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Everything posted by Ouroboros226
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Thanks! I just rerolled again also lol. I have to say though, the replay value seems immense. There is SO MUCH various interactions and reactions that despite like a million rerolls I always hear or see something new. The devs did an amazing job on crafting this game, even if it ends up being too short for my liking
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If you've done the starter island, fort deadlight and Neketaka. How many % of the game is done? I'm wondering because I needed to check the stats of a unique weapon. While doing so - I noticed that most uniques I've already found just by doing Fort Deadlight and Neketaka. So this had me worrying that the game might be super short (since the % of unique weapons found could relate to % completion?). I've yet to explore the entire 50% of the northern map though... and theres many, many islands I haven't done. And I've avoided main quests completely. There's many things hinting at the game being extremely short, but also good evidence for the opposite. It's important for me to get a "feel" for what % is done when you've gone to Neketaka and done all the quests there - because I need to know if I need to slow down and enjoy the game, or if it's long enough that I can pace it up a bit.
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The whole appeal of a shapeshifting druid would be specializing in a form and get that form a bonus and/or permanence. Currently the shifter is like... a generalist shifter with no identity. As you can access all forms. The biggest issue is that shifter shapeshift has a duration though. I think a better solution to shifter would be to have all regular druids have access to all forms, allowing one timed shift. Weirdly enough... other druids and shifter seems to have their mechanics (as to what makes sense logically) reversed. Suggestion to change shifter: POSITIVE Decide on one shapeshift form to specialize in. That form gains permanent duration and you can shift in and out at will. Shifters gain a bonus to their chosen form based on what form they choose. They all gain one additional damage type (as to not be useless vs immune to X damage type). These are just examples for what the bonuses COULD be: Wolf: A stacking 1% weapon damage added as raw damage per hit up to a 25% cap. This is per encounter. Heal for X when you hit a blooded or near death enemy. Boar: 25% chance to stagger on attacks. Critical hits causes interrupt. +1 Engagement. Bear: +2 Armor. +3 engagement. Stag: +8 all defenses. Gain 1% recovery bonus stack per hit up to 15% max. Resets per encounter. Cat: +30% stride. Can not be detected in stealth. +15 defense bonus to disengage. NEGATIVE One (or maybe 2) forms. Can not cast spells while shifted. Each time you shift, the power level of your spells is decreased by -1. Stacking to -5 max penalty (per encounter). When not shapeshifted, damage done to you has a low chance (15%) to instantly shift you into your animal form. VISUAL Slight visual changes to each shapeshift form to make them a bit more menacing as a shifter Ending Note I felt I had to post this feedback and suggestion... why is shifter a generalist shapeshifter and not a specialized shapeshifter with one form which gains a bonus? Why isn't a timed one-time shift to all animals the general druid's thing? The whole point and fun of playing a shifter is using your animal form, and feel a sense of identity and strength to it. It shouldn't be timed. Regardless of counterbalancing measures, timed shift should NOT be a thing for shifters! And having access to all shifts, instead of 1 (or maybe 2 chosen ones)... maybe people disagree - I feel it's a loss of identity to your shifter. Better to give all shifter forms a unique bonus passive or ability extra and restrict to one.
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Thank for the advice I decided to go with rogue, as they have good pen abilities also without a big downside. Invis if they gapclose. So they are weak to shock hmmm... I read expert mode hides weakness stats which is why I couldnt see it I guess. Without spoiling anything - are there high armor mobs even worse than iron golems later on? I havent gotten that far in the game yet. Rerolled like 10 times but only starting island and neketaka, as well as deadlight.
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Thank you Boeroer! I'm actually considering dropping it. Thing is I'm going to play ranged. Do you think chugging potions for the +2 pen and armor is worth it still? I got obsessed with pen for new characters after doing Arkemyr's mansion. Because I got so mad killing one iron golem took like 10 minutes Arkemyr's mansion, and other encounters with high armor enemies - are SUCH a slog!!! If I can get through iron golem+ armor with pen I'll be happy. Maybe if I'm just looking for pen - as ranged - rogue is better since they have 1 resource +2 pen attacks dunno.
