Jump to content

Hebruixe

Members
  • Content Count

    158
  • Joined

  • Last visited

Community Reputation

107 Excellent

About Hebruixe

  • Rank
    (3) Conjurer

Badges

  • Deadfire Backer Badge
  • Deadfire Fig Backer
  1. It takes a lot of time and balancing, almost every encounter in Deadfire would need to be redesigned to allow for spellcasters having access to all potential spells. This is in addition to Deadfire already needing to fix broken or weak options and make PotD more difficult. That removes all but 6 grimoires from the game, which means that they would have to design many new spells to make a reason to use grimoires in the first place. Limited in what way? Giving them all their spells would be equivalent to over doubling the amount of ability points they have available to them if they didn't get passive abilities, with 1 passive ability poer power level in addition to knowing every spell single class casters would become superior to any other class in terms of versatility and power. Why do they deserve them and why only those three classes? As it is, Priests and Druids already get 1 more active ability per level while Wizards get 2 per level they can change at any time. 1. You're making this up. Nothing needs to be rebalanced in reaction to what I suggested. The fights have already been designed with the knowledge that all possible spells, and any combination of them, can be used by the player. Because players can already do this in the current state of the game. The balancing factor (which is unaffected by my suggestion) is the fact that you only get 2 casts per level per encounter. Your claim that giving casters access to all their spells would somehow unbalalance things is false. 2. If that means that only 6 grimoires remain in the game, then that's just fine. Grimoires will become highly coveted loot drops. They'll be special for once because they offer wizards unique spells that can't be learned upon levelup. I can see this only as a vast improvement over the current system where the grimoire is essentially just a crutch needed by a crippled class. Furthermore, I think it would be a good outcome if, as you implied, Obsidian had to develop more new unique spells to put in more grimoires. 3. Halve the number of ability points that Druids/Wizards/Priests get upon levelup. Or quarter it. I'm not sure what the exact "balanced" percentage should be, but I'm sure Obsidian can figure it out. Since Druids/Wizards/Priests will only get passives, they won't need as many ability points to spend. So they won't get as many. Simple. 4. I'm not opposed to the idea of giving all single-class characters, regardless of class, automatic access to all their abilities. I just felt that requesting that was a little too ambitious for this thread. If it was up to be I'd let single-class Rogues/Ciphers/Barbarians/Paladins/Fighters/Chanters/Monks/Rangers automatically gain all their active abilities instead of just Druids/Wizards/Priests. Because to me it seems that only multiclass characters should be required to choose a limited selection of abilities. Multiclass combinations need to be carefully balanced. But single-class characters shouldn't have to suffer the same penalties, restrictions, and limitations.
  2. It doesn't take a lot of brainpower to come up with solutions to these problems. 1. Grimoires can change function. For example, put only unique spells (like Nannasin's Cobra Strike) in them. Wizards now have have a meaningful choice when it comes to grimoire selection, as it determines which unique spell(s) they gain access to. 2. Limit the number of passives that can be chosen by Druid/Wizard/Priest so that their options fall in line with other classes. Problems solved. Let's give single-class casters access to their entire spell trees, like they deserve.
  3. Single-class characters shouldn't suffer the same restrictions and limitations as multiclass characters. Single-class druids, wizards and priests should not have to choose which spells they get upon levelup. They should gain access to all spells (just like in Pillars 1). The "limited spell selections" penalty should apply to multiclass characters only. This makes the best sense both mechanically and lorewise. Single-class characters should be allowed to truly master their chosen class, since they forfeit the advantages of multiclassing. And it's not like permitting this will ruin class balance. It worked just fine in Pillars 1.
  4. Yeah, that's pretty lame. Obsidian is going through this dumb design phase where fun bonuses have to be accompanied by fun-killing penalties. Because LOL, THAT'S BALANCE! /facepalm
  5. 1. Make pet enter stealth 2. Send pet to edge of map far away from battle 3. Kill enemies 4. Let pet join you again
  6. I want to see a Sci-Fi spinoff that takes place thousands of years in the future...a time when electromagnetic technology is sophisticated enough to rival magic powerwise. I want to see an "Arcanum style" conflict between the magic of the old world and the technology of the new world. In Eora. They could call it Pillars of Infinity.
  7. Yes, it's friendly-fire capable. It will hurt your allies. But it's still totally worth buying.
  8. These are the only places Adra Ban can be found, according to the deadfire wiki: Flooded Cave (Ofecchia Channel) Engwithan Titan (Poko Kohara Ruins) Xakoras' Tomb (Poko Kohara Ruins, Engwithan Waystation Level Two) Collapsed Coal Mine (7° 49' S 57° 16' E - left of Motare o Kozi) Vailian Embassy, Luca's room, hidden stash (seen with 17 perception, might be less required) [x1] Engwith ruins on Maje island, hidden burial room of the architect, unlocked with a medalion [x2] Old City, Neketaka, Ondra's Temple, room with giant worm [x1]
  9. I don't think Deadfire is a bad game. I've had a lot of fun playing it. But I do think it's a bad sequel. There are a number of glaring problems. It fails to deliver a proper in-game transition between the end of Pillars 1 and the beginning of Pillars 2. It stupidly discards progression continuity between the two games, without any kind of serious or logically consistent explanation. (Why is the Watcher reverted to level 1? "Because...uhhh...his soul was drained by Eothas...!" Why were Eder, Aloth, and Pallegina reverted to level 1? "Because...uh...um...gee, we didn't expect anyone to notice that...well, just because.") /facepalm The main story ("Hunt a god and save your soul!") is short, shallow, and badly written. Honestly, Deadfire should have been a spinoff rather than a sequel. The protagonist should NOT have been the Watcher of Caed Nua. It should have been a brand new character. Because Pillars 2 sure feels and plays like a spinoff. Too bad they never realized this. I'm still a fan of the game. Which is why I care about its flaws.
  10. Done right, sex can add a lot to story and drama. The problem with sex in Pillars 2 is that it's presented rather artlessly and vulgarly. It's like the writers were trying to prove a point ("We're not afraid to talk about ****ING!") rather than add depth and intrigue to romances.
  11. It may be common but that doesn't make it good. An example of good is the progression continuity between Baldur's Gate 1 and Baldur's Gate 2.
×
×
  • Create New...