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Everything posted by Purudaya
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It's much easier to use the unity console overlay mod over at the Deadfire Nexus. You can change classes, add and remove abilities, adjust stats, spawn items, etc. without having to type a single letter. Very handy for quickly testing builds at various levels. https://www.nexusmods.com/pillarsofeternity2/mods/2 Edit: didn't see that this was mentioned in the post above. Also, thanks for the creature spawning codes.
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Agreed – but there is such a hat in the game, it's given as a reward for finishing Serafen's quest . Also, I'm pretty sure one of the devs confirmed that they're adding some unique robes. Aldris Blade of Captain Crow is so bad looking that I'm surprised no one has made a mod changing its model yet. Looks more like a cheap novelty sword than something any person in their right mind (or who values wrist articulation) would actually use in a fight.
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Except Persistent Distraction makes all of that irrelevant by applying 2 afflictions to all engagements passively, so by the time you get deathblows the conditions for it are always automatically met. PD should probably be nerfed to only apply the "distracted" affliction so 1 guile abilities like crippling strike and sap are actually useful beyond PL 4-5.
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wow. I think I actually disagree with 100% of this. 1. there are so many unique armors and weapons in the game, many crafting items actually end up in short supply just enchanting even half of them. 2. food in this game is very powerful. the high level foods provide HUGE bonuses, and they really do last until you rest again. if they had it so you could get BOTH tavern rest bonuses (some of which by themselves are quite potent) AND food bonuses at the same time... yeah, that would be way op. they clearly did it this way so you couldn't stack rest bonuses, but had to choose. 3. completely useless? I just... uh.. you haven't gotten very far in this game, I have to assume. 4. I'm playing PotD, full scaling, WITH a 2x difficulty modifier.. and still thinking I could solo this game without too much difficulty. you don't need more than 5 people in your party. you don't need FIVE people in your party even. 5. how many quickslots do you need? The potions and bombs and scrolls can be hugely powerful even just using one of them. there's a skill you can pick up to give you an extra slot, and some equipment enables the "hidden pockets" ability as well if you need to use all six slots. I have to say though, I don't think I have ever used more than 3 items per character in any combat, and I'm right at the end of the game. not that slots actually have anything to do with food, or drink! so.. there's that. moving on to what someone said about alcohol upthread... alcohol IS a drug, and I can see a good argument for making it usable LIKE a drug, except for crew on ship, where it becomes just another drink item to water your crew. but I seriously doubt they will change it. I think the only thing it can influence directly is the unique dagger pukestabber, so again, very little impetus for them to reconsider how it is used in game. *shrug* I get this, but it's more of an immersion thing for me. Currently, bars and taverns are the only resting area in the game where you can't consume alcohol - that's gotta strike more than just me as an odd design choice. If you want to apply an alcohol buff (and there are some good ones now), you literally have to leave the bar and traipse off into the wilderness or shame-drink it alone in your captain's quarters. Treat grog, rum, water, ale, etc as crew consumables and treat shots like "forgetful night" as a drug. On a separate note, require actual meals to be consumed when resting or apply debuffs when resting with just water and hardtack, because the current implementation makes the rest system trivial imo.
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New free DLC
Purudaya replied to Whitewolfsp's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Funny, I always thought socialism was about giving everyone what he deserves for his hard work and making shure that nobody gets 1000 times more than what he deserves. But probably I'm just a communist traitor, who hates The Vailian Republics democracy freedom people in general. That's the way it's supposed to work but it doesn't. It's like welfare in America. If you keep giving people something for free, a lot of them eventually stop working and just take the free stuff instead. Why keep working when you can get about as much from the government, meanwhile those who do work are punished with supporting themselves and those other people. There's a balance to the world. You can't have light without darkness (and vice versa), and unfortunately you can't have rich without poor. Anyway, I hope nobody is really taking this too seriously. I was basically just making a joke. Except that 70% of people who receive public assistance have jobs. I know you didn't mean to start a serious debate, but WIC gave me a future so these talk radio myths kind of stick in my craw: if you've ever been unfortunate enough to have to accept food stamps or housing assistance (there is no such thing as a welfare check), you'll know that almost no one chooses it as their only means of subsistence in the way that you're describing. "Welfare" doesn't deter work, it saves underpaid working people from falling through the cracks into homelessness and crime (which cost the taxpayer far more than some free groceries does). This is the last I'll say on the subject because it's way off-topic. Also, socialism is only the public ownership of the means of production - it's communism that attempts to eliminate inequality through the redistribution of wealth -
