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sapientNode
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Update #101: Update 2.02 is Live
sapientNode replied to BAdler's topic in Pillars of Eternity: Announcements & News
What do you mean their coding system was not designed for weekly patches? Do you work there? I have not had any issues with other games from GoG just this one. I definitely dislike their confusing numbering system but other than that all of the games new or odl I have gotten from there has been great. If anything they have the ability to do more with Code because they make games playable on newer systems. Honestly I do think its some bad communication between Obsidian and GoG and potentially a push for us to get on Galaxy. As stated above by someone else I despise third party systems to launch games I own so they can track my demographics info and then push games to me or monetize my traffic. Now if they cut me in on a % I might reconsider using their systems. -
Skipping Companion Quests
sapientNode replied to Anaeme's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Thanks. I am such a completionist I want to see it all. If that happens in act IV it is probably likely there are others who have extra dialog at that point of no return. Unless they had in mind we bring a certain group into act IV. With 10 companions if I wanted to see it all I guess I need to reload 2 times and bring a new set of companions on each load. Does this slide changing event only occur in act IV? Because that is at least something I can plan for. Otherwise I keep wondering if I should be bringing each companion to each special encounter. And then I get tired... heh -
I still cant understand this curb stomping thing. Are you saying per encounters allow casters to curb stomp everything? As in when my level 9 caster and then level 12 caster gets access to level 1 and 2 spells on a per encounter basis and they have 5 casts of each per encounter they all of a sudden become God like? By level 9 and even moreso by 12 I have so many damn materials to craft with I could pop potions on my melee like candy and eat food and be launching constant scrolls with my entire team if they have a good enough lore. If I went into battle knowing how to cast truly powerful arcana and I started throwing level 1 missiles and slickens at my enemies I think they would be relieved.
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Too much restocking?
sapientNode replied to Kilburn's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Drops Loot and Merchants could really do well with a alteration. Merchants should not hold onto everything I sell them. I mean it would be interesting if say you sold all your stuff to Gilded Vale and you got rep and then they smelted the stuff and became really powerful or had extra special magick gear because they had more money. It would also be interesting and possibly a difficulty setting to have merchants have a set amount of coin per reset or something of this nature and to tinker with the reset variable to make it more in line with what that merchant would have. For example early on Gilded Vale is not going to have a merchant with infinite amount of coin to trade. Drops I think trivialize a lot of items in game and it can be cumbersome finding them when they come too often and too many. I find a new weapon and I start getting into it and bammo a new weapon drops. Then I stop and think if it is a good weapon to trade into. When this happens so often I end up getting agitated when a new item drops. The RNG loot spots are another cool design in theory but they grab from a very large table which leaves anyone who wants to specialize and is unlucky missing a lot of stuff. It does add replayability in a sense but in a game like this replaying it a lot of times is not likely to occur. Each RNG loot spot should only draw for a specific slot and they shoul dbe geared for certain types. So potentially a secret stash could only have belts and only have belts that would suit a melee play style. There are enough of these secret caches that even if they refined the drop tables for them we would end up with more unique drops to choose from. Factor in crafting we end up with trivial special drops in some cases. I would much rather see a fully robust crafting/enchanting system but with a lot a lot a lot less material drops and availability. I mean on PoTD its absurd the amount of materials I end up with. 200+ or many items. It makes crafting feel blah and with the amount of scrolls and potions and with all the money you get from the armor drops all over the place it feels like cheating to even craft that stuff. It would appear they tried to please everyone and implement every angle to do so. And they ended up with too much of too much. In a game like this very specifically placed items works better with no RNG at all. A limited well designed enchanting system. Limited loot drops and limited money. All of this gives the player a feeling of true reward and accomplishment. Right now there is too much a feeling of give away in many aspects of the game. -
