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wanderon

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Everything posted by wanderon

  1. Good to know! I currently have three PoE playthroughs (mostly act 3 and/or WM) that I might be able to finish before April and it occurred to me I might want to make use of a respec or two while fooling with them in order to make use of different companions to change things up from my only other finished game.
  2. Never used a pet (excluding rangers) - it was my understanding they did absolutely nothing except tag along and there were already enough issues with blocking and path finding to annoy me
  3. The main thing I didn't care for about the way the game progressed in BG2 once you got to chap 2 was it starts by giving you a major "plot twist" quest re: Imoen then proceeds to dump a gazillion more or less "optional" quests on you from every Tom **** and julia your party strolls within shouting distance from - very few of which seemed dire enough at the surface to feel like they should distract you from the main thrust re: Imoen - other than the contrived issue of raising a fairly substantial pile of cash. This bothered me from an RP standpoint primarily (like I kept feeling I should be rushing to Imoens aid instead) but I almost never did. That was not the case in BG1 where it seemed much less bizarre to have my character wander off into the wilderness (grieving my loss) and stumbling into numerous small adventures (gaining levels and recruits) before signing on to the main plot line and moving it forward. None of which stopped the BG series from holding my attention for most of a decade and remaining today the game I have no doubt played more than any other I ever owned.
  4. Tried this yesterday thinking the same thing - but the Trcksters illusion spells are disabled (apparently by the conjurers ban)
  5. As far as I can tell there is no mention of melee weapons at all in the class description. I was fooling with a devoted but was not restricted to a single proficiency - did I miss something about how you choose your "devoted" weapon choice?
  6. Ah... excellent! Just the sort of info I was hoping for - I will go check out those links! thanks all! Anyone else played a devoted fighter/ ? MC yet and if so how did the weapon restriction work for you? Mine was essentially non-existant. About to try a Male Mountain Dwarf - Warlock (Barbarian (mage killer)/Transmuter) as part of a new oddball group led by a Female Orlan Harbinger (trickster/ troubadour), with a Male Moon Godlike Paladin (Kind Wayfarer) a Male Fire Godlike Mystic (Wael / Soul Blade) and a Female Druid Lifegiver. I am interested to see if the mage killer/mage combo will work out.
  7. Recently finished my first full play through of POE (after many many partial play throughs) and thought I would fool around with the BB a bit (hoping to hear a release date soon) - I have not been following the development much at all after making an early pledge but I finished a run through of the Beta yesterday - seems MUCH shorter than POE Beta which I played fairly extensively over quite a few months while waiting for release and don't think I had any run throughs of that BB that I finished all the content available. as I was mostly interested in trying out classes and learning the gameplay (I have not yet entered any of the areas in the Deadfire beta that warned of higher level content than I might be prepared for) I searched around for discussions of companions expected for Deadfire and eventually came up with a page (on the wiki?) that had names & portraits of all those more or less "confirmed" but no other info - so I guess all the companions from the original will make an appearance and apparently some of the new faces will be "sidekicks" (I assume more limited than full blown companions). Any thing else I should know about that? I built a MC fighter/chanter and chose the devoted sub-class for the fighter which says I can only have one weapon proficiency but I was still given the choice of 2 proficiencys to start and gained another on level up and did not see any difference in how they performed - I assume thats a bug in the beta? (have not had time to read through any bug reports/known issue info). I am pretty excited about the multi-class opitons and hope it will work out so that the player can make choices (changes) to use them with the companions (without having to give up "real" companions for hired adventurers to do so.)
  8. Hmmm... perhaps that has had some effect on my inability to figure out how to get the full measure when it's supposed to be more than 1.
  9. Huh! I kind of thought another inn rest would cancel them altho I thought maybe resting in the common room (no benefits offered) would only remove one rests. I will have to keep better track and see if they are working as designed for me.
  10. Some inns and resting at Caed Nua are supposed to provide their benefits for more than one rest but I almost never see this actually occur? Instead almost universally the benefits only last a single rest - on the very few occasions I have seen one last more than one rest - it has been when resting in the wild altho I think it may have also worked for me when I rested at an inn and chose the option that offered no benefit. This led me to wonder if resting anywhere that offered its own benefit pack would automatically cancel and then replace the existing one with it's own? So are there rules that determine how this works or is the function just bugged?
  11. Yes altho you have no direct control over them or over any other groups that join you other than a dialoge option or two early on
  12. Indeed since perception is only increased by items and one assumes it will be like POE1 where usually only the highest item works (others are surpressed) it seems there should be a way to increase your ability to find traps over the course of the game. I guess I could toy with a dwarf with high con and heavy plate and just send him ahead and make sure he rests often enough not to die setting them off?
  13. Noted that the post announcing Beta mentions that trap finding is now based on Perception and not mechanics but am not seeing how it works - Main is Beastmaster (Shifter) perception 14 - party rogue is Orlan perception 14 (mechanics 2) - party travels in stealth (plus stop and go to allow traps to be found) in danger areas but never finds a trap until it goes off ??? Any insight or suggestions?
  14. Old?? When I was growing up the kid closest to the TV was the remote, phones had rotary dials and were often attached to a wall, and an RPG was playing Cowboys and Indians outside with the neighbors!
  15. So if the change is not going to be major it should not be made at all? That doesn't make much sense if the object is to fine tune the game. If the change is so small you think it doesn't make any real difference over time then what's to complain about - what's the difference between change for change sake and not changing for not changing sake?
  16. One might surmise that it's not just the internet but the entire world that is no place for anything proper according to most of the last couple of generations to arrive on the planet. Can't help but find that a bit sad...
  17. Maybe it's because when BG ONLY had walk everyone screamed it was too slow hence the faster walk in BG2 and now the run - be careful what you wish for...
  18. What about a skip toggle? I mean seriously why shouldn't my party be able to skip down the lane occasionally like a totally happy six year old why are walk and run the only movement options anyone talks about. Or March? A nice disciplined march step for my gang of soldiers with a goose step and double time option and fancy parade formations to show off while we march into town with the Ogre head on a pike! (toggle of course no reason not to just make it a toggle so not everyone has to march my way) These would make this game so much less immersion breaking! Can I get a HELL YEAH???
  19. So you think the trap maker prints the damage on the bottom someplace and when you disarm it the figures change? How would your character even know how much damage a trap set by someone else would do to begin with never mind know how much it more or less it will do if it is reset and used later by someone else. Sounds to me like the player here is the one breaking immersion with too much metagaming
  20. @corrado: This AI you are describing in no way even begins to resemble any AI from the IE games - you are actually asking for an AI that when implemented by the player does in fact allow any character you have "programmed" to play by him/her self. There were some player made scripts for BG that attempted to do a robust AI for spell casting and some general AI options that led to a reasonably competent "auto-attack" and yes I do think such an AI as you are describing would be a large scale project to implement in a cohesive manner for each and every build you may wish to play. And yes I also would prefer the devs spend those resources on improving something other than party AI.
  21. I'm not much of a fan of epic levels myself. The sweet spot for high level play for me in D&D based games were levels 12-16 or so - beyond that things got too crazy. For PoE 2 I'd like to see a new character and starting levels between 1 & 5 ending in the mid teens someplace again.
  22. You could always jump in at the start and work your way up then after you take that party through the expansion go back to your original group - there are after all lots of different choices to make going through the game a second time.
  23. No tech expert here but it occurs to me that just because cut scenes utilize a walk it doesn't necessarily follow that it's "in the game" in such a manner that a developer could flip a switch to turn it on. Aren't cut scenes usually just that - little movies constructed to act out a given scene that can just stand on their own? (separate from the gameplay itself)
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