Jump to content

Zenicetus

Members
  • Posts

    66
  • Joined

  • Last visited

Posts posted by Zenicetus

  1. If that's all they needed the gods for... why not just lie to the "lesser" savages?  Wouldn't that be significantly easier than building fake gods?  Surely any culture that could 'prove' there were no gods would also determine that the created gods were fake.

     

    Lying might not be enough. It helps if you use your superior technology to "wow " the natives, so they forget their own invented Gods and believe in your new ones. The Old Gods don't speak into your heads and make statues flame... look, the new ones do!

     

    At the quasi-Medieval level of the rest of the world, the natives don't have the resources the Engwithians had, to determine that the created Gods were fake.

     

    Something else we don't know (I don't think?) is exactly what happened to make the Engwithains a dead civilization. Maybe most of them entered the God head(s) in some way, as a means of eternal life. So that would be one more reason to go to the trouble of actually creating Gods in some way. There is still much we don't know about the background here.

  2. If Thaos is no more and no one takes his place, what happens? Presumably he was the only one who knew enough to keep things running. You need to speak Engwithan to run the machines, no? I know it is revealed in the end that someone reactivated the machine in Defiance Bay, but it was also revealed that the Leaden Key is a highly centralized organization and that most members have no idea what's going on. Also, how do the Gods sustain themselves? Is there also some natural process that has nothing to do with the machines? Like people voluntarily giving their souls (or parts of them) to the gods through praying and devotion? Would then the Gods die if people stopped believing and/or no one maintained the machines? What of the six people who know the truth and were allowed to leave the place? Will the gods try to hunt them down? I'd have appreciated at least some hints, if not answers. I know a sequel might bring answers, but making the final choice, if you can call it that, would feel better if I had more information.

     

    We know the machines were used to augment Magran's power, and (perhaps) to create the Gods in the first place. But I don't recall anything in the game suggesting that the machines are required to sustain the Gods on a continuing basis.

     

    Unless I missed something, we're given no information on what plane of existence they live on, whether they actually require continued worship to exist, or anything else. They're just there in the background, doing their thing like the Olympian pantheon... occasionally messing around in human affairs. It's probably in the best interest of the series that they remain somewhat mysterious, so we can discover more about the setup in future sequels and expansions.

     

    As for the Leaden Key, if you destroy the machine in Defiance Bay it's never reactivated. And there is are two endings for Aloth, where he can either go on a crusade to demolish the Leaden Key organization, or become its Grandmaster. Either way it doesn't seem to be very important anymore as far as the Gods (or the game series) are concerned. We shouldn't see it make another appearance, give that option for Aloth to demolish it.

  3. I don't know if you did it the same way I did...

     

     

    After cleaning up the dungeon and setting the girl free, I went to the Inn and killed him in his room. It seemed like the right thing to do, not just as punishment, but to keep him from doing it again with someone else. 

     

    "I killed Lord Harond and left his body on the upper floor of that stinking inn. It was no less than he deserved."

     

    ...but it's not unreasonable to think that I was seen leading my party to that location (plenty of eyes on the party on the way there). As the only powerful party in the town along with the Lord and his men, word might have gotten around. It made sense that I lost rep in Defiance Bay where a bunch of fellow aristocrats hang out. It also had no real repercussions (I guess I should spoilertag this, but it's pretty obvious at that point):

     

     

    It's one of those "smoke and mirrors" side quests in the game, that makes you think you're making a choice that might matter, but it doesn't. By the time I reached this side quest, my reputation back in Defiance Bay didn't matter at all. There was no point going back there, and nothing carried through to the end game from this particular side quest. Nobody in the town reacted differently either, when I went back there occasionally to visit the blacksmith and buy stuff. The whole faction rep system in the game seemed a bit underdeveloped to me.

     

     

     

  4. Everything seems the high fantasy medievalish theme except there are guns there which seem to effect nothing and haven't caused any change. 

