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TheMetaphysician

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Everything posted by TheMetaphysician

  1. Hey folks, I just picked up Xoti and decided to make her a single-class monk this time. The problem is that I have no idea how to build a monk -- never used one. I could use some help with some ideas about how to build her. A ranged monk build appeals to me; how would I go about building that? I just saw Essence Interrupter; is that a good weapon for a ranged monk? But a melee monk appeals to. How to build that? Can I build a monk that can do both ranged and melee? Anyway, any suggestions would be much appreciated.
  2. I'm planning on coming back to this game now that the DLC are all out. Has anyone discovered any new forced rests in any of the DLC content?
  3. All this talk of how hard the game is makes me really happy! I'm so looking forward to playing a game with real difficulty, where difficulty settings below the highest one are still quite hard. That makes me care about the story so much more. I love one of the posters' comment that he felt like he had to back off of some of his encounters. I love having to make that kind of decision! The game sounds perfect for me. I backed it, but haven't had a chance to play yet. I'm glad to hear it exceeding my expectations for difficulty.
  4. I'm repeating a bunch of stuff others have said, but here's my favorite stuff: - City design, especially Neketaka but including smaller cities. Gave a wonderful impression of depth that I haven't had in a game like this since Athkatla in BG2. - AI options. I still can't believe we haven't seen this since Dragon Age Origins; it should be a staple of the genre. Kudos for bringing it back! - I loved the pirate theme, the ship exploration, the sea shanties, and ship-boarding combat with its awesome music. - The scripted interactions -- they made the world feel so much more real and immersive.
  5. Oddly, I think this is actually a big reason BG1 is more immersive for me than BG2. Isn't that weird? I even totally agree with you in the abstract that this is bad game design, but in this particular case it is part of why I like the game so much. All the wandering around through maps gives a growing sense of anticipation for when I finally reached the gnoll fortress, or finally found Bassilus. And I felt much more like I was having to piece the story together in BG1 compared to BG2, where the story felt more like it was being told to me. Again, I'm surprised by the fact that I find BG1 more immersive than BG2, since I would probably judge BG2 objectively to be a far better game. I'm trying to understand myself.
  6. You totally should be able to wrench your own knee without the need for traps, don't you think? I wrench my knee with very little effort on a regular basis.
  7. What I did with Rekvu's items is save all the traps in the Poko Kohara dungeon. There is a room on the first floor with like 20 and another on the second with 6 or 10 more. They all give Wrenched Knee, which just reduces your movement speed a bit. Then I just went back there when I needed. Your solution is better, since you can combine it with rest-spamming. But I never really liked rest-spamming.
  8. You know what, that's true for me as well. I think I would rate BG2 as a far better game objectively, but I just find BG1 more immersive. I think the low-level gameplay actually makes it feel more realistic to me.
  9. There are some good party-support shields (one medium, one large) -- that emanate useful auras. I'm not sure why they aren't targeting your guy. My herald (paladin/chanter) got targeted by ranged all the time, to the point that the large shield modal (that reduced ranged damage 50%) was really useful to me. I don't know how the AI makes its decisions. My guy was front and center in the formation and had high might/high healing, so maybe that?
