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Everything posted by Lamppost in Winter
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Lamppost in Winter replied to iscalio's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Exactly! And this is why I'm also okay with having many LGBTQ characters in games, even if it's more than would be "realistic". Well said. -
how does the penetration mechanic feels like?
Lamppost in Winter replied to Ancelor's topic in Backer Beta Discussion
1) Devoted gets bonus Pen, damage and other stuff with their preferred weapon. Their whole thing is that they trade versatility for mastery of one weapon type, so in other situation they'll either have to eat the penalties associated with their non-proficient weapons or just deal with not doing as much damage to a certain enemy. 2) At high base damage you still might do enough damage even at lower Pen that it's not worth switching. Stacking Pen also doesn't gain any benefit unless you're at 2*enemy armour rating. That being said others have said dual-wielding fast, high-pen weapons seems to be the most powerful melee strategy right now. -
Priest still a ‘must add’ for Deadfire?
Lamppost in Winter replied to Frog Man's topic in Backer Beta Discussion
As much as I liked the sound of down/upgrading Affliction tiers on grazes/crits, I think it's probably better to stick with the duration thing. It's clearer what's going on, and something like your Paralyze spell grazing to an Immobilize would feel almost as bad as when we didn't have grazes in the first place, since the spell isn't doing what you wanted it to. -
Xaurip Priests and Engwithan Saints actually have ranged staff weapons that shoot fire and ice, respectively. Would actually be kinda annoyed if we couldn't one for ourselves, even if it is just a modified Rod.
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Per-rest spells felt best in PoE when I played them in the way I assume was intended - i.e., using spells conservatively throughout a level to win fights efficiently with minimal loss of Health, and resting when that ran out. The problem is a non-trivial amount of players (from what I've seen and heard both from forums and dev comments) instinctually horde spells (like I used to) or just rest spam. I don't know how you could guide players into the "intended" playstyle without it seeming forced. So I wouldn't be opposed to Priests, Druids and Wizards going to a mana-esque system. I feel like they'd need some gimmicks to set them apart from each other, though, like Ciphers and Chanters have, whether that's how they can use their resource or how they can build it.
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Gimme your best and gimme your worst!
Lamppost in Winter replied to Cdiaz's topic in Backer Beta Discussion
The good: Multiclassing and subclasses are cool (most of them anyway) The expanded skills are really good for RP New scripted interaction system seems very strong; cool that you can do stuff like select any ability with the "Fire" tag to burn something, for example Stealth system is fun Much prefer the resource-based system to the X per-encounter abilities Companion help for stat checks The Afflictions/Inspirations system is neat, especially the countering between them I like Armor/Pen as it is now and think it'll work better at higher levels than DR did, though the people who care to dive deeper into the numbers may have their concerns. The mixed: World map exploration is pretty good right now but can feel tedious, especially when it can take 12 in-game hours to reach some small alcove that gives you 5 berries (understand that Josh said this is being worked on). Taking the time to explore an island that just gives you some generic items with no other interactions or story to it also feels bad. It's cool that my casters can actually cast every fight now,, but it can make fights feel really repetitive. Ship duels can be exciting, once I watched some videos on how you're supposed to do it, but managing ship resources seems like it could get pretty tedious in the actual game. Affliction nerfs: it's fine for hard CC to not be gamebreaking, but it feels like there should be some more effect to them. I feel like somewhere between -10 to -20 to, say, Deflection and Reflex for Paralyze/Stun is pretty reasonable, for example. Having some of the non-CC Afflictions reduce defenses as well would also help I think The NPC schedules seem pretty limited right now, though I guess that might be beta roughness. I like the idea of schools of magic, but it seems hard to make a specific character type with some the Wizard subclasses Perception for detecting traps/secrets is good, though I feel having high Mechanics should still contribute to that The bad: I liked the Accuracy buff/Defense debuff juggle of PoE combat, and I feel like that's less present in Deadfire. Fewer accuracy buffs (which I'm aware is intentional), and you seem to have to use a spell that specifically reduces Defense rather than an Affliction to do it, related to what I just said about Afflictions. Lack of passives/general talents, though I know this is being worked on Empower doesn't feel like a good replacement for per-rest abilities; feels very video-gamey, though using it in combat can still be interesting The Black Jacket subclass just seems pretty bad Still prefer Health to Injuries -
14.02.18
Lamppost in Winter replied to Wormerine's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Good news from the stream, cancelling your own spell/ability/item consumption before it's done won't consume the resource. -
I will admit I didn't really have a proper go at it, but I had little idea of what was going on and it seemed tedious. I probably wouldn't mind it being more abstracted unless it's really easy to skip entirely. Is there a formal way of fleeing a battle? Because I must've spent 5 rounds just running away trying to do that.