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trashmyego

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Everything posted by trashmyego

  1. Revisit it two years from now. D:OS numbers are going to be even better. Pillars of Eternity will be even better. Blackguards isn't a great example because it wasn't a great game. Grimrock 2's numbers will increase, they likely wont match the original, but they don't have to. A majority of the 900k listed likely have never been played, or if they have, maybe once or twice. It's how things work now with steam sales, humble bundles, GOG sales and everything else. A number of people didn't know what they were buying with the original. But when it comes to the numbers D:OS and Pillars have shown as of right now, people knew and wanted what they were purchasing. To say there'll be no future audience is ridiculous. The base will only grow, but to expect it to match up with any triple-a title to justify the continued development is just dumb.
  2. It doesn't feel like something that'd work with the current class and progression system. Maybe in the sequel? Or a mod? There are just too many abilities and mechanics that wouldn't overlap in any reasonable manner. A Chanter/Cipher? That's be broken. Cipher anything wouldn't work. Same with Chanter. Getting those level 1 songs and spells with any other class would break things. A single level of Fighter and you've got two knockdowns, you can just go through each class. It's not necessary in the way to was used for the IE games, that's fixed with the availability of global talents for all classes. A wizard isn't held back from specializing in any weapon or defensive stat. You don't need rogue levels to be able to deal with traps or lockpicking, etc.
  3. Wizards also have all those ridiculously strong and long duration self buffs. They're something I want to play around with. Popping a defensive and offensive self-buff and jumping on something with one weapon style could produce some silly crits.
  4. You could easily get by with a mixed team of Druids, Priests, and Wizards. You'd just have to build and play them correctly. It's not stupid at all, actually it'd probably be a whole lot of fun. When it comes to resting. If you're having to constantly run back to an inn to buy supplies, you're using way too many abilities per encounter. As you go along, you should get a feel of what things are dangerous and what aren't. A large number of fights can be moved through only using encounter abilities, especially if you're only playing on Hard. Abilities are there to control things more than they are to kill monsters. One too many trolls to tank? Focus one down with a couple spells and front end the fight with defense and accuracy buffs. Even the large fights should only take a few casts off your hands, it's the fights that start turning into death that warrant a full deployment of everything you've got. Buy and craft food, it'll do wonders in dungeons and extend how long you can go before having to rest. If you're resting for spells with no one near threat of running out of health, you're doing something wrong.
  5. If you have an issue with the spells that have to be cast at closer ranges, or that have cone/aoe effects, then don't use them. It's not like you're at a loss for spells to use. But from the way you explain things, it sounds like you just don't have any interest in dealing with the drawbacks that are inherent with such strong spells. It's called balancing. And I'm really blown away by how many people claim magic isn't powerful in Pillars, it's ridiculously powerful if used correctly.
  6. This makes no valid point. You're comparing recently released sequels to games that have cycled through numerous sales and bundles over the last two years. Last month you could pick up Blackguards 1 for something like $5. Both of the games came out well before D:OS and its numbers did business you can't just throw away because they don't match the point you're attempting to poorly make.
  7. Which is a good thing since you'd never end up with a stable driver to use
  8. The first time Pillars is part of a Steam sale, the ownership numbers will take a pretty big jump. And this should continue with each seasonal sale for the rest of the year. But in any case, the game is making healthy numbers and an expansion is still on the way. By the end of the year, seeing ownership well above half a million wouldn't be out of the question, nor would numbers higher than that. I doubt there's much worry over whether or not they can do a sequel, but about polishing and preparing the current release for more content. I just hope they do another kickstarter for the sequel, even if only to raise funds for more extensive QA before release, because seriously... QA.
  9. Actually, we'd be better off hoping NVIDIA looks over this. Waiting for any fix from Obsidian would take over a week if not longer and come with a likelihood of brand new problems.
  10. From my understanding, that's intended. If no one else is fighting, there's no distraction for him to be able to collect himself and get back on his feet after being knocked out. His popping up is just the game running through its processes. Yes, it could be cleaned up so he doesn't pop up, but I doubt that's a major priority considering how many bugs there are floating around.
  11. No fix in 1.0.4 It's kinda sad an issue that popped up and was supposedly noted during the backer beta and then became prevalent the day of release with thread after thread following still doesn't have a fix.
  12. Going to be unhappy if this launches as an iOS only app. Well, more sickened than unhappy.
  13. I ended up deciding to shelve the game for a couple months. After losing a few abilities during my first play through I took a break it in hopes that 1.0.3 would provide a stable game. After about twenty hours into a second play with 1.0.3 (the abilities are still broke and look to stay broke until at least 1.0.5) I had to troubleshoot a couple new bugs, and a few that weren't addressed, until I finally lost another encounter ability I was unable to catch. It just felt like I needed to keep myself educated about all the bugs that are showing up so that I could either avoid or manage them... and it wasn't worth it. I don't want to feel like I need to save before every interaction in this game, it's not how I'd like to play. And anyway, Trial of Iron was supposed to be my second play through, but that didn't happen and isn't looking to be viable any time soon. Just a thought that you might want to consider. Some people seem to be doing fine. But if you have a strong negative reaction bugs, waiting might be better for your experience in the long run. edit- words is hard
  14. Still no fix for abilities locked with 'Already activated'?
  15. In another one of these threads, someone brought up that they used it on a target that died before it went off and combat ended. Might've been a fight that ended in a cutscene or save though?
  16. Some kind of response from devs, that they know this exists would be great.
  17. Seems like most of these issues are going to take a few patched to finally be done away with. At least they took care of the double click bug
  18. Seems to be able to happen to a lot of abilities. I lost a barbarian encounter skill to it along with a ranger pet Takedown. Yet to see any response by the developers even though it seems pretty common. The issue was around during the Backer Beta as well, though not sure if it was as prevalent.
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