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Hi! I was wondering about the berserker's self-inflicted damage. I googled a bit and found out that it actually SCALES with your character level?! I want to make a berserker for my main character, and I have googled the solutions to confusion - so that's covered. Health being hidden isn't an issue either. That only leaves the self damage and I need some info and advice here. Just how bad does it become as you level up? I mean - if you are not in the frontline but safely in the backline, does it matter much? Does it only deal like 10-20% of your health with say 10 con base? Or are we talking so much damage that in a prolonged fight - if you didn't get a heal you'd actually die from it? The issue I'm struggling with is how to best deal with the self damage, and I need to know roughly how bad it gets. I was hoping 1 potion or second wind per fight would be all, but if my health is dropping like crazy constantly - I think the berserker is too much management. Will I hate my character later on for taking berserker? Edit: Also wondering about the shout ability. Doesn't seem worth it imo, 4.0s recovery time for a shaken debuff only. Seems kinda bad when considering opportunity cost of less brutal attacks?
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Haha I'm glad you guys got hyped over this I was wondering @Not So Clever Hound, is the grimoire spell steal of wizard permanent until replaced? I thought it only lasted for the current encounter? If you gain the stolen ability to use once per fight for as long as you want - that really makes this spell interesting!
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The flowing black hair is a cool idea, but it bothers me that you can't disable it. The male version doesn't have it. If it looked better it would be awesome, but the current effect makes it look like the female death godlike is boring. Damn my vanity I want to play one... but I can't with that black flowing hair, because it isn't "enough" kinda - so it hits the uncanny valley for me. Is there any way I can remove it? Maybe by removing the file for it if it has one?
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Hi. Without spoiling the specifics (a yes/no will do). Serafen committed mutiny because I sold his friend out. I really needed the copper for a better boat, Serafen is a pirate I thought he would understand, but he went ape**** mad and ran off. Just wondering, without any heavy spoilers, if I will see him again later so I can punish him for this transgression.
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Making your own build is half the fun, even if it fails. I was looking at shifter, which has this penalty that you can't cast spells. But how do I know what abilities counts as a spell? For example: Frenzy has a cast time, but you can still use it. Does that mean that evasion, smoke bomb and gauging strike in rogue tree also work? I'm just at a loss as to how I am supposed to figure out what abilities count as a spell - being disabled by the shifter class. I'm assuming shifter disables all spells, but maybe it's ONLY the druid spells? EDIT: Also wondering if golden enmity works on shapeshift form, CAN I BE A GOLDEN CAT?
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I robbed his vault and killed all his guards (damn those golems take a long time to kill!). Then I stole his robe. Later when he asked for me, I admitted to robbing the vault. I told him straight to his face. Now about his robe, I NEVER expected the developers to actually add in him reacting to this. But he recognized me wearing his robe. Then something about "his nails burrowing into the chair" or something. Man this was too good... I was quiet literally laughing so hard I was crying at this meeting. Arkemyr must have the world's greatest restraint. I not only robbed his vault and murdered his guards, I straight up told him to his face while wearing his robe xD Ahhh... I know you guys probably knew that was possible but just wanted to share how much I enjoyed all that.
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Instead of making a new post I figured I could just ask some more questions here if anyone is willing to help. I also don't want to ask in the builds and characters section because it's marked with spoilers. 1) Blunderbuss as your primary weapon deals pierce + fire. Undead are immune to pierce (but not fire?) so can I play a main character with blunderbuss only all the way through? Best class combo for blunderbuss? 2) I wanted to dual wield blunderbusses, but I read that you only reload one of them. Does this mean dual wield pistol and blunderbuss, is only good as an opener - and after that the offhand is useless? Or will you reload both if you don't continue autoattacking? The thing I want to play - is an assassin dualwielding blunderbuss. Sneak-> boom. Smoke->boom. Repeat. Though I'm unsure how viable this will be in prolonged fights.