     

    But guns aren't the only feature that differs from a "pure fantasy" setting. In many places throughout the game, you'll see different versions of electrical apparatus with cables snaking across the floor, sparks flying etc. It wouldn't look out of place in Dr. Frankenstein's laboratory. One could make the same argument; that this represents a level of technology that should have made a greater impact on the world than we actually see in the game. 

     

    For me, it's all that Engwithian and Animancy hardware that makes it easier to accept guns in the setting. It isn't pure, high fantasy where guns are the only anachronistic feature. 

     

    Also, unlike the electro-mechanical stuff, they're not featured elements of the main plot or any of the side quests. There are few mobs that actually use them in the game. So it's easy enough to just avoid using them if it breaks immersion too much. Personally, I think "immersion" means buying into the game world as presented, and not wishing it were something different. As long as guns exist in this world, I'm enjoying using them.

  5. My PC was a Rogue, taking mostly benevolent dialog choices in the game, but also stealing everything I could get away with. So the Doemnels seemed a good fit for role-playing reasons. And also because I didn't care for the rigid perspective of the Dozens, and haughty Paladin types have always pissed me off in games like this. 

     

    I can't say I enjoyed reading the end-game aftermath description of the Doemnels effect on Defiance Bay, however. It made them sound more evil than they were represented in the game, in a "bad for business" kind of way. It just didn't sound very believable.

     

  6. Yep.

     

    Use your cipher and cast whispers of treason to "reclaim" the character. They will be uncontrollable for a few seconds but they'll be on your side again. Afterwards you regain control.

     

    Same here; Ciphers are the answer. For anyone using the default party members, you get to Grieving Mother before running into most of the mind control stuff in the latter part of the game (well, unless you do Endless Paths early, I guess). If she wasn't available for whatever reason (charmed, dominated, or just out of range for the spell), I had Aloth use Slicken to knock down the affected party member. Although Aloth himself was usually the target, later in the game.

     

    It also helps to be proactive, and focus-fire the whole party on whatever enemy is using dominate attacks. It might not stop the first attack, but it will keep the whole party from being affected by things like 'shrooms that have a fairly fast cooldown on their attack.

  7. The higher-level traps set by my high Mechanics Rogue were very useful, especially when selected for enemy type (fireball for spirits, corrosive for ogres, etc.). I sold all the lower level traps and just kept the best ones. 

     

    I agree the targeting circle needs fixing. I noticed several misfires in areas like doorways where they couldn't have been avoided. There is something off there.

     

    I disagree with what seems to be the majority opinion though, about the single trap limit. I think that's okay, because setting up a long string of the more powerful traps would be an "I Win" button in many situations (once the triggering is fixed). Setting a trap is supposed to be one element of your party tactics, not the centerpiece. You could cheese every fight with the right selection of multiple high-end traps, especially since scouting ahead is so easy in this game.. 

     

     

     

     

     

     

    • Like 2
  8. Can be helpful for certain parties that make use of the "bonus vs. Disengagement Attacks" feature, say by combining ZCharge, Capes of Withdrawal, and Fast Runner.

     

    The way most people play though, unticking the option would just lead to more KOs.

     

    Agreed. My Rogue had all the buffs and gear to let him slip out of engagement while taking minimal damage, so it would have been nice for him. Or for the tank, who seldom takes much damage anyway. But it wouldn't work for the rest of the party.

     

    Wouldn't it be nice if we could set that on a per-character basis?

     

    The ability is already there for the whole party, so all it would take is a checkbox on each party member's Character sheet, to tell them whether to stop when running into/through engagement. Turn it off for the hardier members of the party, and those with disengagement buffs. Turn it on for the squishy ones that would take too much damage from the free attacks while running through a mob. Leave the default at "on" for all new players, until they learn the mechanics.

  9. (edit for clarity) In reality, the people who think that faith in a deity is necessary for people to live morally are not the same people who believe that no deities ever really existed. The two schools of thought are very much at odds with each other, which is why Engwithans don't make sense, because they believed both things simultaneously.