  10. This is a very interesting and plausible argument -- an in-principle argument against the very possibility of a good implementation of a Vancian system. I like it! It advances the conversation helpfully! It makes me sad, though, because count me among those who much prefer a system that requires you to manage resources over a series of fights rather than spending them all on one fight. Having to manage resources allows more interesting intra-party synergy (classes like fighters without limited resources carry the party through smaller fights, limited-resource casters carry through bigger fights), and make it possible for a fight to be challenging (because of its membership in a longer series of fights) without being just as challenging on its own as the biggest fights. That is my biggest beef with Dragon Age Origins -- the first fights with like 4 orcs are just as hard as the boss fights at the end of the game. Blah. So I want to take a closer look at your argument. Upon closer inspection, I think I'm not persuaded by either horn of the dilemma. That is, I think that you could implement Vancian systems in two different ways -- one by avoiding your first problem, and a second by avoiding your second problem. (1) Regarding your first horn: I think you underestimate the power of "tedious backtracking" to signal failure to the player. There is a thread buried in the original PoE forums that made a fascinating distinction between hard and soft failure. Hard failure is death and a reloading screen. Soft failure is having to do something tedious or perhaps immersion-breaking (like backtracking out of a dungeon) as the result of less-than-optimal play. At the end of the day, both can be helpfully thought of -- and interpreted by an alert player -- as a kind of failure. After all, what is the cost of a reloading screen? A few seconds of tedium and some immersion-breaking (coming magically back to life). That is really the same cost as the cost of soft failure. And the fact that players complain about having to backtrack shows they realize that they have failed. (They just don't react to it properly.) This is my own reaction to the first PoE, by the way; I thought it implemented Vancian stuff fairly well, though of course it could be improved. The principle of the thing was correct; only the details needed work. (For what it is worth, this matches my own experience playing these games. I always feel an ineffable sense of shame when backtracking out of a dungeon -- running from the monsters! how shameful! And obviously they could get reinforcements, so if they don't, I've broken immersion -- and so I basically don't do it. The resting system in PoE 1 therefore works perfectly for me. I think I'm roleplaying more seriously than the compulsive backtrackers, and that's what the game is designed for, right? Roleplaying?) (2) Regarding your second horn: this is the one perhaps most interesting to me. It seems that this is the way the new Pathfinder: Kingmaker game is going. They are doubling down on the Vancian system by making resting quite a bit more challenging (involving a mini-game of cooking, hunting, posting sentries, checking skills), and also have limited resting supplies and an overarching time-constraint associated somehow with the kingdom-building mechanics. I don't know all the details, but let's do a thought experiment. Couldn't we just make it so that you can always go rest, but that you have to travel far enough, or lose enough time, that the costs (though not a total game-over) are so high as to be prohibitive? Perhaps something like permanently lost opportunities to develop your kingdom the way that you want, or missing quests because they are on a timer, or some other severe penalty that is not identical to a game-over? That would be a design that would grasp the second horn of the dilemma. Moreover, why not, in higher difficulties, include the possibility of mismanaged resources that result in a game-over and reload long before? Perhaps combine it with forced autosaves at chapter transitions, so that saves aren't totally broken. And include sufficient warnings on that difficulty mode. I agree that such a game won't have mass-market appeal, but it might appeal to rpg genre fans, which have been shown to be numerous enough and rich enough to support games with decent budgets. Have I successfully responded to both horns of your dilemma? I think maybe I have.
  11. This studio made the old Rage of Mages games. You remember those? I played them back around when I was playing World of Warcraft, like 1997 or something. I liked those games. I don't know if this is to their credit or to their detriment.
  12. Considering that this had a Kickstarter campaign, and in light of the long-established tradition of Russian/Eastern-European game developers initially announcing hopelessly optimistic release dates I'm actually astonished that this is coming out reasonably soon after it was first announced. I'm a backer, and this studio has consistently under-promised and over-delivered. They've met (and usually beaten) every deadline. Kind of incredible, actually. They are becoming a favorite of mine just because of this experience. Game looks great; the Beta is like half of the game and is getting very good reviews from some people I think well of. Here's one. I don't think it will outsell DOS2 or PoE2, if only because of the fact that it has almost no PR at all. My fear is that it is a great game that lots of people who would love it will just miss because they never hear about it. I want it to be good, and I want them to make more.
  13. I definitely had mixed emotions when I saw this thread. On the one hand, I'm really excited about Pathfinder: Kingmaker, and I really hope that PoE fans also buy it. It doesn't seem to have nearly the PR program that Obsidian has going, so I'm worried lots of people who'd love it just won't hear about it. So I'm glad it is getting mentioned in these forums. On the other hand, I was pretty bummed that it was no1fanboy (more accurately: no1troll) who posted it. You know that feeling when somebody takes your side in an argument, but it is the sort of person who actually undercuts your position by taking it, and you'd much rather they were on the other side? Allies you'd rather not have? Yeah. That said, the game looks great. The Beta goes up through about half the game, and has gotten really good reviews from some people I trust who have played it. It also does take the other fork in some of the design decisions that have been controversial among hard-core Deadfire fans. (For example, it doubles down on the Vancian system by making resting a big deal, with a mini-game involving cooking, posting lookouts, and so on, and has a kind of overarching time limit associated with the kingdom building mechanics, which makes conserving resources across fights a much bigger deal.) So it might be a nice change of pace for those who care about such things. And it has the advantage that the old D&D games had: an extensively playtested and already-balanced set of mechanics (Pathfinder, which is basically D&D 3.75), that they just have to adapt to the computer and real-time-with-pause combat. They seem to be erring on the side of faithfulness to the source material, which I really like. I loved the NWN 2 character mechanics (and the whole game, actually, except the camera), which this is very close to. So spread the word! The studio making it has met every deadline ahead of time, underpromised and overdelivered, so I have come to think it is eminently worthy of our trust. It has a release date! September 25, a mere year after its successful Kickstarter campaign, and less than 2 months away.
