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Everything posted by Ichthyic

  1. yeah, it recycles souls into the world of the living. that was the MAIN point of it actually. In the world of PoE, nobody who dies will come back into existence with the wheel broken. it's like living in a world with a real heaven and hell, but now nobody who dies can go to either; everyone just stays in limbo. clearly, the "gods" looked at the creation of the wheel as a good trade. they get to siphon of a tiny bit of essence, and in return, you get reborn into the world (even if you don't recall normally who you were before). the question of where all those souls went before there was the wheel is perhaps the ONLY question worth asking in this circumstance.... and you never get to ask it.
  2. No one except yourself has argued that everyone is a mage or that wizards aren't special. So you've effectively won an argument against yourself, with arguments you made but no one else has. It only took him eleven pages though, so you know... uhm... Sorry, no. That's just depressing . Maybe reading some world news will cheer me up though Hey, our Prime Minister just gave birth to a baby girl! er... that was the only good news I could find on the world stage. sorry.
  3. I'm embarrassed to say (not really) that I often play a wizard or spellcaster the first time through any PC Rpg because... I like to see how they animate the spell effects. MONSTER GO BOOM! (tee hee!) well, for the last few years, most rpgs let me experience that kind of thing with nearly every class or class combo. From my perspective, I rather appreciate that. I no longer need to force myself to play a wizard just to see how they made things go boom.
  4. Sure there is - click on your user profile in the upper left corner -> Manage Ignore prefs.
  5. I played all the way through on PotD full scaling using the deadly deadfire mod (not solo)... and for most fights it seemed just right. guy did a nice job for a first attempt. did not notice any bugs.
  6. is there a way to block someone on these forums? I'd like to block each and every person that starts a political or societal argument on a gaming forum. and not just this one.
  7. On this weeks episode of "spot the authoritarian": hats: infuriating mechanisms of imposing liberalism on individuals who pretend not to be snowflakes while they try to control everyone else's choices? or just hats. YOU DECIDE! (hint: they're just hats)
  8. Yup, things are actually pretty expensive in this game. high level enchantments are BRUTALLY expensive, for example, especially for 2-handed weapons! IIRC legendary enchantment costs hard to get mats plus 60K? I found plenty of things to spend money on, and never felt like I was swimming in cash. even a high level haul from an enemy ship would usually net only about 10k in sales or so. and finding the treasure map and the hidden treasure? I think there was a grand total of about 50cp and a handful of gems, plus one unique item? now, people don't HAVE to spend their cash on upgrading their gear, but pretty much that's where most of my cash went. then there's your ship, which, while mostly a one time investment for the best ship, is still quite expensive, not to mention upgrading it (which is required if you want to go it alone for the endgame). Well over 200k all told IIRC.
  9. not being annoyed by other ships is what the flag system is for. you can instantly swap flags the moment you see a ship you don't want to get into combat with.
  10. the game DID have a lot of easily avoided dialogue bugs, that were entirely noticeable (but apparently forgotten?) by pretty much everyone who played the game from start to finish, including myself. and by dialogue bugs, I mean serious things like quests getting reset, etc. there's a reason I make hundreds of saves when I play an obsidian game. that said, unlike PoE1, this time I WAS able to backtrack, maneuver around the bugs, and finish the game. which made it considerably better as a release than PoE1 was, and thus continues obsidian's slow but steady progress towards finally releasing a game that doesn't have any significant bugs in it. bottom line there is noticeable progress, and that, is a good thing.
  11. I was going to say, "why not just make pets that have skill trees focusing more on buffing the ranger, instead of combat themselves" but then I realized... they already buff the ranger. there is actually little need to even use them in direct combat as the game stands.