     

    I don't see a contradiction, as long as one assumes the Engwithians were a deeply cynical and controlling culture (and they'd have to be, to go about creating Gods from scratch). Maybe they didn't need Gods as a moral compass themselves, but the concept was a useful means of avoiding total chaos in the non-Engwithian world at large; all those savages out there. 

     

    It wouldn't be the first time a "higher" culture used enforced religious conversion as a convenient tool of controlling "the Other." It's a classic tool of colonialism. 

  10. I was thinking

     

    the gods really screwed themselves. No amount of animancy or progress is going to make people quit believing in a god that can hide in the gaps. But making the gods real? An actual obtainable thing? That's just a bomb waiting to explode. Thaos wouldn't have had to exist if the Engwithans never made the pantheon. Making the gods real, gave people a reason to disbelieve the gods.

     

    The created Gods in this game are still in the gaps, because it appears that they always operate indirectly, like Eothas "inhabiting" Waidwen and then retreating in the aftermath (if I'm understanding that right). We hear the Gods speak as disembodied voices throughout the game, but they're never walking around in physical form. They influence the world indirectly.

     

    That's distinct from other "created Gods" in fiction, like what Roger Zelazny did with "Lord of Light" and "Creatures of Light and Darkness," where you have trans-human, immortal Gods that actually do walk among the lesser mortals. In PoE, the Gods are still a bit ambiguous, and subject to conventional worship. At least that's what I took away from the game.

     

    There are things I didn't like about the ending... mainly the inevitable boss fight that requires learning specific tactics to beat a specific scripted encounter. But I like the way the world includes a different take on "The Gods"  than I usually see in games like this.

  11. Is it just me, or does it seem like there aren't as many unique/enchanted rings and belts as other gear in the game? That might go for hats and helmets too.

     

    I'm now at party level 11, pretty close to the end of the main quest. I've done every side quest I could find. I've gone through 5 levels of the Endless Paths and  finished the first set of Warden bounty missions. At this point in the game, I've either found or bought way more unique weapons and unique armor than my party can use. It's stacking up in the stash box. 

     

    On the other hand, half my party is only wearing one ring because I've found very few special ones. Same thing with belts; half my party isn't wearing anything in the belt slot, for lack of anything decent to loot or buy. This feels weird for a party that's getting close to ending the game. 

     

    Maybe I've just been unlucky hitting the loot tables, or the good stuff is buried down in the last few levels of the Endless Paths. But it sure hasn't been that way with weapons and armor. 

     

     

  12. A 2H Rogue is feasible, sure. You'll get the big damage numbers that way.

     

    Personally, I like my melee Rogue dual-wielding, because he's alternating hits with weapons that have different unique effects and added enchantments. That lets me apply more effects on the target than I could with a single unique/enchanted weapon. The damage on each hit is lower, but the effects make up for it.

     

    On the main tank, I experimented with Eder moving to a single 2H weapon later in the game, but he wasn't really doing that much better (damage-wise) than sword + shield, so I went back to the shield. His job isn't really to cause much damage, and with a shield he's a good backup for those fights where I screw up and he's the last one standing.... adding up a string of little 2-hit reductions on the last enemy.

  13. But second, more importantly, for that note on your Stiletto backups, Pillars of Eternity does not have any penalty for shooting in melee, for some daft and utterly bizarre reason. So you will likely never be in a situation where you'll need to switch over to another weapon set.

     

    I agree with the other post -- a ranged Rogue needs a second set of weapons if it unintentionally gets into melee, for a chance of interrupts during the fight. You'll take a lot of damage while standing there reloading a firearm, and some of that damage might be interrupted with a different weapon hitting more often. It's always painful seeing any of my party members trying to reload a firearm while getting whacked in melee, and doubly so for a Rogue since they should be in very light armor.