If you spend some time off the beaten path in the real-life Caribbean, you'll find all kinds of kriol dialects that incorporate aspects of different languages into English. Belizeans, for example, have a widely spoken dialect that incorporates words and phonologies from indigenous Miskito and west African languages. Granted, Deadfire doesn't make a real attempt at kriol, but the mishmashing of different languages is actually fairly consistent with real world colonial settings. Hawaiian-American culture is possibly a better example - they generally speak standard English but may still use native terms like "Aloha" and "Mahalo" in everyday speech. Real world examples aside, it adds flavor and helps characterize the cultural differences between the various factions and cultures in the game. The Huana's "Ekera" and "I say" seem to indicate objective emphasis (German Rhinelanders do the same thing with the word "genau"), while Valian expressions are often passionate/emotional signifiers and exclamations. It's a subtle nod to the character of each faction and is more nuanced and artful than players give it credit for, imo. It's not nuanced and artful at all, though. 99% of the time, the formula is "hyperlinked foreign exclamation! Perfectly spoken English language sentence." Non-native English speakers that are fluent in English generally don't throw in random native language words in the mix... if they do, it's because they can't think of the English word for it, so they will use the two languages interchangeably in a sentence. At least half the races in Deadfire are based on real world colonial powers (i.e. Europeans) and this is not how Europeans speak English. I didn't say the hyperlinking itself was artful, but that the differences in how different factions choose to apply their expressions was. I gave you a real-life example of a culture that blends key native terms/slang/expletives into English re: Hawaii. Germany is an inverse example - they've incorporated so many English words into their everyday speak that the phenomenon has earned itself a Wikipedia entry: https://en.wikipedia.org/wiki/Denglisch. Having visited recently, I can confirm hearing select English words - especially slang - regularly peppered into otherwise full German sentences even without English-speakers present. I'm not arguing whether you as a player should find it natural or whether you should think it's well-implemented in Deadfire, but real people do indeed speak like this.
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Pretty solid game now that the difficulty is tuned correctly. I still have some issues with balancing and I really wish I would've waited until 1.1 for my first playthrough, but the world-building is amazing and the exploration aspect is as fun as any game I've played since the BG series. Neketaka alone would deserve some kind of award if awards existed for CRPG cities. Really well done.
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New free DLC
Purudaya replied to Whitewolfsp's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
It's simpletons like you with Mommy's credit card that have enabled this era of cash crabs and release-early-patch-later mentality. Thx millennials! Or maybe 100+ hours for 50 bucks is super cheap when you got a well paying job.. I can't help if you're a cheapscape dude. I hesitate to even respond to this ignorant reponse. Grow up dude. FYI I'm a software architect for a fortune 10 hardware/software company here in the bay area. That good enough for you? This comment was funny coming from someone in the failing socialist country of Denmark. Hey, don't attack people's home countries. Also: you should probably Google socialism. --- Love the new appearance options (men's hair especially), but it would be nice if they would fix the short male beard. It...fails to connect in some areas and reminds me of the beard I tried to grow when I was 17. Otherwise, thanks for the free DLC! FYI: if a waitress comes by and drops a free marshmallow in your hot chocolate, it doesn't mean that the hot chocolate you originally bought was incomplete. -
1. Don't open with a rogue standing by himself waiting to die. Have tanks engage, and the rogue backstab something that you have engaged. Bonus points if you can make the backstab Sneak Attack valid, which isn't that hard to do (Eder Swashbuckler Persistent Distractions, spells / abilities with Afflictions). 2. Yup, you will be attacking later than your tank, and losing a few seconds of DPS, but you won't be getting aggro. 3. Why is your Rogue being Engaged, he should be stabbing people in the back while they fight someone else. If your previous big stab (vs. an engaged target) causes them to switch to the Rogue, they'll switch back to original target, none of which should actually move them. 4. Even used intelligently, Backstab is probably a net dps loss, compared to just stabbing things w/Sneak, let alone spamming (the now buffed) Full Attack abilities. Backstab, should be a Full Attack action, to encourage Dual Wielding, most Rog stuff should be. Nerfing a sub par ability, because it had the ability to be used in some broken gimmick build is just not good. 1. Given all the positioning that happens at the start of combat, attempting to land a backstab this way (initiating combat with your tank, then having a rogue sneak into the fight) without being detected basically means holding your rogue back until all initial engagements have been set. Even then, the design of some encounters can make this extremely hard to pull off without being spotted (not all areas allow rogues to sneak behind the enemy group before your party engages) and requires quite a bit of time and effort for a paltry +100% damage bonus. 2. I understand how the ability works and have tested rogue builds extensively; I'm just highlighting the already underwhelming net DPS. 3. There are plenty of reasons for a rogue to directly engage/be engaged by enemies. Streetfighters need engagements to trigger flanked/bloodied, swashbucklers need engagements for cleaving stance, Shadowdancers need engagements for wounds, etc. Even a single class (no subclass) rogue can hold up fairly well against 1-2 engagements if they keep their DPS up; it's only really Assassins and possibly Tricksters that need to adhere strictly to the playstyle you're describing. 4. I obviously agree that backstab is a net DPS loss, but making it a full attack is not the solution. Dual wield is already the most powerful offensive weapon style by most metrics, and making it the best choice for backstab as well would make one-handed style obsolete for this class. If anything, backstabbing while dual wielding should offer some sort of penalty, encouraging players to choose between the two when deciding whether to make a full-attack oriented rogue or a stealth-oriented one. I think Boeroer's idea of decoupling backstab damage from weapon damage is a good way to encourage more diverse weapon use, but I would probably go further and significantly buff the assassin's crit bonus to really encourage one-handed style, at least for that subclass. A highly attractive backstab ability that encourages one-handed style in a class that otherwise encourages dual wield would make for some interesting player choice incentives that don't exist at the moment, imo.
