm down there bud. I'm not assigning my own meaning. I literally just told you that no other RPG I can think of does it this way.
Since when you have to do a game only the way it was done before?
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I think I'd rather see schools go. Not sure what I'd replace them with, though. Maybe keywords themselves are enough and you'd just specialize in some shtick, not the whole school of arbitrariness.
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Folks you know you can still have Pallegina there even without Josh writing her right? He can always consult.
It's not the sameee.
One can not enter the same river twice ¯\_(ツ)_/¯
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It's a joke basically.
Did you actually click on this option to check it out - or did you immediately file a bug report on seeing it?
I didn't because… it didn't sound like a joke? %)
Ok, that's kind of a weird way of going about it if I don't understand it myself. But, well, ok then, thanks
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So, I've just imported my PoE1 save and…
Why is "Who are you?" shown as a result of my PoE1 actions? I had Edér all the time, unlike Durance, whom I never allowed to join. Or is that icon not what I think it means?
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I'd rather not have any prequels. They can't live up to what you have in your mind when you pick bits and pieces in my experience.
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I think its more the case that Obsidian wanted the items to be "unlocked" rather than given to the players. Steam players had to find codes scattered across the internet, GoG players now can unlock them with Berath's blessings.
Which kinda sucks for those of us who only play once. Well, fortunately, there is alternative solution.
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I suppose it's frustrating to have to start a new game, but given the limitations of GoG and non-dlc content, it's probably the best implementation save for dropping all of the items into every player's inventory from the start (which, given the novelty-item nature of some of them, I would find immersion-breaking).
I'm not seeing how GOG cannot wrap a file or two into a single "DLC".
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I mean it's basically 1/encounter as long as you have food and don't give a damn about immersion (unless you roleplay a narcoleptic of course).
Or you treat your rest as a short rest and move on. I think I checked actual date once when I started playing and that's it. As for day/night cycles I think it's more of a problem that for some magical reason whenever I'm playing it's mostly night (in-game) which makes it a pain for my eyes %)
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- Multiclassing works fine in d20 systems. Spell level progression and number of spell slots are tied to class levels. If you're multiclassing Fighter/Wizard, you will have fewer spells and progress in spell level much slower than a pure Wizard (based on when you take Fighter levels instead), but you'll have more HP, have the bonus combat feats, better accuracy, the proficiencies, etc from the Fighter levels. In practice, though, it's almost never worth sacrificing caster levels and progression for being a half-assed martial class unless it's via a purpose-built class (like Pathfinder's Magus, for example.)
Doesn't that mean it's actully not working fine?
[shameless RoC's Legend ad here]- 2
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Is it time when priests go full mana yet?
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I don't think PoE needs minigames at all >_>
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I can finally start my playthrough (as in “soon”)… Waiting was hard
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Mentioning paladins and priests subclasses as examples for subclasses which add no improvement to their vanilla class didn't really qualify as proper argument - because there is no vanilla class.
IMO, that's being a bit too literal. Just choose whatever you feel like as a base a compare the rest to it.
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Clearly, it should be a knife.
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Thou shalt not take enemy ship as it is rightful property of Ondra.
A Special Announcement From Obsidian
in Obsidian General
Posted
It was good while it lasted, I guess.