Everything posted by FacesOfMu
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Nightshroud is meh...
Anyone know what the 3 dics in the slots in the wall near nightshroud do? I was hoping they'd enhance nightshroud before I took it, but nothing seemed to change there.
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Wizard Grimoire's: Why?
Heh! Yes, I was a bit. Though what of the other Wizards respeccing for respec's sake? I have around 120,000 pands at the mo, so I'm not worried about the money loss personally, just the very huge cost for Wizards.
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Perfect Setting for POE 2
I've never had a fancy for pirates, but I think I'd really enjoy a sequel set on a ship, traveling between countries and getting the option to develop as a commercial vessel, a maritime war-machine, or a pillaging pirate. It makes so much story sense, to deal with international political intrigue, never have to explain why the main character isn't a local while introducing all the local lore, and so much opportunity for home building and various on-ship antics and events. I'd also be relieved to have multiple places to embark the ship from shore so that it wasn't always a 24+ hour trip to home. I'd be surprised if one of the Bioware titles or other major fantasy RPG franchises didn't snap this setting up soon.
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stat checks in dialogs and scripted interactions - which character?
I'm pretty sure the options where you can choose who to send base checks on that person's stats.
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Gameplay Suggestions for PoE2
Hadn't thought about the Weapons Groups much until it was brought up here. I can resonate well with the feeling of wanting to pick the "right" group that won't be wasted in the latter half of the game, and not wanting to spend too many talent points covering enough bases. I like the idea of simplifying it, but it also shouldn't become a compulsory talent for every character. I suppose, as it is, your fighters are likely to spend at least one point in the groups, and if you're really dedicated to flexibility and weapon switching, you'll spend more, but with just a [Dual, 2H, 1H, Ranged, Caster] type choice range, people are likely going to pick one everytime and not seriously consider the benefits of going for more. I guess one offset to this problem is for party members, you're likely going to switch them out and rotate them, so it's okay to experiment a bit with the groups. I think, in conclusion, changing the system may make it worse than it currently is.
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Greenstone Staff not counting kills?
I've had the same problem with this staff. Hirvias has had it and I've even sent him into battle alone (all AI's off, priest and Wizard helped with buffs and non-damage CC, no spirit shifting) and no change to the counter at the second tier. He has managed to get 3/25 somehow.
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Group Change Bug
Aww man, it's hard to remember them now. I think it was exactly as I said before. I traveled to Caed Nua, went into the keep and transferred all the treasury chest to the stash, went outside the keep, then changed party (or maybe went up to the bedrooms, rested and changed party). I don't have any IE mods going, never had
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Feature Requests: Mini-Map / Pets
There comes a pet with a pretty awesome use, if you stick with it.
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Suggestion: Auto-eat food and resting
Love it. I despise micromanaging consumables.
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Where is the Soulbound Staff?
Strangely my kill counters aren't going up after the first tier.
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Perfect Setting for POE 2
The Sword Coast? I didn't think this was in the same world as NWN and BG? If you meant move somewhere other than a green, western coastline harbouring a major port city, then yes, please do give us an original landscape!
- Pillars of Eternity Expansion/Sequel Wishlist
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Wizard Grimoire's: Why?
Yup, you and evilcat are probably right about knapsack management. It's bit of extra pain for less benefit. Your pooled slots idea sounds workable, though. Certain slots would act like the metamagic talents from DnD (one slot makes that slotted spell twice as fast, one slot makes that spell have x1.5 range, most are unaffected, etc etc), then it would be awesome fun to find spellbooks and examine them for their combinations of metamagic slots to see if they are strategically better than what we've got. The metamagic slots could also have rarity, so that grimoires with more powerful metamagic slots were harder to find. Perhaps the lore reasoning is that some spell pages are made out of rarer, runed materials that empower the magic cast from them.
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Wizard Grimoire's: Why?
Ya, I don't necessarily want to increase the number of spells, just give a rational system that incorporates more strategy while giving the Wizard more fun casts between inns. Last night I retrained my mage for the first time to get a talent I desperately wanted just for a quest event. It was a bit painstaking to have to pick all the spells per 2 levels again, but I knew I was going to retrain back to normal afterwards so I didn't put any thought in to it. The tragedy was that after retraining back to normal, my Wizard had forgotten ALL spells, including those I'd paid to transcribe from grimoires I sold long ago. I must have spent around 20,000 pands just re-scribing all that he currently had stored in his grimoire plus what I could get from the 6 or so grimoires I had on me. Fail, grimoires, fail.