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I agree with most of the nerfs, I just don't understand the need for lengthening the casting/recovery times (at release or since). I think I remember hearing in one of the dev streams that their goal was to slow down the pace of combat to make party management easier in real time, but this game is RTWP for a reason. There's literally already a slider to slow fights down to a crawl — if I wanted combat where party members and enemies stare at each other between moves, I'd play a turn based rpg (which is why I don't). Combat should feel frenetic so as to to *necessitate* pause. Right now there's a little too much standing around.
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Killing NPC's
Purudaya replied to cevogreen's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
When you kill off a quest-giver, quests for which they are crucial will appear and show as failed at the top left of the screen (even if you haven't received them yet I believe). There doesn't appear to be a way to "break" the crucial path of the game as even if you kill off every faction leader you can still follow Eothas to his final destination on your own.- 13 replies
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- killing everyone
- killing friends
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(and 1 more)
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If you play with scale up: everything on 1.1 PotD offers a pretty consistent challenge throughout. With a level 14 party, the office fight at Crookspur was much more difficult than before (there are three ranged rogues that make excellent use of devastating blow if you don't take them out quickly) and assassinating Queen Onekaza and her rooftop guards (3 of which are very effective chanters) required turning the difficulty down to veteran in my testing. They haven't finished tuning all of the encounters yet so it's hard to gauge how the difficulty will scale with level in the finished product, but so far I think it's definitely moving in the right direction.
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This isn't true. It's actually harder to balance the monsters in a per encounter focused system specifically because the developers have a narrower scope to work with. Any failure outside of that scope creates encounters that either 1. do absolutely nothing to challenge the player, i.e. wasting their time, or 2. are virtually impossible at their current level. The second problem, of course, exists equally in both systems. The first problem doesn't, as a chain of weaker encounters can still hold significance in the previous system, but not in Deadfire. More directly, in a per-encounter system every single encounter is completely binary - either it's a TPK, or the player wins. As a result, "trash" encounters are COMPLETELY POINTLESS because they aren't ever going to be challenging enough to result in a TPK, and anything that isn't a TPK in this system is a wash. So you either remove the trash encounters, leaving very large, very empty dungeons. Or you change every encounter to be tough enough to result in a TPK, in which case you're likely going to result in massive amounts of player fatigue - think of it if you were playing the Long War mod for XCOM Enemy Within, and instead of going back to base and spending some minutes fiddling with your strategic elements, kind of giving your mind a rest from the more intense tactical action... you just go immediately right into another tactical battle section. Or think of an FPS without moments for the player to "catch their breath." Honestly, I think attrition-based systems are a lot easier to design and a lot more forgiving of design flaws. Doing per-encounter without an actual DM to adjust things on the fly sounds like an exercise in frustration on both ends. PoE2 technically is still an attrition-based system, just via wounds as opposed to abilities/health. By adding some restrictions on how players rest (either by area, adding tangible debuffs to -morale foods, only restoring empower points when resting at ships/inns, or increasing resource costs - which needs to be done to balance the economy anyway), it would still be very possible to make the current wound system more relevant. I'm personally looking forward to the upcoming "Magran's Fires" feature - hopefully it will add some thoughtful mechanical options to allow players to better adjust this aspect of the gameplay to their preferred playstyle.
