Everything posted by tinysalamander
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Trinkets?
I’d like to place a book in trinket slot even if it does nothing in battle
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Killing Eothas speculation.
tinysalamander replied to Bozalosc's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)Well, https://imgur.com/a/rjQ8x (PoE1 ending spoilers, obviously). Which assumes I am not planning a great deicide for the reason of thou shalt have no gods. Although if he is a somewhat of a good guy after all starting with him might be problematic as I’d remove the force that stands in the way of divine maniacs (besides the usual fact that killing a good guy is problematic). Removing them from positions of power without killing might be an option as well, but I’m not sure how it should be done. Or maybe some killed, some removed from power.
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Dialogue in Obsidian Games
tinysalamander replied to captainfish's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)As long as they are all Edérs… ツ
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Thoughts on Wizard Summoned Weapons
So, assuming Arms Bearer still exists, is it strictly better than the spell now?
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Simple rebalance for Res/Per/Dex/Might
I don’t think symmetry is required, personally. A different effect for Resolve will give it more identity than anti-Perception.
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Suggested Change to Vancian Casters
I’m not sure there is an empower option to double spell power every 24 seconds
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Resolve! Huh, What is it good for?
Governing both accuracy and deflection looks kind of weird. Easily explained in that your better perception lets you hit enemies while it also lets you see the attacks coming a little faster allowing you to gain deflection. Makes a lot more sense than the new Resolve being stronger spell casting and deflection because deflection used to be part of Resolve when it was all about concentration and stopping interrupts. I'd go the extra mile and then swap Intellect and the new Resolve. Intellect would cover spell damage and Resolve would cover duration and AoE. Nah, I mean mechanically. It might sound logical (for some values of “logical”), but gameplay-wise making a stat both offensive and defensive. So, you deal more damage and take less damage. Either it’s going to be too good or so weak it wouldn’t matter, IMO.
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Resolve! Huh, What is it good for?
Governing both accuracy and deflection looks kind of weird.
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SAWYERISM BETRAYED - Might turns back into Strength, Resolve will affect spell damage
tinysalamander replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Could we rename Constitution to Luck as well, then?
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Should Might stay multiplicative or return to additive?
How about ±0.4 penetration bonus? I need my healing on Res // Although that sounds pretty unlikely.
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PET NEST WITHIN KEEP (REQUEST)
tinysalamander replied to TygerxEyes's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Actually, they do pretty fine. “Ally” cats are safe and won’t trigger hostile response. At least that’s how it was here, cats could freely eat their food even without any danger whatsoever. I can’t say for all breeds, though, but these were average domesticated ones, without any “royal bloodline” to speak of.
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A different retargeting
tinysalamander replied to tinysalamander's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Less pauses needed, that’s about it. Sounds reasonable. Or outright set movement speed to 0 until spell is released if even slow movement is dangerous for some reason.
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A different retargeting
What if retargetting was instead done this way: Start casting (subject to interrupting). When casting ends a character holds a charge of this spell. Not subject to interrupts now. Character portrait should indicate somehow, that spell is ready. If you start casting another spell (or use whatever else ability you have) the charge is lost. You switch to the character, chose your target and released the spell. Time, spent between steps 2 and 3 is subtracted from recovery time (to a minimum of 0). At least it could be useful for spells with long casting times that target something other that self, I think. (At the very least it was my impression it’s not how it works currently from the way people are posting about it)
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Resolve! Huh, What is it good for?
Works for me, personally. Although I generally play PoE priest support first, damage is more or less a bonus. And it won’t cause splitting if Res affects healing received instead, but then everyone else might want it (which isn’t necessarily a bad thing, IMO).
- Ranger/Cipher?
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Can we have more skill points on level up?
Which leads to megaming, though. And you have to do something about respeccing.
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Ranger/Cipher?
In the first PoE I didn’t really played much with Ciphers (reading class description felt kind of weird with its “powers requried people to activate” or something to that effect… which in reality wasn’t really what I was imagining) even though I generally like playing psionic characters. Made a few GM quests and that’s it. However, since we get this not yet dead wonderful multiclassing thing I thought of making my custom supporting ranger a Ranger/Cipher. She is a projection of protagonist’s mind so that should be fine RP-wise. (Current mass muscular atrophy aside) is there anything interesting cipher can add to ranger in battle who is primarily ranged specialist with her wolf knocking down dragons on the side? // I don’t have beta access.
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SAWYERISM BETRAYED - Might turns back into Strength, Resolve will affect spell damage
tinysalamander replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)You genuinely feel this strongly about it? There are millions of people dying of thirst and this is all you care about? The name change of a stat on an unreleased game??!"?$%^?&% http://tvtropes.org/pmwiki/pmwiki.php/Main/AppealToWorseProblems
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Resolve! Huh, What is it good for?
I prefer this to the current change. It fits well with Fighter's Constant Recovery, since a tankier fighter will both want more Deflection and to maximise their self healing; and it avoids Ciphers being screwed by needing too many attributes. Sure, Resolve remains a dump stat for most Wizards and a lot of other classes, but no moreso than with the current proposed change, and at least Might remains useful for spell casters who want to do damage. If Resolve also affects healing done by Athletics and drinking potions then Resolve might even become useful for other classes too. If you wanna keep it logical with this description wise then you'll have to rename Resolve into...hmm...Attunement? It kind of works if you read Resolve as “will to live” as well, IMO.
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Resolve! Huh, What is it good for?
What if Resolve gave ±5% healing received instead of/in addition to deflection? Str/Mig will not give healing boost here, which makes it so that healer himself isn’t the one who wants Resolve.
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Resolve! Huh, What is it good for?
If anti-dump system is necessary it could be made that going below 10 penalizes you more than bonuses for going above. Example: Strength above 10: +weapon damage +fortitude Strength below 10: -weapon damage -fortitude +duration of Strength afflictions on the character Resolve above 10: +healing, +spell damage, +will (let's kick deflection from here or something) Resolve below 10: -healing, -spell damage, -will, -deflection etc. Although I don’t think this is necessarily a good thing to do.
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Resolve! Huh, What is it good for?
Breaking news! Mass muscular dystrophy is spreading among wizards. Church blames animancers.
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Fighters and active abilities
I think they should just steal graft some tome of battle things onto the fighter.
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Backer Beta First Impressions
It’s not about hand-holding per se, I think. It’s just you, as a player, is expected to do things others cannot. Which means that “it’s dangerous here, they are all dead” might as well say “adventurers are welcomed, please come right this moment”.
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Thoughts on Ranger and Ranger Subs..
Personally, I feel that giving them all of those will actually reduce RP impact, it’s not special anymore if you have everything.