Jump to content

globalCooldown

Members
  • Posts

    181
  • Joined

  • Last visited

Posts posted by globalCooldown

  1. On the one hand: places like the lighthouse could definitely benefit from not having to go through loading screens just to go up a floor.

    On the other hand: for open-world areas, like Black Meadow and Magran's Fork, you're suddenly looking at A LOT MORE WORK defining all those square miles of terrain. If done well, you're going to get a bit of an Elder Scrolls vibe, marching through a wide open world as you see fit. If done poorly, it'll just serve to make the world empty.

     

    So, I think the system Starwars up there is talking about is a good compromise.

  2. Currently in the SLOW process of re-downloading Pillars (after uninstall) so far Setup 1 is done and Setup 2 is a little over half (2.5 of 3.9 G) and I've been at it for over 2 hours - then comes Setup 3 and then all the patches and WM - with luck I'll get it done by sometime this evening. (GOG version)

     

    Now would be a great time to have patches beyond 1.06 and WM available for my DVD version - I would already be playing again :(

    Jesus chalupa, that sounds like the installation time for an MMO that's been running for any length of time. My condolences on your long as fug install time.

  3.  

    Does your Priest have high mechanics?

     

    Nope, my priest aint my mechanics person so I think its unrelated.

     

    I think people ask about your priest's Mechanics skill because Repulsing Seal counts as a trap (or used to? idk i don't keep up with patches). Traps do better damage and effects when placed by a character with high Mechanics. Therefore, a priest with high Mechanics would have an amazingly powerful Repulsing Seal.

  4. #2, 3, and 5 are definitely up my alley, and I can see the appeal in #4 as well. (And #1, but mashing F5 seems to be a tic of mine, so I have less experience with those situations >.>)

    The counterargument to #4, of course, is that there need to be downsides to changing a character's allegiance mid-combat, but the counter-counterargument is that for the duration of the enemy's charm/dominate effect on your character, you're stacking buffs on someone who is in the process of beating your a**.

  5. You might be inclined to create a full Wizard party, or some other such inventive strategy that requires making more Wizards.

    Even now I'm kinda wondering whether it's possible to make such a party where all Wizards cast the same spell once per combat, but a different spell per combat, in a test to see if you can clear out an entire dungeon without having to rest once (so in effect, choose one spell per fight that all your Wizards try to wipe out the entire group with with one cast each, then rule a line through that spell and move on to the next mob. Only rest is back at the inn!). yes.gif

    Actually, this sounds really fun. I might try that with a wizard Watcher sometime!

    • Like 1
  6.  

    So why don't you learn these spells and get rid of them?

     

    I never found it worth the effort to hold on to them, since within a short fight, you only use a number of spells anyway.

    It's generally not a good idea to sell your grimoires. Every time you retrain a wizard you forget every single spell you've learned, and you'll have to pay coppers to relearn them from those grimoires. So if you're not careful and sold the wrong ones you end up unable to relearn some spells.

     

    We've pointed out the absurdity of this design before; since there's no reason to unlearn wizard spells whatsoever, not to mention charging for spells you already paid for. But the devs insisted on it. Wouldn't even discuss why. Probably laziness.

     

    Baaaaasically. I gotta hang on to all of these so that in the event I bork myself over buildwise, I don't have to choose between "better build" and "90% of the spells you've learned throughout the game"

     

    You just wanted a chance to share your 9gag picture, didn't you.

    Shhhhhhhh! :ninja:

  7. Seriously, I had a LOT after just the core game, and after blazing through part 1 of White March, I have, like, twenty five of them.

    I appreciate all the chances the devs put in to learn all the various spells, especially the special ones like Concelhaut's Crushing Doom which SHOULD be earned, but that's still a lot of books!

     

    fOkN5Ct.png

     

    Anyone else have a similar experience in their wizarding?

    • Like 6
  8. Running is possible! I discovered that for myself back during my first playthrough, when I was still learning the game, and I tried the second floor of the Temple of Eothas without knowing what I was doing.

    Aloth got knocked out, PC ran away. Combat broke, Aloth got back up, whoops he passed out on top of the monster, now I'm in combat again. PC rushes back to give him some time to get away, PC gets knocked out while Aloth runs away. Combat breaks. PC gets back up, monster can see her, combat resumes. Repeat until the party inches their way toward the limits of the monster's aggro radius. Garnish with Yakety Sax and serve.

  9. 3) Weapon focus: Peasant? Are you kidding me? Hatchet, Spear, Quarterstaff, Hunting Bow, Unarmed - truly "excellent" weapon selection for a rogue, not to mention "logical" for a mass murderer who's made a career in killing. Using farming implements.

    Slow down there, friend. Do you have auto-level up on? Because I got DoC on my Pre-Pit Save, and she joined my party at level 1 with enough experience to get up to where my PC was.

    And she didn't come with Weapon Focus of any kind.

  10. Mechanics is essential, but just for one person. Lore and Athletics are great; endgame, almost everyone has a few points in each for scrolls and staving off exhaustion. Stealth is good to have, but not necessary. Survival is...garbage.

     

    As a whole, skill system could use some retooling. Or at least, giving Survival something better going for it than just improving items no one uses regularly.

    • Like 2
×
×
  • Create New...