  12. No xp gain I recently also finished playing "Battletech". In that game, injuries forced you into the medical facility for an extended period of healing, where you weren't available for missions. this could take up to 2 months, or even more in some cases. costs were implemented not only in the fact you were down a crew member (who is not gaining any xp), and might have to take less valuable contracts, but in that since there was salary, maintenance on your ship, etc... down time was expensive. this games comes CLOSE to that in having maintenance costs for your ship (and non adventure party) crew, but it could do more to extend the shipboard system... to the adventuring party itself. being injured in combat (or during world map adventure text events) would force you to swap out one of your party members for another, or a sidekick, until they were healed by your surgeon on your ship, just like any other crew member. Fleshing this out and integrating it better into the entire game would also make it far more interesting IMO. what difference does it make if your crew is injured by a cannon during ship to ship combat, vs an ogre while adventuring on an island? you should have to spend some time in the hospital to fully repair injuries sustained, either way. In combat healing spells and abilities would be more like applying a tourniquet, instead of completely repairing you. visits to the surgeon being required for full healing, and that would take time, depending on the number and severity of the injuries sustained. Again, the system is pretty much already in place in this game, it's just that currently it is only applied to crew on board your ship, instead of to characters you can include in your adventuring party. in fact, it might not be that hard to make a mod that does this.
  13. it's both intimidate and cruel that are favored, diplomacy and benevolent that are not, for bleakwalkers. there are a LOT of intimidate dialogue options in the game, often giving you the best results in many dialogues, which was nice. there are far fewer cruel dialogue options, but I have to say that most of those are quite amusing. just don't kick any puppies in front of eder. on the flip side, there are also a LOT of diplomatic options in dialogue, and sometimes they are hard to avoid without starting a fight, or perhaps getting a result you might not like otherwise. and again, fewer benevolent choices, and almost all of those can be avoided. basically, the thing I found hardest to deal with was avoiding diplomacy boosting options. you will max out at +21% bonus to your defenses (patch 1.02 anyway), and will not lose any so long as diplomacy and benevolence stay below 3 each. you lose 1.5 points of defense for every 3 points either of those goes above 3. so, if your diplomacy is "4" say, you will lose 1.5% defense, 6 will lose you 3%, etc. that's a rough estimate, btw, and it also combos with the other score for benevolence to some extent, though not directly multiplicative. bottom line, you can afford to pick a small handful of diplomacy/benevolent dialogue options without worrying too much. diplomacy of 6-9 would be about right if you picked some of those options by the end of the game, and that ends up only bringing your defenses down by about 3% from 21 to 18, so not much to worry about.
  14. yup. used that for my tekehu druid/chanter build. you're pretty much never out of invocations with that, built with the right enchants.
  15. I went through the entire game as bleakwalker/soulblade and never used any charm spell, ever. you have a lot of other great CC without them, frankly. the nerf to annihilation only means that you don't always one-shot enemies using it, and also that you have focus left over usually to cast a spell before you generate more focus with bleakwalker skills. by the time you can cast time parasite... nothing can stop you, and you have enough utility abilities like lay on hands etc to do plenty of other things than just dps too. the bigger nerf wasn't what they did with annihilation, it was what they did to whispers of the endless paths. they basically ruined that sword completely. I had to mod it back to the original way it worked. It wasn't actually that OP, frankly, and you were relying on the double hit to proc crits. Still, although a bit lesser, the sanguine sword is a fair substitute. bottom line, inquisitor is still just fine and plenty interesting build to play.
  16. except all the enemies that are worth considering usually have high resistance or immunity to one or more affliction types. so the "best" ones will vary depending on who you are fighting.
  17. if you're curious, there is a list of most of the unique weapons in the game here: https://pillarsofeternity.gamepedia.com/List_of_unique_weapons_(Deadfire)
  18. saber... because there are more unique sabers in the game than anything else, and most of them are very good. probably because of the underlying pirate theme. several of them have animated blades besides. they also do the most damage of any one handed weapon because of the "sharp" enhancement all(?) of the enchanted ones have.
  19. the "did not forge the sword" option only works for patch 1.02, because it was broken (the history option I mean). if you are running patch 1.1 or higher, you need to choose that you DID forge the sword.
  20. i modded Serafen into dual wield pistol beguiler/assassin and that worked out quite well for the entire game. plenty of pistols that do things other than pure piercing damage, and even if you don't have any of them, you start with enough focus to do nasty things with your cipher spells. or, you can also train him to use sabers as a backup. my god, but there are literally dozens of amazing sabers in this game. beguiler for story reasons, but actually most of the spells in the "deception" genre of cipher spells are perfect for a mid ranged character, given the increased ranges you get by being a beguiler. assassin always makes sure you generate maximum focus on your first attack turn, and the range of the pistols is long enough you aren't immediately tossed into the middle of a flanking group of nasty meleeing enemies. plus.. the little furball looks damn cool wearing a pirate hat and dual pistols.