Very few people seem to talk about the 2 early Stilettos (Oidhreacht and Azureith's) Azureith is fantastic early on as it steals endurance. I still use Oidhreacht. It is the only weapon I have seen that auto uses a spell on crit not has a chance to cast it and its encounter and its AoE. (Jolting Touch) I like fast weapons for my Rogue and Dual Wielding so I stay away from Tall Grass or stuff like that. I finally replaced Azureith with Cladhaliath from the ruins in its offensive form which stuns on crits and does 20% more damage to prone etc. For gear I swap between my mechanics gloves and the deathblow 10% increase gloves. And the most awesome belt ever for Rogue is Girdle of the Driving Wave (1 per encounter knockdown) With this and Death blows I can solo pick off stragglers. Girdle of course is a lucky find. As far as stats I built my Rogue heavy in perception with no int because I wanted to hit a lot. I might have tried more int and perhaps on another run through but I am all about speed and accuracy. I want to see proc after proc after proc. If I lead with girdle knockdown and then blind them and then with deathblows and all the rest I am 3 to 4 round destroying even heavy hp enemies. I just wish the invisibility was per encounter too. I went with the main Rogue abilities like have already been posted here but I added Shadowing Beyond in there as that has saved my ass many many many times. Using shadow to go around the mass group and single target casters has been a useful strat as well. Its also risky For enemies that are immune to pierce I have Ravenwing and Aattuuk The rest of my gear that is important is I use padded armor the ring of wonder (second chance) tempered helm (defenses against prone and major boosts after kills) and Malinas boots. My Rogue tops all my charts for damage and crits
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In a game like this it is very situational what is the strongest build. For AoE I will go with Druid hands down For single target my favorite and tops all my damage charts is a Rogue And for buffs its the Priests My Tank is a Pally and she does not get scratched from almost anything rarely gets turned has high elemental resistances and move speed. And ciphers are undoubtedly amazing with charming. Especially that contagious charm of theres. I can sneak in to a group of enemies and launch and contagious charm spell and then run over with my rogue in stealth and take them out one by one while they are distracted.
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Skipping Companion Quests
sapientNode replied to Anaeme's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Ok so I am getting different answers to this. In my post I asked if once there quests are done they are complete. Some said they have extra things to share after their quests are done and your answers affect their end text. Is this correct? I would rather it be whats is being stated in this thread where once they are done they are done and you can drop them off and still have as much completion as possible. -
Skipping Companion Quests
sapientNode replied to Anaeme's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I thought that there were actually hidden aspects to these companions that only trigger when they are with you and affect their endings in general? (End game text and such) -
As many have stated I do not understand whatsoever the concern about having or not having encounter spells. Rest to gain spells or go to an inn or do not use them and utilize another method of fighting enemies. I have used a multitude of tactics thus far throughout my game. Some have involved 0 caster usage and the end result has pretty much been the exact same thing. There is not a significant boost in my teams which have 2 or more casters with per encounter casting. By the time I have gotten to per encounter casting all my melee is strategically decked out to deal massive damage and hold and entire army of trash mobs. Occasionally I go for the slicken mechanic when I am blocked and I need to get that druid on his ass before he throws insects on me but other than that the amount of time spent throwing slickens and fireballs is far more efficiently spent casting higher level spells and knocking things on their ass with melee and wiping the floor with enemies with my Rogue and Monk. I would put forth a challenge to someone who wants to spin numbers and prove that a caster with the current per encounter spell can dish out more damage with their weak level 1 and 2 spells versus a caster or a fully equipped melee who never has to cast. Sure there are situationals that this will be proven but overall per encounters do not make anything OP. In fact I can clean a map and not have per encounter and be ready for a rest and still have spells left over in my level 1 and 2s. This is on PoTD In this particular type of game I simply can not understand the argument over who is more powerful. I mean seriously out of all the classes my rogue is top damage across the board. With high int she can pretty much solo things and destroy them. She has some per encounter abilities but they take way less time to manage and it is more rewarding. Do people who think caster X is so OP and needs nerfing have party aoe damage turned off or something? And most of the dialog is about this slicken spamming. What about Druid? Why ask the developers to nerf **** and create even more restrictions on top of other restrictions on top of other restrictions which in the end does improve the games quality. I mean PoE is a micro managing horror as it is. Changing per encounters without fully retrofitting the resting mechanic will change nothing. And for those who are looking for a greater challenge either discipline yourself or go get iemod and make all spells per rest. The solution to this issue already exists. A change to the system is pretty much just fluff. there are numerous things that could be refined in this game as it is.
