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Everything posted by daver
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I'm wondering if that's something that could be added with a mod. I haven't checked out the modding community yet, as I want to finish the game first without any mods. There were a couple mods for Skyrim called "When Dragons Attack" & "When Vampires Attack", those mods changed the AI behavior of NPCs to run away during those attacks. Would that be possible with the modding tools available for Deadfire?
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Thanks everyone for your thoughts. It does seem like an odd design decision to me, but I'm just going to roll with it and adapt to the situation. I did repsec Aloth, based on Ninagauths Teachings, but that's the last time I'm going to repec him based on a grimoire. It seems like that would be futile to constantly repec, running in circles trying to find that "perfect" combination of chosen spells & grimoire spells. I'm just going to choose those spells I really want to use, and keep all the grimoires I find, and match them as best I can to the situation. I don't mind so much having fewer spells to work with, but I think that it changes the strategy of using a pure mage like Aloth, instead of being dependent upon spell use there is incentive to take more passive skills and pay more attention to weapons/armor/accessories & what occupies the quick slots. In effect, I think it makes a mage be a bit more versatile than in POE1, which isn't a bad thing, it just takes some getting used to. I think it also incourages multi-classing, but it would be hard to give up those high level spells.
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I rarely ever play a mage, but always have one in my party, in this case Aloth. So as he levels up (now level 9), I've chosen his spells based on what he has in his grimoire, so I don't have any duplicate spells. But now we've found a better grimoire called Ninagauth's Teachings, which is a unique. I love the spells in it, but unfortunately many of the early level spells are ones Aloth already knows. So to successfuly use Ninagauth's grimoire, I'm going to have to respec Aloth so I don't have duplicate spells (and thus limiting my choices during combat)? I don't mind switching grimoires so much, but I don't really like to have to retrain each time. Seems like there should be a better way to adjust know spells to grimoires spells.
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belt slots
daver replied to daver's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
While I don't always access the quick slots during combat, I do like to keep them filled for more options. Potions, poisons, & grenades I find useful for non-spell casters. Scrolls I find useful for casters because of their limited spells. I also keep at least one trinket in someones belt, though with the changes to 8 uses per trinket, I tend to use them less than I did in POE1. My ranger also uses traps occasionally, depending upon the situation and environment. -
belt slots
daver replied to daver's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Thanks, good to know. In POE1 everyone had the "deep pockets" skill available, not just rouges. Will keep an eye out for "Fleshmender" & the "Giftbearers Cloth". I find potions more useful in Deadfire than POE1, so I was hoping to expand my quick slots (belt). -
belt slots
daver posted a topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Do you eventually get 6 belt slots, instead of 4, at some point, maybe at a certain level? In POE1, it was actually a skill you could pick at level up, but I've checked the skill trees, and that skill isn't there. Those last 2 belt slots are locked, so there must be a way to get them. -
I'm not as far along in the game as you, I'm doing a lot of quests in & around Neketaka, just turned level 9 (my 2nd character, started new game when patch 1.2 came out). Been as far away as the pirate fort to complete "Blow the Man Down" quest, and working on the mapping quests for the cartographer, and had 3 ship to ship combats. I'm also still using the Defiant as my ship. -As far as detailed info, there is the tutorial section in the journal that lists basic instructions. It's not very detailed, but does contain some info. Maybe something more on the Wiki. -Most sailors you hire have two job qualifications, like deckhand & cannoneer, or deckhand & cook, ect. Some only have one, they are usually more experienced & also cost more to initially hire. Most common is deckhand, less common are navigator & surgeon. Obviously, the positions on the ship should be filled by the crew member with the appropriate skills. Don't know what happens if you say, put a cook in a cannoneers job. Maybe the eventually learn that position? Most critical to me is the Navigator, and there seem to be fewer of those sailors than the others. -injured sailors should be put in the 3 reserve slots on the lower right of the ship. To heal, they require a surgeon to be employed in the surgeon slot, & 1 medicine per day for the required amount of days listed to heal. But I think you're right that this may be somewhat buggy, as I had I sailor (the Xuirp that I recruited) that required 10 days to heal, but never did. I eventually swapped him out for another sailor from my reserves from the ship management tab. That was a game with the 1.1 patch, haven't seen it happen with 1.2. -I've never seen the crew complain about not having a boatswain, so I have no idea on that. -As far as swapping out sailors from the reserves in the ship management inventory, I've never had to return to Neketaka to do that. Although, I can't verify that you can do it at sea (which wouldn't make sense), but maybe have to be docked at a port. You may know most or all of this already, but thought I'd list the little that I've discovered in case it helps.