     

    On the pistol vs. blunderbuss choice, by the time I got into the last third of the game, I was finding so many unique pistols and blunderbusses that I was mainly choosing based on the enchantment effects. Still, pistols probably do better in the latter part of the game due to the starting DR advantage.

  14. FWIW, I found Escape the least essential of those for my main character melee Rogue. I'm at level 10 and I still haven't taken it.

     

    The Fast Runner talent (non-Class) gives +5 Defense during disengagement, and a +1 to movement speed in combat. Very useful for a Rogue. I took Fast Runner, plus I'm wearing a Cape of Deflection that gives an additional +15 Defense on disengagement. Adept Evasion (level 7) also helps avoid taking damage when disengaging.

     

    I wasn't attracted to Escape because it's just one per encounter, and you have to manually fire it off before moving. All these other "escape" abilities are passive, they work on multiple disengagements during a battle, and I don't have to think about them. I do take hits when disengaging, but with the +Defense and Adept Evasion they're usually something minor I can shrug off. 

     

    Regarding the other talents, I used Blind a lot in the early game, but not so much mid-game and later when I was working better with party CC debuffs that did the same thing, or better. Deep Wounds isn't bad, but Dirty Fighting is better because that stacks with other +Crit abilities, and will be worthwhile all the way to the end of the game.

     

  15. Slicken is more effective than Chill Fog, because after it fires, your melee characters can run in and whack the enemy with no downside. With Chill Fog, I often have my melee guys accidentally running into the AoE while it's still active (with auto-attack on), where they take damage.

     

    I'm not sure I'd consider either one overpowered for a level 1 spell. Slicken is very helpful for keeping a party alive in the early levels. And while it's still useful late in the game, there is an opportunity cost for using it, when a more powerful spell might be a better choice. 

     

     

  16. I thought the beginning was the best part of the game too, but that's how I usually feel about CRPG's that typically start you out as a farm boy venturing out from his village, or a prisoner escaping their cell, or any of the other usual tropes where you're weak and powerless at the start. Everything in the world is a potential threat. Anything you meet can kill you quickly. At the same time, you're slowly collecting better gear, with a hint on the horizon about increasing power for your character/party.

     

    That's always been more interesting to me than mid to late game phase of a CRPG story, where I'm usually steamrolling everything except boss fights, while the game world does't actually react very well to how powerful my character/party has become. 

     

    In this particular game, it may be due to the Prologue being finished last. But still, as a general rule in CRPG's, I think it's just easier to write quest lines and game interactions for weak player characters at the beginning. The potential is wide open. Once a game gets rolling, it's harder to write good quests for powerful parties outside the main story line (which is usually "save the world"), so side quests soon feel ridiculous for the power level of the party.

     

     

     

  17. I agree that graze triggering the full effect is at least part of the problem. Having it fall back to lesser effects like confusion sounds like a good idea to me. 

     

    Another problem is that there aren't that many +Will trinkets in the game to protect against mental attacks, and the game has weird ideas about not letting them stack. If you wear a minor cloak of protection with +5 Will, and a minor ring of protection with +5 Will, you don't get +10 because the game will disable the second item. Whose idea was that? It makes it even more difficult to get +Will protection against mental attacks.

     

     

     

  18. I really like the starlit garb for any ranged character, you can find it (hidden) in twin elms.

     

    Yep, best looking robe in the game. And some very nice enchantments.

     

    I was surprised there aren't more fancy robes like that one available earlier in the game. And this one is easy to miss if you didn't pick up the quest pointing to it, or aren't an obsessive explorer in sneak mode everywhere.

  19. I'm playing on Hard mode.  At its hardest - like some of the boss or even miniboss fights - it's a satisfying level of difficulty, IMHO.  For the majority of the game though, the general consensus is that it's a very easy game.  I agree with that: you can stomp through 95% of the encounters without using most of your abilities or needing to know how the game mechanics work.  Auto attack + invulnerable tanks = win.  Then every once in a while, you find a nice, fun, difficult fight.

