
DreamWayfarer
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Remember to use a bunderbluss when using one of your special attacks as all bullets after the first will reapply the affliction and benefit from it, and leave a pistol as your last weapon because of the faster reload. And if you have other ranged chars in your party, consider putting a chanter with the Ila chant besides them.
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I liked "crafting" in Dark Souls, specially the original, because most materials were available at Blacksmiths anyway and it allowed me to not replace my old halberd with the first special weapon I found despite prefering the former's moveset.
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Do you know how much work is buffing all underpowered classes/skills/items and all enemies? Nerfing outliers is the same end result for less effort. Well, Firebrand on a Druid is much less scary than firebrand on a properly built Barbarian, and you can easily build a Paladin around the fact it deals fire damage. It is all about combining abilities with items.
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1. As far as I know, yes. 2. The Ila chant is weird. I think it stacks with all generic "attack speed" bonuses due to not being an "attack speed" bonus, but a "ranged attack speed" bonus, but I am unsure. 3. Medium armor IMO, at least until you have durgan steel. Adjust armor weight based on your DEX. Lower recovery helps chaining invocations at higher levels.
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Evil?
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I almost always go Honest + Rational, so I am kinda disappointed there isn't an order or god focused on those attributes for players to choose (Abydon would be a very good fit, IMO). IMO Bleak Walkers should be Honest + either Cruel or Aggressive, so they could still be the most "evil" order, but at the same time they are direct and straightforward about their goals, and will bever abandon a mission unless double-crossed by their employers. It would also raise the interesting possibility of them becoming Cruel or Aggressive because their direct and unrelenting ways stop them from making the small distortions and concessions diplomacy requires, so they decided to be so feared they would never need diplomacy. I agree that Shieldbearers shouldn't be 100% honest. Diplomats need to know when to cloud things a bit, even if sweetening the truth is generally preferable to actually lying.
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I feel that if Bioware had done something closer to the ME2 style for Inquisition instead of the MMO quests and open areas it would've been better, or if they actually decided if their combat was supposed to be action or tactical. It still wouldn't have been a masterpiece, mind you, but something relatively fun if you have free time (in other words, the RPG equivalent of a Marvel movie). The way it ended up the ok parts were diluted in elements that seemed to exist just to fill a checklist, just like so many quests that were nothing but checklists.
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Be welcome! After a couple playthroughs, consider checking the Builds and Strategies subforum. While there is the risk of raising your inner minmaxer from the grave, knowing your way through the byzanthine and needlessly convoluted mechanics of this game adds a lot of replay value even for roleplayers, as you will have the chance of experimenting with character concepts that few know that the game supports like gunner paladins, scroll-using rogues or melee rangers.
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I am currently trying to make a mid-range budget Sajj deck. The idea is to use her to hold the line in the early game, then stepping back as my buffed minions finish the enemy general, potentially assisting with the Wildfire Ankh I crafted in a moment of hot-blooded foolishness. Actually, I will now make another Ankh to try to make the idea more practical and then focus on improving my Vanar skills so I can make a more reliable and less flashy deck for when I don't feel like taking risks. EDIT: I am also using an improvised aggro Zirix deck of sorts, and both decks actually share a decent number of cards to make things cheaper. Currently I am still on the lowers ranks of Silver, but the improvement over using only basic cards is noticeable. EDIT2: And noticing that I had a MECHAN0ZOR! Chassis, two Swords and a Helm, I decided to craft a couple wings and Helms to have some fun with the big bot. I will probably stop playing Mech decks for months the first time someone uses Crossbones or Chromatic Cold on it, but...
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Never played Deus Ex and gave up on W3 on the very first town, so I can't say much except that Geralt felt boring and that I generally prefer other types of voice when not listening to metal songs.
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Yeah, one can easily use controllers to scroll a list up and down, instead of assigning an option to each button. Mapping 4 active abilities to 4 buttons makes some sense, but doimg the same to dialogue is just developers being crazy or conspiring to reduce how much writing must be done.
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I started playing just a couple days ago and I just can't stop. I only have tried two factions so far, but I am having a blast with Vetruvian and while I am losing a lot with Songhai, it is mostly because I still haven't found the right cost balance and I like the faction mechanics enough to keep tinkering. Oh, and I must say I love Repulsor Beasts. Temporarily disabling enemy big hitters (like that cheap Abyssal card that gets bigger every time something dies) or setting up Backstab, Frenzy or Blast.
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I think those totens are "gifted" to the opponent. Unless there are alternate victory condition cards like in Magic, which I find unlikely. But take what I say with a grain of salt, since I just downloaded the game.
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For the main character it depends a lot on player, but I like leaders with what I call tactical skills: powerful heals, buffs, debuffs or CC that can be applied at key moments to swing the tide in your favor. Casters, Ciphers and Paladins all fit, and all can be seen as natural leaders or strategists. All the themes you described are viable. For a gang a Cipher or Paladin of the less morally concerned orders would be a good leader, and the followers could be be gun-using Rangers, all kinds of Rogues, more thugish Monks or Fighters, and perhaps even a Wizard with a spellbook full of "nasty" spells or a roguelike Priest of Skaen. For a cult most casters can fit, but Priests and Druids do it better than Wizards, and Ciphers are almost a must. There is no "almost" for Chanters however, because few things fit the scary magical cult image better than masked masses chanting in an ancient tongue, building up power to call dark forces with an invocation. They can even brainwash people and summon undead! The knight idea sounds cool too. The most knight-like Paladin orders are the Darcozonni Palladini and the Shieldbearers but Fighters also make more than fine knights, as do Barbarians (And they benefit more from INT than most casters, instead of what the name suggests). Priests can also be good knights depending on how you build them. Priests of Berath for example have a talent that gives them bonus accuracy with Maces and Greatswords, and their god is said to manifest as the Pallid Knight.
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I am 18 years old and the two other forums I frequent which are pupulated mostly by young adults and teenagers, are both quite civil. The Codex on the other hand is as far as I know also frequented by older players, but it looks like a bottomless pit of drama from my short stroll through it. I believe factors other than age have much more sway over the nature of a forum, like the ideology of its creators, how zelous supervisioned it is (for good or ill), and how "niche" is its focus. Something that attracts a select yet loyal on-line following can serve as a bridge between members, but if it is too small, it has the risk of lacking diversity of opinions and becoming clannish and aggressive towards outsiders. I would say the PoE forums in general stand on a sweet spot, but that may also be because the more aggressive members got tired and left.