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I think the ratio of combat situations to non-combat & exploration is just about perfect. I'm still early in the game and exploring Neketaka & the various factions, and I find it challenging to manuver the conversations & quests to try getting people to play nice together. I know it probably won't happen, but it's fun trying. I also really love the fact that in a potential combat situation, you can (often based on your class or skill set), talk your way out of a violent conflict. Very few developers these days take the time to program those solutions, and I appreciate the time Obsidian has taken to due that. If I wanted constant combat, I'd play a game like Diablo 2/3, Titan Throne, or Grim Dawn. And there's times I like that type of combat oriented game, but I love a game like POE2 much more because of the complexity of what you can do with your choices. If there was one thing I would like to see, it would be to have an option to scale back the experience point gain so I didn't level up quite so fast, but spread it out over more of the game.
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Family Pride - Impossible Peace
daver replied to tacco's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
I don't think this is a bug of any kind, just quest scripting choices. I was able to get a peaceful resolution once I got the Bardotos & Velaras to meet through conversation choices. But to get them all to the meeting, I had to fail another quest. That quest was the one from the Bardatos to investigate a plot, which was about the vault (forget that quests name). Once I discovered the truth about the vault quest, instead of reporting it to the Bardatos, I set up the meeting, which as I said was successful, but caused the other quest to fail. Didn't really like failing that other quest, but I preferred to have peace between the familys. There may be other ways, but that worked for me. -
So what I'd like to see, in the options menu, before you start a game, is a sliding scale for the amount of experience you receive for quests, new areas, cyclopedia entries, ect. A sliding scale like you have for sound volumes, where you could keep gains @100%, or slide back to 75%, 50%, ect. Set before the game starts. I'd just like to slow down my level gains, and spread them out more through the rest of the game. A lot of players that go solo or PotD, probably want to stay @ 100% which is fine, but if you had a sliding scale, I think that would satisfy more players.
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Is there new dialog in 1.2, or is existing dialog beter at triggering? I'm very thorough in party based rpgs like POE2, and tend toward being somewhat compulsive in exausting all conversation options. Obviously, there are some conversation options that negate others, so you can't choose every single option available. But if I'm on a certain branch, I follow it through, even if it means talking to that charaacter later (that's how I learned about Zuha's quest in POE1/WM2). Anyway, without mentioning spoilers, after restarting the game and having a conversation with some people in Port Maje, I got a quest from Eder, and that never happened on my first trip to the Port on my first start. So is this new, or just better implemented, or did I just happen to miss a conversation branch?
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I ended up starting a new game anyway, since I was only just @ level 6 and not that far in. My concerns weren't for combat balance or changes to character types (like paladin, monk, ect) as I don't play solo or PotD. My concern was for quest fixes & the reputation log as well as the recommended party members. I love the whole reputation system, not only worldwide, but especially within my own party, trying to balance the personalities. It's amazing what little comments show up in that new rep log, that never show up in the dialog UI at the bottom of the screen.
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So I went through the patch notes, but I didn't see anything relating to whether all those changes will apply to existing save games, or only when the player starts a new game. I know some players had issues w/ 1.1 and existing saves (I didn't, but I had started POE2 after 1.1 was live). Patch 1.2 downloaded last night after I had stopped playing, so I'm wondering if there are any issues or what changes will be relevant (any or all).
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So I found this small shield, Shimmer Scale, which lists the following affects: Thermal Deflection, +5 against fire attacks Polished Scales, +10 against gaze attacks +1 enemies engaged (I think that's standard for all shields) My question is, shouldn't these benefits be listed on my character sheet for current effects? When I equip the shield and go to the character screen, none of these effects are listed. Seems like I should see something. I have a couple screen shots, one of the shield's stats, and one of my character's stats showing no benefit from the shield. I can link/attach them if you want/need to see them.
