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Everything posted by Slapstick87

  1. I really don't get why they can't just all be at the same level. It's annoying as heck.
  2. If you wanted to make an easy implementation of this it could be a background. "Muse" You've been the inspiration of artists, composers and philosophers. Beguilingly elegant and gorgeous, there's been no shortage of people who've found their passions stirred to great achievements by the mere presence of your visage. You've never wanted for food or shelter, though envy and lack of appreciation for your character and ideas has been a stone in your plush, velvet shoe. Bonus: +2 Diplomacy Now if someone who could actually write something coherent made this into a background, I c
  3. THIS! I was livid when I had enchanted a weapon with an enchant that was "ok-ish" and discovered that the one I really wanted but couldn't get at the moment disappeared. How they missed this part of the UI I can't understand.
  4. So why make it 75% in the first place? It's just an annoyance until you cap the XP then. Because from RPG perspective, the inactive members aren't really doing anything so they don't gain as much experience as the one going around traveling. This is just a toned down version because jRPG takes it to the next level of not giving them exp at all. The only real flaw from not taking companions along is that they don't grow through special quest dialogue which affects the reputation point they have with you and your other companions. I take your point, but it's still not an argu
  5. So why make it 75% in the first place? It's just an annoyance until you cap the XP then.
  6. How come my companions don't have the same XP, preferably the same XP as me, regardless of wether they're in the party or not? I was "encouraged" to bring along Tekehu for a romp through The Gullet, and he changed places with Aloth. After going through that area and a few more side-quests, I wanted to switch back to Aloth - only to find him a couple of thousands of XP lower than my existing party and missing a level to boot. Why? I'm hard pressed to see any benefit to this, though I see a lot of con's. Con's - It discourages trying out companions you're not instantly loving - It disc
  7. Yeah I agree! Mulling over new builds and characters is a favorite passtime of mine, and having to slowly somber my way over to the chair each time is a bit of a drag. Would be nice with a "faster character creation" option, where you just "poof" into the chair and "poof" into the ship.
  8. This is the only part about Pillars 2 I'm quite decidedly not looking forward to. I already think it's hard to figure out how to make room in my party for "extra" characters that I want to include. If they had said "Guess what guys, 7 PARTY MEMBERS!!" I would've been overjoyed! Right now I'm trying to get through a game without a priest and proper tank so I can finally find room for what I perceive as non-essential characters for once. 2 tank/melee, 1 priest, 1 wizard is pretty much mandatory IMO. Sure you can hybridize the roles, but it's still hard to fit more than a single character rot
  9. I just completes a normal run with a rogue - lots of fun Beginning of the game was just high stealth and almost no fighting until somewhere in Defiance Bay. Focused on high dps and killing enemies before they could kill me until mid-level where I rerolled to retaliation tank. Food and summons where used for hard/main fights, and defensive potions saw ample use. But it's just another skill button really, didn't use scrolls as I never invested in lore. Gearing requires a bit of thought, which is part of the fun imo. Rogue has just the right amount of tools and active combat skills to b
  10. Welcome to the fandom Actually fighters has so much innate defense and sturdiness to begin with, that you don't have to build them ultra-defensive. It can be much better to build some offense into them so they can be a properly disruptive force on the field. It also helps the AI not ignore them and just go for the glass canons instead, which they are liable to do if the tank is no threat. As you say, you usually don't even use vigorous defense! Rapid Recovery is generally not needed, at least not if you have a priest or druid for healing. Overbearing guard I haven't tested, but I find
  11. A "New Game+" option that makes a solo play experience more tolerable. Such as making you unable to take companions, but also gives you immunity to hard CC's like paralyze and petrify. They can still be detrimental in some way, just not a hard CC making you dead the instant a 10 sec petrify lands.
  12. I'm not quite sure why an "annoyance factor" is so objectionable. If I was an adventurer, trying to get to the bottom of a pit/dungeon/quest/whathaveyou, and I was so rubbish at being an adventurer that I would have to go back to town to rest all of the time, that would be REALLY ANNOYING. If I then became a better adventurer and didn't have to go back to town all the time, that would be a REAL RELIEF because the alternative is just so darn annoying. I'll concede that some people might not find it entertaining, but I'm happy that for once I'm playing a game that doesn't set out to be a "no
  13. I actually dislike it if dexterity/finesse becomes a defensive value that's competitive with armor. I find it utterly ridiculous actually. If you're a swordsman in the medieval times, and you know you're going to fight in a battle, and you have the option of using armor, you can be assured that anyone regardless of how lithe you are would want to put on that suit of plate. There's some very good reasons why armor was one of the most important technologies to develop and the best troops had the best armor. Of course there's a fantasy stereotype to cater to, not all medieval armor sacrificed
  14. It really boggles my mind that they stumbled onto (well... 'worked really hard to design' is probably more accurate) a formula and combination of game mechanics that worked really well, so well in fact that the game was highly successful and beloved, and the devs then go "Right! Obviously we need to change all that!". It works just fine, and the extra layer of strategy/considerations you need to make adds some complexity to interact with. If it works, don't fix it.Change for the sake of change isn't necessarily bound to be good.