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Really looking forward to messing around with the modding framework. I am looking for a method to alter weapons and items? Specifically I am trying to change the Soulbound so they can be equipped by everyone. I ended up getting the editor to work but I was not really able to figure out where the Soulbounds are tagged for each class and how they link that bind with the progression of the weapon itself. Will the framework you are working on here allow for alteration of items including the Soulbound gear?
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They were actually boosted from 1.06 to 2.0 I would not mind having a semi permanent buff from the stronghold though. Something that I can just set and forget. There too many things in this game that take too much time to think about beforehand. The buffs even at +3 are not turning the tide of a battle but they do serve a great purpose in working with scripted events and dialog options. So they would become more useful if they were essentially a toggle.
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I chose to go to WM at 6 so I could get on the weapons and have them for a period of time as well as the new companions. Of course I am not to into the Devil companion but Zahua is awesome. At 8 you will not face much challenge but then again like you stated much of everything is so easy even on PoTD anyway. There are a few encounters that will be rough with a lot of CC in WM but other than that its the same. I think the upscaling is pretty much just adding enemies as well not sure about stats. Either way I doubt there is much of anything that is extraordinarily challenging except a Dragon. If your going for challenge then wait and upscale it. If you want to play with the new equipment for a good amount of time go there and bounce back and forth between main campaign and WM I am getting really exhausted with all this thinking on how to approach all this stuff and experience it fully. Also at 50% exp nerf you will not hit cap at all by end game. I had 50% until 6 and then bumped it to 25% so I could get to cap.
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Anyword on St Yedwin. If it is registering kills for vessels now?
sapientNode replied to Torm51's question in Patch Beta Bugs and Support
Mine did register kills fine. I went back to Od Nua floor 6 I think to level it to full. I know it was not doing anything with the constructs in Galvinos place. Not sure if it was only affecting new vessel types with expansion. I also think I patched my game to 2.02 but it still shows 2.01. I have the GoG version. -
2.02 GOG Manual Update Fixed
sapientNode replied to BAdler's topic in Pillars of Eternity: Announcements & News
I am getting the update already applied message as well and I do not think I patched the directory I am using now. I had previously used a test directory and backed my main on an external just in case it messed up. Which it did. Now its reading as if it already got applied but it did not so that means to me it got registered in the registry and the only way to fully fix it is to find that registry entry and delete it or fully download the 2.01 and use their slopfest method of dual patching again. Which I assume will continue on for any other patches in the future. And so far it looks like to really get it to work I have to download the full install of each iteration of the game. How the hell does this even continue for this long?? Sigh.... This means for this game I have used about 13x4 gb+ altogether so far. Probably around 60gb when it could have been around >20gb I am not confident its truly fixed yet so I am going to wait to hear something from people who have used it. GoGs forums do not even mention it which is such a fail! -
First off WHY would you choose to play Iron Man and then cheat and save scum anyway???????? What is the point??? If you are going to reload if something bad happens don't play Iron Man. The Backers paid for the game, without them there would not be a PoE. That said I wish most had not all chosen to be Godlikes, having every other person glowing blue or being on fire sorts of ruins the setting. The big dragon fights can all be avoided and can all be solved with non violent dialogue which still gets you loot. I'd say that the Devs did a good job of making it possible to overcome the biggest fights without needing to fight. What would have been fantastic for the backer content is if they ended up writing up their stories and then they built in a few overarching quests that tied them together. The stories are fantastic in my opinion but that sound effect and constantly going into soul mode did get tedious. It was also a bummer that they really had no relevance besides being static story tellers. Creating quests around them would have tied them into the game world more I think.