  21. here I thought levels with doors and/or long narrow corridors were often specifically designed TO cause chokepoints.
  22. I made Xoti go dark and insane... then couldn't stand bringing her along any more. creepy. with a capital creep. it's so over the top it's actually amusing, if you like dark humor. I thought she would end up being a kinda "female Durance", but no.. she is her own thing. but really? the game is easy. bring whoever you want. if you like parties that argue, bring aloth, pallegina, fishboy, and maia. aloth will side with maia, maia doesn't care, and the rest will bicker constantly, which can be quite amusing at times, quite annoying at others. also, you will have representatives of all the major factions, for those times you need to make faction decisions via dialogue, even "leaden key" because Aloth. otherwise, if you bring party members of similar alignments, there might be some slight ribbing at times, but mostly they just ask each other questions. Eder pretty much gets along with everybody... except maybe the very clingy version of Xoti. there is no game impact, regardless. it's just conversation, though there might be some very minor differences in the end slides you get. of more interest are the bigger main game dialogues, where it does seem that characters that are either original imports from PoE1 (eder, aloth, pallegina, etc) tend to have more detailed dialogue options. excluding fishboy, who has plenty of dialogue interactions considering who he is, and that this place is his home. and, particular faction dialogues CAN get party members to break with your party and leave, depending on your choices. Pallegina and Maia, for example, logically will not stand for certain actions you might take. not sure about fishboy; he appears to come close a couple of times... and I don't think he would stick around if you decide to fully ally yourself with deadfire company, though I didn't try it to see. as far as healing goes, you have you... you're a crusader FFS, you have one of the best healing spells in the game! tekehu also has TONS of healing spells, from direct regenerative, to several AOE healing spells, and even a "vampiric" one. eder pretty much heals himself, aloth should be able to mostly avoid any damage, and pallegina is another paladin, like you! that, combined with potions, scrolls, etc and you have plenty of healing, pretty much no matter what kind of party you make.
  23. I thought the faction system here was MUCH MUCH more fleshed out than in PoE1. big improvements all around. also? no way to make them all happy. YOU will get to decide how to shape the deadfire for generations to come, both with main, side, and faction quests. again, I think they did a damn fine job with that for the most part. to me, it felt overall about the same size as PoE1, not including dlc content. most areas again feel much more fleshed out on release than they did in PoE1, though there are plenty of tiny "dungeons" that are just filler content. the pirate theme at times felt shoehorned, at times seemed to fit right in. it was good enough that you could indeed do an entirely pirate themed adventure build and do just fine by both the story, and the combat, though it could have been a tad better. I'm betting there will be at least one DLC that plays to that aspect more soon. the game is easy enough that you don't need to min/max your main character, or frankly any of your companions, and literally can use your imagination to build your character as you see fit. this of course has both good and bad aspects to it, in that for those of us who have played MANY games like this before, it will seem a bit easy at times if you do decide to build a character designed around doing extremely well in combat, even if you play the game on max difficulty and scaling. my overall advice right now would be: if you like to balance combat and story, set the game on veteran mode and let your imagination run wild when you make your character. the combination possibilities are near endless, and they did a good job of actually including even the most obtuse character builds into dialogue choices at various points in the game. if you're more about seeing what the combat has to offer, and seeing how fast you can burn down your opponents, and have played a lot of these kinds of games.... set the difficulty to maximum EVERYTHING, and STILL do NOT focus on min-maxing your main character, and you will find some challenge there. if you're dead-set on seeing challenging combat at every turn, and creating the ultimate combat character, you will need to go outside the game and grab some difficulty mods from Nexus Mods for this game to be much challenge. there are already a few out there that do a decent first attempt at making the game more challenging. it's a fun game, no matter how you decide to play it though. I had a lot more fun with this than I had with PoE1.
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