Everything posted by Franknstein
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KnockDown Skills Currently Useless
Noticed that the upgraded knockdown (mulekick) adds flanked status. Completely removing movement points or cutting them in half would be a useful feature though. You know what's good? Fighter stance which knockdown enemies on engagement ending Thier turn. Should only work while armed with a polearm, I assume? =)
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Might is botched the same way as in PoE1
Franknstein replied to Yglika's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Actually, it's in the description. "Might contributes to blah-blah-blah. It represents a character's *physical* and spiritual strength, *brute force* as well as their ability to channel powerful magic". It doesn't mean simply power. So, dump Might. Go control-freak route. Be a powerful caster, be physical weak.
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Might is botched the same way as in PoE1
Franknstein replied to Yglika's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)What you are writing about (as I understand it) are penalties for insufficient strength. After some point, when you are able to manipulate the weapon no problem, more strength won't help your accuracy as much. And it seems that even the weakest kith in Eora at 2 MIG and 3 CON are tough and strong enough to wear Full Plate Armor and a Zweihänder with ease.
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How is Tyranny compared to Deadfire?
Franknstein replied to Verde's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)This. The story is OK, ends abruptly thou. I did like my playthrough, but culdn't force myself for a second one. And the game is kinda meant to be played more than once.
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KnockDown Skills Currently Useless
Some debuff to the defence(s) of a prone target and consuming movement to get up sounds right.
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One more vote for getting rid of rounds
One good thing came out of this turns system: super clumsy dudes in the heaviest armors and armed with slowest weapons became viable. In TB anything that gives extra actions is a must have, to a point of being a non-option. There won't be no strategic depth in build and equip at all. Dex 20, Deadfire origin, fastest weapon, all bonuses to recovery and Dex. Some retaliation builds the only alternative. To stay relevant the slugs will have to be able to shrug off falling moons and one-shot mega-bosses. I say, let the turns be.
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Might is botched the same way as in PoE1
Franknstein replied to Yglika's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I speculate, that it is because one has to relate to something that has been established before if it can't be related to something that can be found IRL. Like, one assumes, that kith in Eora have human-like physiology. They breathe, eat, have a heart, brain, liver e.t.c. and it all works the same way as IRL. That lead poisoning, or decapitation are lethal, and there are (lots) confirmations of that during the game. Gravity works the same – you trip, you fall. Water is wet. Acid burns. And than one gets introduced to the fantasy elements. A human attribute that governs the power of magic? How does one imagine something like that? By using an former established, and well described example of the similar. From a book, or another game. And this is than the "rule" of how stuff like that should work. Hope that makes any sense? =)
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Might is botched the same way as in PoE1
Franknstein replied to Yglika's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Your sorcerous power is so great – you lend your arms inhuman strength! You bend that mundane physical reality with the true might! Yet things requiring specialized training and knowledge of the tricks of the trade, that cannot be brute-forced, elude your grasp, you'll have to train Athletics for that. Also, little known fact, aumaua and dwarves have an innate talent for sorcery! No rules will cover all abstracts and describe reality (w. magic) in a comprehensive way that will please everybody. In a TT RPG one can and should speak with the GM. In a CRPG one has to rely on the super-powers of imagination. I still can't imagine half-swording two swords, have to avoid that horror completely.
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Turn based and success
Franknstein replied to juanval's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)1. It has been brilliantly proven that converting a RTwP game into a TB game is perfectly doable. Don't see why that trick couldn't be performed again. Options for players – that's a good thing. Limited resources, blah-blah-blah, if that move attracts buyers it's worth it. 2. RTwP is part of the gig. Infinity games spiritualism and stuff. So I think it isn't going anywhere in any PoE sequel. That is... 3. ... IF there will be a sequel. Which isn't granted by any means. 4. D:OS2 is good because of co-op, if anything, I say. The combat there is ranging from laughable to plain boring. And I love TB games to death. Now please listen what the good therapist has to say:
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[Class Build] The Machine Gunner. Helwalker/Ascendant.
Great! Thank you!
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Know what be kind of cool but will never happen?
Franknstein replied to asnjas's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)True, though what are the more important areas? It's important to give people options they like, no?
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[Class Build] The Machine Gunner. Helwalker/Ascendant.
BTW can you experienced people please explain to me a thing about Disintegration – doesn't it annihilate the precious loot of the "destroyed" target? What are all the consequences of this "destroyed" condition?
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Know what be kind of cool but will never happen?
Franknstein replied to asnjas's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)C'mon gramps, even the first-gen consoles had two controllers. Guess why? FOR MULTIPLAYER!!! Also, multiplayer (in whatever form) as an optional mode, that doesn't change the game's core from being a single player experience – why not?
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Know what be kind of cool but will never happen?
Franknstein replied to asnjas's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Or a good ol' co-op. Baldur's Gate had it. Just saying. =)
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TURN BASED combat in Deadfire?!
Franknstein replied to Silvaren's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)There is no such thing as a bad ninja, they are perfection incarnate! It was a finishing show off move by the ninja, to inspire awe and fear in the witnesses, left alive only to spread the tale! But I personally prefer the zombie-pirate-ninjas. The pink pajamas clan. They are posh.
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[Class Build] The Machine Gunner. Helwalker/Ascendant.
Turning Wheel (+10 int), and the smart inspiration from Clarity of Mind didn't stack the last time I checked. Did it change again?
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TURN BASED combat in Deadfire?!
Franknstein replied to Silvaren's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)To increase sales a co-op mode would do better than a TB-mode, I say. But with the TB-mode (if it is done good) we now get two different games in one!
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[Build help] Storm shooter
Yes pretty please?
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Haeferic's Nose
Not that the cannon is a game-changer or something.
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[Build help] Storm shooter
Single-Class Helwalker Monk with hand mortars – that was the remedy for my crippling restartitis. Was very effective from start till end, and got tons of style. Boeroer, bring in the gifs! =)
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TURN BASED combat in Deadfire?!
Franknstein replied to Silvaren's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)AWESOME!!! But I really have to see how's that work. So many questions. All the game mechanics had to be toppled! A-a-a-a!!!
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Is there a point to getting weapon proficiency if not using modal?
Or half-sword two swords. Breaks my mind trying to imagine this. Just for a reference, hope nobody minds:
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High Level Monks in Deadfire
A bit of blade turning in action!
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Templar (Paladin + Priest) or single Pally/Priest with updated high levels?
Now I want this. And a Prophet of Balance. Because Balance!
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Question about Dual Mortar
Extra style points for the holstering animation staying with the back to the falling enemies. =)