  15. I definitively prefer a dark setting and tone, with sparse but well place humor, rather than having a dark setting too saturated with comic relief to be able experience an immersive and feelings-tugging dark-ish story. Showing people trying to cope with a hard and strenuous life, war and death, through a bit of humor is a much better experience to me than having overt comedy shoehorned into the game (Like a talking comedy relief weapon). The tone of PoE is a major part of why i like the game so much. Durance is my favorite character. I dislike the *person* - but as a character he's great a
  16. Personally I like the comic relief talking weapons. But if you were to go super serious on it, I'd like to go dark and ominous. Maybe something like the Shadow Priest Artifact Weapon Xal'atath, Blade of the Black Empire from WoW. Intermittently whispering dark, disturbing and mad thoughts and half-truths from the old gods, hinting at the future and real meaning of the universe, but never truly being comprehensible. Maybe it could have ties to Wael. Whispering ominous allusions to the true meaning of everything, secrets about the people you meet, making you question everything and yourself.
  17. Granted I haven't read every single post, so the point may already have been made, but I think a risk with removing per rest abilities is this: If you have all tools available all of the time, all encounters must either push you to the limit to be exciting (making balancing difficult, multiple fights tedious, and optimal composition more important), or most encounters will be boring "trash" pushovers because you can go all out, all of the time. I actually think PoE nailed it with its current design. You have to manage when you use how many of your abilities to avoid losing too much health,
  18. So far, so good. I finally went ahead with Aumaua Shieldbearer Paladin Tank #1 (15/8/8/15/17/15), Fire Godlike Barbarian Tank #2 two-hander (19/17/10/13/16/3), Cipher Warbow (17/7/12/18/17/7), Moon godlike Magran Riflepriest (18/7/14/11/18/10), Ranger (16/7/17/19/14/5), Druid (18/7/12/16/18/7). Just killed of Raedric with a lvl 5 group, and it went reasonably well. The Paladin went down in 0.2 seconds from focus fire, but some wood beetles were able to shore up the gaping hole in my frontline. I've had quite a few knockouts already, and I generally feel the group is quite squishy. I'm won
  19. Alright, I've decided to ditch the fighter and go for a Councilor Ploi-ish Paladin tank. The accuracy boost should be welcomed for my Barbarian. Went with Coastal Aumaua, because being prone sucks. Fiery Barbarian I'm interested in seeing how a barbarian fares with the Forgemaster gloves for tough fights and scion of fire (I assume it works) for the tough fights boosted by a priest and the paladin. Will be using Tall Grass for trash, or maybe even Durance's staff!? Concidering going fire godlike. Stat spread roughly around 17/8/14/17/17/5 somewhere? Chanter Tank 17/10/5/10/18/18 ? Ma
  20. I did a potd playthrough shortly after launch, and just now finished up a run through WMI & WMII on hard. Now I'm thinking of starting a Triple Crown game for a 100% playthrough, but I'm a) deadly afraid of Ironman mode, and b) I loathe... no, despise not having spell area visible. It always bugged the hell out of me in the old BG games, because if you play P&P it's not like you can't tell your GM where you put your fireball, so why in gods balls does it have to wild guess on a pc? One of the best things about PoE is showing where spells actually hit, and now I have to make do without
  21. The duplicator is best applied to a specific weapon you wish you had another of, if you run a dual-wielder in your team. Like the sabre "Bittercut" which you should find early in WM. I know "Drawn in Spring" dagger is also popular against hard enemies like dragons, but I suppose that's mostly a concern on potd difficulties. Never used it myself. I have no idea if it's the best strategy, but I generally prioritized stat increase over other abilities, and defensive abilities (+def against whatever) above utility abilities. As such, I didn't get to use most of the cool cloaks or and whatnot,
  22. In my last game I used Devil of Caroc as a semi-tanky dps character as her stats leaned that way to begin with. With a saber, small shield and some defensive items she had no problem reaching defensive values comparable to Eder or my monk. Though slightly squishier with lower health, she was excellent for wrecking the backline of the enemies without fear and could easily handle a few mobs singling her out. I wouldn't necessarily say she outperformed my two-handed Eder or my Monk, but a rogue certainly lends some unique utility with mobility, disables and some spectacular finishing blows at tim
  23. For big fights on potd, I found crowd control to be essential. Aloth's Bewildering Spectacle should in itself make the fight reasonably doable, since it's very possible to have half of his guys kill the other half of his guys. The benefit of potd is that the mobs you confuse/dominate is also that much stronger Disable and Control, Divide and conquer. Remember to debuff. Oh, and Shod in Faith boots are really nice on potd since enemies tend to crit frequently and the heal is pretty decent for an extended period through the fight. Doesn't cost all too much either if you haven't blown all yo
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