
Urocyon
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I'd like them to lean hard into the soul bound weapons and make all but the most trivial items soulbound. At the moment, there really isn't anything separating magic items from soulbound items. It only feels half realized to me. I would also like more subclasses that push the creativity envelope. To beat a dead horse, the wizard subclasses are kind of uninspired; it's seem cut and paste from D&D. Finally, I want more lore. When I create characters, I try to fit them into world with a backstop that makes sense. We have a little bit but I want more hooks.
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I wish all the Wizard subclasses were rolled into one subclass called something like "Specialist". With this subclass, you pick a specialist school that gets a significant buff but the other schools get some kind of negative. That way you can still specialize but weren't completely hamstrung by banned schools. That would have freed up slots for other kinds of interesting Wizard subclasses like maybe "Elementalist - kind of like Specialist but you get bonuses to an elemental spells but negatives to non-elemental spells); Artificer - (gets Deep Pockets at creation as well as bonuses to consumables but spells have higher casting time); and something else maybe.
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Providing access to more of the abilities would have gone a long way to help balance and flesh out the classes. They wouldn't even necessarily have to spoil any content. It could have just been a series of encounters for which you could run some builds through to see how powers interact. This testing area could have even been kept for release and accessed through the start menu so that folks trying to figure out what they want to play could fire it up, make a character of a specific level, and beat on an encounter in a neutral environment without having to do the Berathian walk of shame a dozen times. I also think narrowing focus of the project scope so more time could be spent on fine tuning things like encounters, quest depth, and item diversity would have helped alleviate some of the complaints I have seen. For example, sidekicks are neat and all but maybe the effort to make them could have been used to provide more substantial companion quests or a larger variety of soulbound items.
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Here's a link ti the Sneak Attack definition from the wiki (see below). If you attack or use your Deception abilities versus opponents that meet these criteria, you should be ok. The most time efficient way to do this, I think, is to have another character prep battlefield with something that debuffs, like a grenade or another spell, before laying in with your Beguiler because your recovery speed and cast time is going to eat into the duration of whatever is causing the opponent to be affected by Sneak Attack. https://pillarsofeternity2.wiki.fextralife.com/Sneak+Attack
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There is a unique war bow in this game that, I think, will get you very close to this type of character. I won't spoil it for others that might wander on here but if you are interested, take a look at the unique war bows here (it's the named bow in the upper right corner under "S" https://pillarsofeternity.gamepedia.com/Category:Pillars_of_Eternity_II:_Deadfire_war_bows As for Black Jacket gun spam, it's really effective but kind of a one trick pony. If you didn't like ranger because it was clunky, you might not be too enthusiastic about how Black Jackets are typically used. If that bow doesn't look interesting (or maybe even if it does), you might try a Kind Wayfarer Paladin. Their version of Flames of Devotion heal nearby allies. You can mix paladins with pretty much anything.