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About ISC

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    (3) Conjurer

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  1. The problem remains the same, because might/soul power is perfectly 1:1 correlated with strength/magic. It is not that strength causes magic or the other way around, it is that might/soul power completely govern both traits, which means that you cant have one without the other. I totally get the concept, its just that it is a clumsy abstraction when it comes to character differentiation, and that it is poorly explained. By the way, suspension of disbelief is as much a product of game design as it is of the players imagination (or perhaps lack thereof).
  2. +50% exp!! oh well.. Care to elaborate on that? I'm just curious, because I have no idea.
  3. Furthermore, I think that the key problem here is that we don't have an explicit explanation of the relationship between "soul power" (aka "might") and physical vs mental strength. Right now it appears to be directly linear (i.e. you cant have one without the other), which is both very unlike our world and makes it impossible to create the differentiated characters some players would like. Edit: also, the concept of might changes the rules we are familiar with in more than one way. It does not only add an additional phenomenon (soul power) to the human beings we are used to, might also see
  4. It is relevant, because in our game same gun deals a different damage in hands of different characters. That is just nonsense. Whole point of a handgun is that a weak person as dangerous with it as a strong person. That, however, is completely irrelevant to how guns work in Pillars of Eternity, because the game does not take place in our world, nor does it pretend that the game's world/universe runs by the same rules as ours. I have to disagree with this. PoE is largely based on our world and largely simulates our physics. To say that our world is completely irrelevant is just wrong.
  5. I suggest using IEmod with +50% exp requirement to level. But I agree on there being a serious problem with difficulty in general and exp in particular in PoE that should be addressed by the devs. Given that PoTD is intended for 'hardcore gamers' (i.e. powergamers, completionists, old school IE fans etc), I personally think that increased exp requirements should be an integrated part of PoTD as a way to increase difficulty from previous settings without just bumping enemy hp/dmg.
  6. Use the IEmod or similar solution to up the experience table about 50%. That seems to balance the content of the general game better, at least, and should make TWM experience have less of an impact.
  7. As people have pointed out, the lore reasoning is basically this: Which means that the following analogy is irrelevant, if anything might is more like the gunpowder of spellcasting The fundamental problem with might, beyond user familiarity, is probably that it is an abstraction on a higher level than the other attribute concepts. They are all abstractions of course, but might is a quite broad and fuzzy concept (at least to us who are not familiar with everyday soul causality). It can be used to describe very different properties related to the general "power" of the
  8. Alright, I think I've found a second good use for paladins besides tanking (and besides going outside the ruleset with the console ). In PotD accuracy is really really important, which I realized while running a fighter tank instead of a paladin with the accuracy aura. However, even with a paladin tank, the aura range is rather small and will often not affect your back row who stay back. Also, the order-related abilities are often centered on getting killing blows´, which the tank paladin is really bad at (average accuracy, will be really slow with dumped dex and heavy armor, will use heav
  9. Ive been running an off-tankish DW fighter in PotD and have some experience to share. First of all, a DW warrior can work really well in PotD if carefully constructed - and I mean REALLY well, as in one of the best and most useful characters in my party. Obviously you will still need a dedicated full tank in PotD with a big shield and tanking talents, but the reason I prefer a fighter over a rogue for this job is that the fighter gets enough hp + constant recovery to handle tanking two or three enemies while dishing out serious damage. The damage might be slightly lower than the Rogue could do
  10. Interesting! Had no idea they drop enchanted gear. Nonetheless, it seems like godlikes are not missing out on anything huge this far.
  11. According to what little is in the wiki, which may have been changed, there is also: Pylgrim's Lasting Vigil + 1 Resolve, + 1 Intellect Stag Helm +2 Athletics, +1 Dexterity
  12. Im considering godlikes and would like to know what helmets are in the game. I've not played very far, but I recall the following: Kanahat +1 Intellect hermit (?) +1 might the early one with +1 resolve & +1 perception. What else is there? Unfortunately the wiki is incomplete.
  13. I was wondering, do we know that the specific NPC tied to the area is the only one affected and only when said NPC is in your party (i.e. recruited and/or not left at stronghold)? So that if I dont pick up durance I could save freely at Magran's, even with other NPCs and/or picking up Durance later? Good point about the cottage anyway.
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