     

    So it's a mixed bag I'd say.  It's quite good at its best, but a lumpy sort of thing where a lot of the game you play for the story / atmosphere /etc, not the fights, because the fights pose no real risk or challenge.  And the atmosphere is really good in this game.  You want to play just to see what the next area will hold.

     

    Highly recommended game, but for a variety of reasons beyond pure combat.

     

    That sums up how I feel too. It's "lumpy" with difficulty spikes at some boss fights, so I'm happy staying at Hard level where it's pretty easy to wade through the filler content between major battles.

     

    It makes sense in the context of the game, after all. Ever since the middle of Act 2, I've been leading a powerful squad of killers that should be able to mop up in most situations. Since I don't play this type of game strictly for the combat, I don't mind that it makes it easier to get through the story and explore the surroundings.

     

    On the other hand, that's a perspective from someone new to the game, where I'm still learning the mechanics. I can see where someone who has been here since the beta might want the overall difficulty raised quite a bit. 

  20. @  Althernai:

    That's a good point about immunities in this game. I hadn't thought about it, because as an old IE player I just automatically assumed counters like cold vs. flame-type enemies. CRPG's train us to think that way; even Skyrim does it with the best weapon choice against different dragon types, although IIRC they aren't 100% immune to the "wrong" damage type. 

     

    I'm not sure it would take a fundamental redesign to bring some of this into PoE, as a way to make combat at least more interesting, if not always more difficult. There is no pre-buffing in the game, which is something of an obstacle. But with the stash as an infinite bag of holding, party members could carry weapons with different elemental enchantments, Wizards could re-organize their grimoires before a tough fight, and so on. 

     

    Immunities could be added to creatures at the dividing line between Normal and Hard mode. In Normal, the game would work as it does now. In Hard and PotD, creatures would have immunity (or very high DR) for most attacks, with a single weakness you'd have to know about. I don't think this would require massive programming changes, since the creatures are already tracking the different damage types. It's just a stat adjustment that would kick in when Hard or higher difficulty was selected. 

     

     

  21. Tidefall is pretty much the best weapon in the game if you have anyone who likes two handers. 

     

    Another great two-hander is Tall Grass (pike), with +10% of Hits converted to Crits ("Predatory"), and Crits inflict Prone ("Overbearing"). That's devastating when used in combination with a Rogue standing nearby for sneak attacks. Or just give it to a Rogue as a primary weapon. It kinda breaks the mold of what I think a Rogue should be using for a weapon, but boy does it work. 

  22. Rogue here. It's a good scouting class, and I like being at the head of the party when I'm moving through a dungeon. It's also a class that needs a fair amount of micro during combat (at least for a melee build) and I don't mind doing that on a main character. 

     

    Finally, my character archetype for "choose your own class" CRPG's is usually something close to the lead Corwin character in Zelazny's Amber novels. That's a skilled fencer, basically, relying on his wits instead of banging around in heavy plate, or using many spells. A fighter class works for that too, but Rogue adds some useful party skills like scouting and lockpicking, so I usually go with that. 

     

  23. I may be wrong, but I'm under the impression that the major loot you'd really care about, like unique "named" weapons, are in fixed locations like shops, boss drops, end-of-dungeon chests, etc. Everything else is randomized, and mostly low level stuff and not many uniques. If that's true, then there wouldn't be much point in forcing a container re-load that doesn't already have something great in it. Someone correct me if I'm wrong about that.

     

    As a side note, it's surprising to me how many of the unique items are available in shops, vs. finding them out in the wild. I've been completing every side quest, clearing every dungeon, so I don't think I've missed much. It seems like at least half of the really great gear is something I'm just buying with the scads of money you get in the later game. I guess that's okay, but it's more fun to find uniques out in the world than just buying them. 

     

     

     

×
×
  • Create New...