- Your Top 3 UI Improvements
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Wizard Grimoire's: Why?
Maybe my memory is fudged, but in other DnD, didn't Int rather than level determine spells per level per day? That way you could potentially cast any spell you transcribe so long as your int was high enough and the game devs had placed the spell in your path at that point.On top of awesome gear, it also gave Wizards some nice extra incentive to explore into harder areas.
- Alpine Dragon (hard)
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Ok, les talk about critters with paralyze on attack
Crowd control, and all things related to preventing your foes doing what they need to other than direct damage and healing/protecting your team.
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The Generic, subclass talents: Which are your favourite?
There's a series of talents from about level 12 or 13 that all classes seem to be able to take that grants a baby version of another classes's skill or passive. Which of these do you prefer the most? Do you have favourites for specific classes? I think I made a mistake and went for the chanter's skeletons a few times. I thought it'd be neat to have extra summons, until I realised human skeletons are pretty weak (though I haven't tried it yet. Maybe in TWM they scale up nicely?). I was also tempted to get the zealous focus, too, until I thought they'd probably suppress each other
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Your Top 3 UI Improvements
I had never thought about suppressed and overlapping afflictions. That's a good point! Also on meals, it'd be nice to just drop a meal on the character portrait (outside combat) so that their next action after unpausing is to consume that meal. It'd save a lot of painful inventory shuffling. One thing that bugs me is the repeated mouse over of skills to get quick information like damage or affliction type. I can spend a good portion of combat going through each tier of spells to find specific kinds of spells that I need for the current situation. I'd like a UI toggle option that shows a string of damage type icons above each skill, much like the vertical buff/debuff icons next to the character portraits. Some skills buff and debuff the same stat, so there'd need to be a buff and debuff version for each icon (or causes-, protects against-, or reduces defense against-, for the damage types). If it were possible, some very small numbers next to each icon saying their effect size per duration would also be great. That way combat would be faster because we could make better comparisons and quicker judgements. Sure, some players would lose the full scope of some skills, but that's likely happening right now anyway under the breadth of available skills. Those who fully grasp skills above just the quantitative info are still going to excel at this. It's just going to be faster gameplay for all of us who toggle this option on.
- Any plans for fully customizable AI a la Dragon Age 1?
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Unlimited resting supplies?
Every time I come across a camp kit I consider it a checkpoint I do wish camping was less inventory based and more a balance of risks vs rewards. I also hate leaving valuable, uncommon gear in places I' ve been through. If they change the rest mechanic, I certainly think there's an opportunity to involve the survival stat in this, either the main's stat, the highest party stat, or the party average. Is there a possible system whereby the more party members you mark as "on watch" (aka, no rest benefits), the lower the chance of interruption? It doesn't necessarily make sense in reality, but it would generally mean leaving your healthiest warrior/s to guard while casters recharge, and said warriors are likely going to need anti-fatigue buffs and food until they can get their rest. Survival skill of the watcher can also mitigate the chances of interrupt, while athletics would be handy against fatigue. Ranger pets could also be charged to keep watch independent of their master, and Druids and Wizards could sacrifice a spell use to summon additional watchers. Maybe this isn't instead of the current system, but in addition to it? It'd certainly accentuate the experience of adventuring and dungeon delving by considering these things (a bedroll in a spider infested cave is no bed in an Inn!)
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Your Top 3 UI Improvements
We've all probably got a pet peeve about the way important information is given to you. There's a good number of things I could name, but these are my top 3 that I hope to see in a future minor patch: 1. Make the selected character much more visible in combat. 2. Make the current actions of each party member easier to see without having to select them all 3. Put random playable character sheets on loading screens and allow me to mouse over key words or scroll up and down their stats screen
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Too much crowd control!
I took the Mental Fortress talent on all my characters after my first few Famps and spider-dudes and I'm not sure it had much of an effect.
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Ok, les talk about critters with paralyze on attack
I completed the Endless Paths at the end of the game and now going into TWM at level 12 I'm finding the same thing. Priest prayers only seem to go so far against the paralysis and charms. I'm thinking Will buffs might be the better tactic, but the high frequency of this CC on us is a bit deflating.