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Except all of those abilities require repositioning and time that you would otherwise spend doing direct damage. From a DPS perspective, there is no comparison between a dual wielding rogue using full attack abilities (which have gotten a +25% damage bonus) against flanked targets every ~2 seconds (even faster for streetfighters) vs. an assassin spending ~2 seconds triggering smoke veil and repositioning for a backstab. If a streetfighter grazes with devastating blow, it's not so much of a loss because they'll be following up with another attack immediately to give them a second chance to do damage and trigger the effect. If an assassin grazes with a backstab, they've just wasted as much as 4 seconds of combat time because they'll have to stealth and reposition again - that's around the time it takes for a wizard to launch a fireball. There is just not enough of a damage differential to make up for the time differential. If a single-class rogue has to spend time during combat stealthing and repositioning and still can't backstab most enemies down to bloodied or below, what's the point? ------------- Some possible alternatives: 1. Add an "Improved Backstab" ability at PL 4 or 5 that increases damage and applies a 3 second stun (accuracy vs. fort) to allow the rogue to make a follow-up attack. 2. Make backstab innate the way it is in every other CRPG and have it grow to a set max damage level determined by subclass. 3. Make "assassinate" guarantee that attacks from stealth critically hit; maybe balance by removing the current crit damage bonus. After playing a high-accuracy assassin in 1.0 and 1.1, it's kind of galling how often "assassinate" currently doesn't land. 4. Reduce recovery when invisible/in stealth. 5. Leave backstab at 100% but reduce Smoke Veil's cost to 1 guile. I can't think of any other ability that costs 2 resource pool for a 5 second effect while offering zero direct damage or debuff capability.
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Well, you can edit AI scripts as much as you like. For further clarification, if you just don't want them to cast spells that can damage other party members, take those spells out of the list of abilities available for the AI to cast. Click the little x button off to one side (L or R, can't remember which) for each ability you don't want them to ever cast, and there you go. I'll go back and have another go at it...when I tried to edit it earlier, I could change from active to passive, but when I tried to edit the spell list, it would show all the spells but I was unable to de-select anything. By the way, one item that missed my original list of questions: How do you split stack in inventory? I have a stack of about a dozen healing potions I want to divide up among my party, but I don't see how to split them. In other games you usually click or drag the stack using a key combination (shift-click, shift drag, cntrl-click, cntrl drag, alt-click or alt mouse drag, but none of those allow me to split stack into 2 smaller stacks...is that an option in PoE2? It's double-click.
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Yeah, but then single weapon style would be left at too much of a disadvantage – they even updated it to have a fairly high hit to crit conversion bonus now to appeal (I think) to assassins with their innate ability. One solution would be to have backstab modified by subclass. "Assassinate" could deal double backstab damage (200% total) in addition to the extra crit chance, creating two main paths for rogue: single-weapon stealth/backstab (assassin) and dual-wield full attack/direct engagement (streetfighter) with trickster sitting somewhere in between.
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If you spend some time off the beaten path in the real-life Caribbean, you'll find all kinds of kriol dialects that incorporate aspects of different languages into English. Belizeans, for example, have a widely spoken dialect that incorporates words and phonologies from indigenous Miskito and west African languages. Granted, Deadfire doesn't make a real attempt at kriol, but the mishmashing of different languages is actually fairly consistent with real world colonial settings. Hawaiian-American culture is possibly a better example - they generally speak standard English but may still use native terms like "Aloha" and "Mahalo" in everyday speech. Real world examples aside, it adds flavor and helps characterize the cultural differences between the various factions and cultures in the game. The Huana's "Ekera" and "I say" seem to indicate objective emphasis (German Rhinelanders do the same thing with the word "genau"), while Valian expressions are often passionate/emotional signifiers and exclamations. It's a subtle nod to the character of each faction and is more nuanced and artful than players give it credit for, imo.
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1. There are more ways to upgrade to legendary than to use adra ban. A few certain powerful creatures will drop special ingredients that can be used to make legendary upgrades. Until then, check the ingredient/gem shops - they do restock their inventories after a time. 2-3: I never noticed the Captain's upgrade either and never bothered with the menagerie, so I'm afraid I can't answer this question. All I know is that they go in the "miscellaneous" upgrade slot in the ship screen and, if applied correctly, cannot be removed. 4: The stash in your inventory never fills up, it's an infinite bag of holding that can be accessed at any time. I hate it and think it ruins the game economy, but it is what it is. 5: I don't bother much with the AI except for start-of-combat buffs. That said, one helpful new feature that a lot of people miss is the ability to drag the AoE indicator while casting - if a wizard is casting fireball for example, there should be a semi-transparent icon on the battlefield that you can move anywhere in the wizard's range until the casting is complete to make sure that it doesn't hit any allies. Otherwise, you can simply turn the AI wizard behavior AI off, set it to autoattack, and cast spells manually (I don't think the AI is ever going to be as good as the player in making casting decisions). Finally, there are a few tutorials on youtube if you really want to automate ability/spell behavior. 6: There is no way to learn spells from grimoires. They exist to give you casting options outside of your character's learned spell repertoire and are meant to be swapped out in combat (they can be assigned to quick item slots) on a situational basis. I think there are 6 unlearnable unique spells in the game, give or take 1. 7: If the patch beta is any indication, Obsidian will be adding "trinkets" in an upcoming update (my guess is the next free DLC) that can be equipped to the grimoire slot. Not sure what they'll do yet; probably offer various minor buffs.