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I really like the core of the expansions (the story and new area as well as lore and the depth of conversations and such) However I dislike how they put it in the middle of the game. One of the things that really bothers me about the game which sadly throws a shadow on top of the absolutely awesome story lore and character interactions is the amount of effort and time I have to put into plotting a course through the game. I spent so much time researching when to start WM and I have to use an exp nerf to limit my experience. But I used to much of a nerf and now I have to add experience to get to the cap by end game. Plotting enchantments ahead of time because we can not overwrite them has rendered that system utterly useless to me. When I finally figured out the course through WM which ended up being to go there around 6 or 7 and do some stuff then go back to main quest than back to WM. This kind of back and forth is a non linear approach yet the game is very linear in its design. Its open that you can go to where you wish to go but certain areas become utterly trivial if you do not follow a very specific course. Of course if you are into it for the story elements only then I suppose being overpowered does not matter and the game as it stands works fantastically well. I myself cant see myself replaying this more than one more time after my second playthrough and I think that will be some months after Wm2 so the bugs are not there. But then again I will be doing plenty of research on what is the best course to take for that logical progression feeling. Although I like the concept of adding content midway through a game in theory it is a challenge to have it tethered together properly for it to feel like I am forced to go back and start a new game. In this case I liked starting a new game. However now that I have experienced the content a second time through with many of the dialog options revealed and all of the core content and sub content completed I am going to be agitated with WM2 since it will likely require me to start anew to get the best experience out of it. The biggest thing I wish they would do is take this game off the damn rails. Or if they are going to keep it on such restrictive rails then go full out on rails design. Wherein there is no rng and items are placed specifically for a certain path of progression. I would say even the characters should be auto join for certain intervals and then they leave. I get frustrated trying to get as much banter from them all so I know them well as well as completing their content and at the same time having an optimal team to do the combat elements. And now with WM1 they add Soulbounds which if I want to fully experience those weapons I have to have a certain party composition. Unfortunately on PoTD that party comp is not the most beneficial for my survival in the tough battles. Overall I spend too much time calculating gear and party composition and plotting courses through the game in general. And I am someone who generally likes being OCD in this regard. It has detracted from the amazingly well designed characters story and lore for me in PoE though.
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Can't rogues use Stormcaller? Not in game, can't remember what it says.... IE Mod allows you to force-complete the soulbound "conditions"; don't know if that would help you or not. I looked for a method to force bind them to a character but was not able to find anything. And like I said I opened them up in the editor and I can not find the script or variables that lock the weapon to a class. All these bloody restrictions is a huge pain in the ass. I wanted Greenstone Staff on my Priest I want Stormcaller on my Monk or Rogue Estoc is the only one that can be bound to anyone but its a 2 hander and you cant rebind it again once it is in place. and the Redeemer at least makes sense since it feels mostly Paladin. Still with the fact they are mostly all 2 handers and that in itself is restrictive why add yet another layer of restriction. So far the overall design of PoE has an enormous amount of forced mechanics r restrictive ones yet it doesn't feel like they thought out how they would actually play out. Example (Greenstone Staff): I can bind it my Monk and he then potentially gets a petrify effect 5%. However he loses his bare fist buffs and his speed. I can bind it to Druid which hey it says it is green after all and he has to attack melee to get it to proc. Perhaps he will do that a few times but not often. He is either shapeshifted or thowing down massive AoE damage spells. And Spells do not proc the weapon. I can bind to my Wizard and none of the abilities are very useful at all. The final is some call spell push back. And again I have to melee with my Mage to get it to proc off. So Greenstone is for completionist or someone RolePlaying a gimped Druid or Wizard or Monk. Feels like the weapons are there just to be there. The only one like I said that makes sense and has been quite potent is Redeemer with the destroy vessel action. However it overwrites Flames of Devotion and its revive spell still doesnt work when cast. Nor does the AoE buff take into account intellect or radius buffs it seems.