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grimore/trinket slot
daver replied to daver's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Thanks, that's good to know that at least it was planned, if not implemented into the game. Hopefully they will patch something in for non-wizards in future patches or dlc. -
So I found this small shield, Shimmer Scale, which lists the following affects: Thermal Deflection, +5 against fire attacks Polished Scales, +10 against gaze attacks +1 enemies engaged (I think that's standard for all shields) My question is, shouldn't these benefits be listed on my character sheet for current effects? When I equip the shield and go to the character screen, none of these effects are listed. Seems like I should see something.
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So I noticed in the inventory screen there is a slot called "grimore/trinket". I know that's where an actual grimore goes to give access for more spells with a wizard. But other characters have this slot also, but can't use grimores (unless multi-classed wizard). So what does the term "trinket" mean? Are there actual trinkets you can find and place in that slot? I thought at first it might be for those little summoning figurines you can find or buy, but I tried to place one in that slot, but it wouldn't accept it (slot turned red).
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To craft or not to craft...
daver replied to daver's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I have some of these same problems with the current crafting system, namely, when do I modify a weapon/armor, and with what benefits. I also find myself hording crafting supplies and unique weapons/armor to give them just the right enhancement. I find myself modifying on the fly, depending upon the nature of the enemy. But that has drawbacks, as later on, my modifications may not be as helpful when the enemy type changes. Fire & Vessel damage might be great now, but then I face different Spirt types that the Vessel damage is useless, and the Fire damage may be resisted or the enemy completely immune. I find that true across the board for all creature specific & elemental specific damages. Same with armors. I add +2 might to Edars amor, only to find gauntlets/capes ect that add +2 or +3 might, and a better armor. So when do I modify/craft these enhancements? I know I put way to much thought into it, I'm just always trying to find that perfect combination. -
All Monk abilities work with weapons as well as with fists. You can go with two handed swords, dual sabres whatever, they all work. Some Monk abilities only add crushing damage like Torment's Reach and Flagellant's Path but the main damage type will be whatever weapon you are using. For my fist Monk Juggernaut I just have a pair of spears on switch to handle the many crush immunes. Thanks, I guess I should have studied Zahua a bit harder before I made that statement, he hasn't been in my party very long. Could have sworn there were a couple of his abilities that weren't available if he dual wielded weapons. The fact that he can dual wield is great, because I have so many extra 1-handed weapons that are unique and just not getting used enough.
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I'm on my 2nd play through, started over after WM1 was released, so my first group got to the beginning of chapt 3, and my current group is still in chapt 2 of the main story but exploring the WM (I just have this tendency to start a fresh game when dlc/expansions/or major content upgrades happen). Anyway, my main character in both my 1st & current play is a ranger. I know, a lot of people think they are the weaker class, but I've just always played a ranger type character going back to the D&D days. He is also my main mechanics/locks/traps/sneak guy. I know the rouge is better at those skills, but I rarely play a true rouge character, and until WM1, there wasn't a rouge available as a companion. So, along with my ranger, my 2 main companions are: Eder (that guy with a shield can hold off an army without falling), and Durrance (gotta have a priest, and he's such a cynical bastard). They are always with me. The other 3 characters I, so far, tend to swap back and forth with. I'll always have either Aloth or Hiravias for their AOE spells, though I lean toward Aloth because he can have some funny interactions with Eder, and he was the first companion I met. Sagani sometimes, at least for her personal quest, but having 2 rangers can be a liability in some cases. She holds her own, and I can set up some nice crossfire situations with her using a bow on one side, and me with a bow on the other. Also sending both our animal companions out wide left and right to flank, then send them in hard behind the line to take out a spell caster. Kana sometimes. I like Kana and I like his chanter buffs, and during a long battle, his summoning spells can save the party. Palaginia sometimes. She can hold a line with Eder when you need some beef on the front line. Her auras help, and she can heal small amounts of damage. I find that her might needs buffed up a bit, as her might is somewhat low. She's my 2-handed weapon companion, with Eder being the 1-handed & shield guy. Grieving Mother sometimes. I really find her an interesting character, if a bit sad, and I am still working on her personal quest. Her mind control spells can save a party. I'm still learning how to best place in combat, as her spells are almost always "slow" to cast, and have a very short range, most are under 10m. Zahua I'm using while I do the WM, whether I use him much beyond the WM is uncertain. At first I thought he would be a liability, but he can clock some enemies with his fists and monk abilities. Unfortunately, some of those abilities aren't available if he uses a weapon(s). And sometimes he has to because there are several enemies that are completely immune to "crush damage", which is what his fists/feet deal. The Devil. I'm really starting to like her, and I enjoyed the difficult decisions I had to make during her personal quest. It touches on the whole animancy subject; is it good or bad, does it abuse peoples souls, ect. I really think she might be a good companion to use in a party with Grieving Mother. Just seems like there should be some interesting interactions with them together. I'm also hopeful that the Devil's quest can expand into the WM2 expansion. Without giving anything away, there was some hint about it at the end of a conversation with her after I completed her current quest in WM1. Those are my thoughts on companions anyway. I don't have a set party outside of myself and Eder and Durrance. Since the BG1 days, I've always wanted to recruit and have a party that contained every companion I met. It just seems that if I were adventuring/questing, and I met someone who wanted to help, I should be able to have them with me and not have to dismiss one for another. I know why it's not possible, the balancing of combat would probably be impossible. How could you balance combat for a party of 6 as well as a party of 12? I think it would be awesome, but it's not gonna happen.