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Hmm so inspirations counters negative afflictions and prevents them? I was only looking at the buffs... I'm playing on expert which hides a lot because I wanted to follow my gut. But pretty big if I missed this. Still. I don't see it being that important, I'm playing on veteran and the hardest encounter yet has been the early game encounters.
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I'm simply wondering if playing a priest has a massive impact on the story and endings or not. Reason I'm asking is, I feel like I'll be missing out a lot by not worshipping a God. However - I really - really dislike the priest class. Especially for multiclassing. While other classes are basically "Wish I could get everything", with priests I'm struggling to find ... anything useful. Most priest spells are low duration, low returns (for the cast and recovery times), ok but kinda mediocre CC and debuffs. Their debuffs also suffering from low duration. Too many super situational spells. Druid is superior in both healing and support. Hell, I'd even go a herald or just paly/chanter single class for heals over a priest. So I hope you see my problem! It would be cool to worship a God and play a priest. And I'm afraid I'll miss out on so much by not playing one. I really WANT to RP a priest, but priest just looks so bad compared to basically everything else. Especially when multiclassed.
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General forum does not allow spoilers, so I'm writing this here instead. I hope that's not a problem. I'm not gonna share the positives, because there is so much good about this game that writing all that would end up in a gigantic wall of text. However there is two big points of critique I want to share in hopes that it reaches the ears of the devs for the future in hopes of improvement. Warning: SPOILERS 1) The ship and crew part. The crew and the ship was really cool. One of my favorite aspects of Mass Effect and Kotor. However I felt this part was heavily underused and lacked reaching its possible potential. In Kotor, the ships felt more... atmospheric? The ship in the Outer Worlds felt more bland. There are crew interactions but saw multiples of the same scenes over and over. I also felt that the crew and the ship wasn't big enough for the story, in that, it could have been utilized more. The Mass Effect 2 suicide mission for me, was and still is the pinnacle of "Crew and ship" use in gaming. I think the ship could have been better made, and the crew and the ship having a better atmosphere and having been utilized better within the story would have been nice. That one crew meeting was good, but it felt kinda underwhelming. 2) The story arc was basically just "You are revived, find and free the colonists" that's it. I was expecting this to be the first story arc out of 3 big story arcs. So the problem here from a narrative perspective is that there are no cool plot twists or meaningful extentions of the story. In a way, you had the entire narrative laid out before you from the get-go. I was hoping for a longer and more complex main story. In the end, the story felt too short and predictable. As for point 1. Maybe the devs didn't want to take the crew and ship to the extent of how far it was taken in Kotor and ME (ME2 in particular). If this was a conscious choice, there is no criticism. If reaching that feeling was an actual goal, I think it failed. As for point 2. If a deeper, longer and more complex story wasn't intended, that's fine too. And for both of these - I understand that the many, many branching dialogues and skill checks is a huge investment in opportunity cost. Adding so many options to every dialogue and quest, will have a cost somewhere. If the crew and ship + main narrative was the cost, I'm fine with it because the dialogue and writing was so damn good. In the future. If Obsidian has more time and resources, I'd really like to see the quality and care given to the dialogue and writing in the Outer Worlds - but with the longer and more epic storylines of Kotor. And with the level of crew + ship content of ME2 and Kotor. Other than that I don't really have much to say. Other than these two points of critique, the game was pretty damn awesome.
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Picture Download has been dead at 69% for several hours atm. Internet works fine so I don't think it is my internet. I have plenty of space on G: where I store my games so that's not the issue either. Maybe the text as the bottom is an error code? I bought the game on Epic Store (PC, Digital). Can't think of anything that can be the cause.
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Godlike pointless?
Ouroboros226 replied to Judicator's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I went death godlike. Wasnt referred to in conversation a SINGLE time.