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dimvision

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Posts posted by dimvision

  1. And I think the Magic Missile spell is a good example of what I don't like about magic in Eternity.

     

    (For those who don't know, Magic Missile is a D&D level 1 spell that most wizards or sorcerers start out with). The Magic Missile spell was awesome in the old IE games because it scaled with your level--the higher your level, the more missiles you could shoot, the more missiles you could shoot the more damage you could do.

     

    It was great. That made the Magic Missile spell useful even at high-levels. It was also a great visual indicator of character growth. When I hit level 2 in Baldur's Gate, for example, I don't feel like I'm getting stronger because I can do slightly more damage and have slightly better stats--I feel stronger because instead of shooting out one dinky missile, I shoot two. And then hours later when my wizard is blasting 10 missiles from each fingertip--that feels truly badass.

     

    Which brings me to Pillars of Eternity.

     

    None of the magic (that I've seen so far) scales with the player, so low-level spells very quickly lose relevance. There are also no visual or mechanical changes to the spells... and that's really disappointing to me.

     

    I love Pillars of Eternity, don't get me wrong: it's almost everything I'd hoped it would be. But I always play a wizard/sorcerer character in games like this, so it's disappointing to see that Pillars of Eternity is yet another in a long list of CRPGs that simply fails to (even try to) reach the same level as the old IE games.

     

     

    Magic missile has always been op in the past IE games and pen and paper D&D, I've played a lot of 3.5 with the correct feats magic missiles will do a whopping 300++ damage (can't remember exact numbers) no need to roll for damage cause it's maximized oh and did I mentioned that it's also quickened?? LOL and yep you guessed it no save, no defense against it outside of magic resistance (I f****** hate autohit spells). Now that said most people are ok with it (personally I think it's op) because it uses up spell slots. In 4th edition not so anymore.

     

    Spells scale in the past games because it "always" use up spell slots, they don't scale in POE cause later on lvl 1 and 2 spells shift to per encounter instead of per rest. This is the only first installment of POE, I'd imagine if an expansion or POE2 comes out they will raise the cap introduce new spells and maybe lvl's 3-6 spells will shift to per encounter.

     

    Spellcasting classes in POE are OP as it is, they hardly fail because of the graze mechanic. Your lvl 1 slicken or lvl 1 natures mark is still effective even in the endgame. You just need to get a graze.

  2.  

    Storm of Vengeance

     

    A 9th level spell? This first installment of PoE is a low-mid level campaign (not that that stopped the devs from giving casters game-breakingly powerful spells like mass Petrify, mass Paralyze, mass Confusion...).  Priests do get a number of powerful Burn damage spells, especially the higher level ones. They're one of the few classes I think it makes sense to give Scion of Flames.

     

    Yes I know, like I said I was "EXPECTING" them to be on par with 3.5 clerics which are complete powerhouses... y'know given Obsidian's history with D&D based games.

  3. I rolled a priest first expecting it to be as equal as the D&D 3.5 cleric. Was disappointed cause of the lack of offensive spells, not saying that priests aren't a good class they are just well suited for support in PoE. Rerolled a druid atleast this class has a spell that resembled Storm of Vengeance, shame that wearing full plate has a huge downside still.... This is the class that reminded me the most of 3.5 clerics.

  4. You might also want to check spell descriptions "FOE AOE" means it only targets enemies so don't be afraid to target spells on top of your party, "AOE" means it targets everyone within the red circle but doesn't hurt your allies in the yellow circle the higher the intelligence of the caster the bigger the yellow aoe becomes. This is also the same if the spell has "FOE BEAM" and "BEAM".

  5. So apparently not only does the wizards low level spell become per encounter, but it applies to all spells i.e. priest and druid too?

     

    I can't remember reading this anywhere in the game or level up, spells just seems to reset after encounters.

    As Druids/Priests/Wizards gain power, their weaker spells eventually shift to per encounter use. It all says says this at character creation.

    • Like 1
  6. I noticed this one as well. Was playing yesterday, recruited Eder he's lvl 3 same as my PC and checked his stats and his weapon focus is there also with defender stance iirc, decided I'm not happy with my character rerolled another one today though this time, I went straight to Gilded Vale (ignored the wolves and bandits with the chef in valenwood) recruited Eder he's level 2 this time (my PC is level 2) and noticed that he doesn't have his weapon focus and defender stance, figured I'd just get those the next level  and to my surprise I can only select 1 fighter talent.

     

    All of this is in patch 1.03 btw playing on steam if that makes a difference.

     

    Edit: not guardian stance it was defender stance.

  7. I just tested all the voices for male:

     

    Voices that have very low casting sounds (barely audible):

     

    -Sinister

    -Noble

    -Mistic

     

    Voices that have med casting sounds (Audible but a bit more would be nice):

     

    -Stoic

     

    Voices that have a good audible sound (Perfect):

     

    -Feisty

     

     

    I hope there is a way the devs can tune up the volume on the first 4 because i dont like Feisty that much, tough his casting is badass.

    Roughly the same as my problem though, I would say that stoic is the same as others and Feisty is spot on.

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