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*missing maps 175*
daver posted a question in Pillars of Eternity: Technical Support (Spoiler Warning!)
So I just ran into this during my exploration of the WM1. On the world map (when leaving Durgans Battery area, before actually entering Durgans Battery itself), there is an area to the north of the Durgans Battery map that displays *missing maps 175*. Not sure what that means. The only thing I can think of is that is in reference to an area that will become available in the WM2. This is only on the World Map, and I can't actually travel to it. Anybody else see this? -
Amen. The most important part of a good rpg is the satisfaction of the story being complete. The satisfaction of the player being able to say, " yes, these were the choices I made and this is how my story ended." The ending is not so much about how difficult that final boss is, but how all loose ends are tied up (except those threads left loose that lead to an expansion or the next game in a series), and the player feels some satisfaction, some closure, of the hundreds of hours spent completing the story. I don't mind at all difficult battles, but that shouldn't be the soul focus of that final encounter. The final that sticks in my mind is that of Planescape Torment. I had a charisma of 10, and was able to save my companions without a fight. That wasn't my only option, just the one that I took. And I felt good about it.
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To craft or not to craft...
daver replied to daver's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'd forgotten about the crafting system in Divinity:OS, that was awesome in it's own right. All those items and you were left on your own to figure out how to combine them. No hand holding in this game. I remember finding out by accident that I could create lockpicks from nails, that was a great moment for me (I'm easily amused). In POE's crafting, I agree about the gold part. That is my biggest beef with the current system. You're right, who are we paying? We're the ones doing the crafting. Is gold in that scroll I just made? Nope, don't think so. So why does it cost gold? I've collected the plants/creature parts/gems, I should be able to craft without paying. Weapons/Armor: My favorite systems require the character to find/use a forge/work bench to create(Skyrim/FONV). In POE, you're not really creating from scratch, but modifying existing weapons/armor, and you can do it "on the fly", where ever you happen to be. I'm kind of torn on this one, because of the type of rpg POE is, having to traverse several maps to a forge would really unbalance the story and flow of the game (I think). Creating items from raw materials (which I love), is probably too much for this game. As far as the modifications go, I think they should be expanded for more options. Modifying unique weapons/armor is a toss-up for me. Personally, I love the chance to modify a unique to fit my character, but I understand the concerns of those who the unique should be a reward that is greater than anything that is modified. I've also had to sell uniques that I'd modified, and are no longer useful. Having the chance to "unmodify" or re-modify" would be nice. But since I can't, I just take it as another challenge to choose what and when I do upgrade an item. Food/Potions/Scrolls: should be more useful or just eliminated. I like that you cannot consume it during a battle, but maybe the creating of food should only be available when you camp or rest at an inn (or some other restriction). I liked the buffs on some food items, and found it useful if I didn't have access to rest at an inn. And you're right about recipes, they should be found, quested for, given, ect. The player shouldn't just start the game knowing how to make every thing. And, no gold cost. BTW, thanks for responding. Crafting is near & dear to me in rpgs.