-
Posts
2568 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by Raven Darkholme
-
Offensive Fghter
Raven Darkholme replied to evilcat's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
If weapon grandmastery would actually give 4 more accuracy offensive dual wield fighters would be very viable.- 13 replies
-
- suggestion
- fighter
- (and 4 more)
-
Yeah, see I enjoyed both Oblivion and Skyrim for some time, but stuff like this where, by a certain level if planned properly, you could effectively enter God mode, made me lose interest. In PoE, if planned properly, the difficulty curve does trend downward, but not quite as bad as in the Elder Scrolls games. There are still a small handful of endgame fights in PoE where you won't be practically invulnerable, and there will be some challenge involved, at least requiring you to employ good strategy and tactics. Yeah, Skyrim is no tactical game, for sure. Max your alchemy, enchanting and smithing, and even on Legendary, foes won't be able touch you anymore. Throw invisibility in the mix and you won't even need maxed stats. What's totally dumb compared to PoE: In low levels, where you might not even be able to fight without a companion on legendary (companions do normal damage you only do 0,25), you can just entirely avoid fighting and level like crazy. Just do the alchemy quests and you soln will have endless money which you even can use to train skills. On PoE before Caed Nua you are forced to fight.
-
I soloed on Potd, before 1.06. Back then it was slightly easier, mostly because of stronger retaliation. But I knew way less about the game, these days a solo would go even more smoothly in spite of 1.06. Early on you exploit here and there, mostly wirh chokepoints, later on when you have 2 retaliation items it's not needed anymore.
-
New playable race
Raven Darkholme replied to ChaosMaker90's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
No more races, pls. Make other races other than moonlike viable, without nerfing moonlike too hard. -
Lol, no problem. The best A.I. adjustments seem to be those made by mods, so I am kinda happy with "whatever" adjustments are made with 2.0. especially since some people already reported they are at least decent. As to Skyrim, didn't play it modded yet, but I normally tend to play invisible backstabbers (I know, o.p.) and Falmers stand no chance against those. In one sidequest for either thiefs guild or brotherhood, you end up in a camp full of falmers its really satisfying to hold your right mouse for invisibility, left click a falmer, insta glib him, release right mouse for instant invisibility and proceed to the next falmer.
-
1: Stat importance: IN>DE<MI 2: If your DE is high enough you can even take plate if you feel you die too often 3: Blunderbuss is alright, but so is arquebus and war bow 4: Not enough wiz-experience for me to answer that 5: Mechanics is generally better than Survival, but in a full party your frontliners are better off with it, since they get to the traps first 6: Doesn't matter that much. Most op is a team with 2 tanks and other casters.
-
Which begs the question for me: might there me a situation where quick-switching yields a DPS boost for melee weapons, and not just for guns? Say you wear plate and quick-switch between two two-handed weapons the instant you land a hit with one. I wonder if you'd do more DPS than you would by just auto attacking with one. Anyway, I know you haven't tested Quick Switch, so this is for me to test or for someone else to answer if they happen to know. As for cheese, there's a wide variation to what people consider "cheesy," since that's a very subjective concept. We can see an extreme in the thread about highly restrictive personal rulesets that involve no use of anything remotely magical, as well as severe self-imposed nerfs to powerful melee classes. Personally, one thing I've considered too cheesy to ever do is use the "random" items list and rest X number of days because I know that a particular item that's supposed to be random is going to be there. I think the difference for me is that that takes me completely out of the immersion, since there is no way to justify your characters having some sort of "insider knowledge" about the matrix they live in, if you will. I could, however, justify a talent being really strong if applied in just the right way by, well, my character developing that talent through training and figuring out how to apply it in just the right way. I'm not saying YOU shouldn't use it, because I think it's cheesy. What I meant, I doubt it works that way, if you have the focus to cast 3 times in a row, not only to insta cast first two spells, but to switch back to the first weapon and instacast again. Well as soon as you tried, please post.
-
It's good to know what I'd be looking out for in testing with 1.0.6. Helpful, but your last sentence confuses me. What would I gain from an additional weapon slot? Are you implying that the recovery time shortening can only happen once per encounter per weapon set? Because I was thinking (hoping) that immediately after gaining the necessary focus from a weapon swing, I'd switch weapons and cast the power, and keep switching back and forth between two sets like this as many times as expedient for that encounter. It seems I'd still benefit from different stats including higher Dex either way. What kinds of stats would you recommend for 1.0.6 for a solo melee cipher planning on eventually using the retaliation + Carow Golan mechanic? Seems kinda cheesy if it worked that way, you never would have recovery time, as long as you cast spells.As I said, didn't try it myself, though.