  14. That monk in ToB is optional -- I always persuaded him to sacrifice himself.
  15. I agree with the points that many have made about nostalgia -- and Minsc/Boo. The other thing that made BG/BG2 the best for me is that I already knew a lot about and cared about the world, since I had read dozens of Forgotten Realms books already before I played the game. That fact DRAMATICALLY enhanced immersion -- I was in a world that already felt completely real to me. No CRPG that is set in a proprietary world (one made up for the purposes of the game) can match that level of immersion. The only other game that achieved that level of immersion was KOTOR, not just because of the familiarity of the Star Wars movies, but because I had read dozens of the Expanded Universe Star Wars books. Which is why, I think, that the Baldur's Gates and KOTOR are my favorite games of all time.
  16. Doing any scripted interactions that says "blabla hours passed" will drop your buffs. This. And don't forget that exploring ruins, battlegrounds, etc. lose you your buffs; you have to save, explore, reload, and explore again. Or just avoid those things entirely; they don't give you much except the one that gives you the lightning poleaxe.
  17. Oh, and for what it is worth, George_Truman, I do find your arguments pretty persuasive that the Blessing bonuses all add up to something significant, though "significant' is a pretty vague term, and I don't have a very good sense for how significant those bonuses are. One way to see that they are significant is to just look at the lump sum of the bonuses: +12 overall. +12 in one stat, or +6 in two stats, are pretty obviously significant, so that is a point in favor of your view on this. One limitation is that you won't be able to engineer the +6 in the stats that are most important to your build, since those will already be maxed or close, so the bonuses will come in the next tier of stats. That seems more significant for some builds than for others.
  18. This is wonderful. I never fail to be astonished when, on these forums (and other video game forums I frequent), people get into spats, and then de-escalate, apologize, and reconcile. Before I started being active on video game forums, I would have thought this impossible online. These communities really are pretty wonderful, and I salute you, sir, for this display of character.
  19. Fine. I frankly don't care about the debate. You can just make those points without saying that your interlocutor "doesn't understand the math."
  20. The reason that he said that it is funny when you said Kaylon didn't understand the math is that Kaylon is the one that posts the most sophisticated mathematical analyses of things like dps and recovery speed, etc., way back to PoE1 (if I recall correctly; could be confusing him with MaxQuest). So it can't be that he doesn't understand the math. He just doesn't agree that those bonuses are "significant" when you realize how many other bonuses you get in the game (from power level, gear, etc.).
  21. yes it definitely does as long as long as you damage yourself with the Voulge or a lightning lash weapon. that was one of the specific things I tested to see how that helm works with any lightning weapons equipped. It will obviously make create a bigger percentage lash from the voulge if it attacks as lightning - when the enemy has less shock ar than slash ar and your are under frenzy to damage yourself. it is a bit situational as such but it still adds good dps to the build when it works. especially in the end with high hit to crit conversion and boltcatcher gloves. Edit: this is why I specifically went to that dragon to get this lightning lash saber now: https://pillarsofeternity.gamepedia.com/Aldris_Blade_of_Captain_Crow Aldris blade of Captain Crow Because it has a consistent shock lash Ok, I think I understand better now. I thought you were referring to the constant Raw damage (2 per second I think) that you get from Berserker frenzy -- I thought you were saying it changed from Raw to other types based on the weapon that you were wielding. But that must not be what you meant, since that number wouldn't be higher if you were hitting larger groups of enemies. You must mean that you are damaging yourself with weapon hits, and I assume those are Carnage hits you are talking about. So you hit yourself with Carnage when you are Frenzied as a Berserker? I didn't know that. Have you confirmed this with the saber and not with the Voulge? Because you could be damaging yourself with the Voulge not by its regular attacks but by triggering Static Charge AoEs that hit yourself.
  22. Are you sure that self-damage from berserker frenzy charges Deltro's helm when you are using lighting weapons? I didn't see any evidence of that in the last video, and I couldn't tell from the first one.
  23. A guy on another thread says it looks like carnage hits are putting stacks of Static Charge on enemies. Can you confirm that? Also, this guy says that the self-damage from Berserker frenzy charges Deltro's helm when you have a lightning weapon equipped. Can you confirm that too?
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