DreamWayfarer
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Everything posted by DreamWayfarer
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Well, they do at first, but after sometime exploring how they work and synergise with or even enable certain builds, I feel they are quite interesting and stop feeling as bland as they once did. Plus, I don't want unique items to be mandatory. Sometimes a sword is important not because its maker or previous wilder was the supreme blacksmith or swordmaster, but because its current wielder is a great swordmaster. EDIT: And I hate clear gear progression.
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13 INT is not worth it fir your Barbarian then. In the 16-18 range it gives a significant boost to carnage area and durations, but 13 doens't let you hit what you wouldn't hit with less INT. If you really wish a low INT Barb, I suppose you could lower it to 10 or perhaps even 8 and put those points in damage dealing stats. Perhaps you could afford to lower further, I don't know for sure. With a Draining weapon, your Barbarian should be able to hit all foes touching his target and do big damage to them, no matter how low your INT is, and if you decided to lower INT to, say, 3 for a true musclebound brute, and increase CON, you could have a moderately tanky frontliner with good damage that self-heals. But then, a Fighter would be much more effective at that.
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The name has little meaning in reality, since people have been calling those of different cultures "barbarians" since the times of Rome. Plus, with the fact they are "fantasy warriors" you can justify praticaly anything, including they using their powerful brains to project telekinetic waves of force from their weapons. I, however, prefer the simpler explanation of careful positioning and disciplined rage. I do not oppose making Carnage independent on INT, I am just trying to point out why making it rely on Int is not stupid. If the class had any name other than Barbarian or Berseker, then I doubt people would care so much about that.
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Now I am unsure what you are talking about. In order to hurt foes effectively, or even hit them at all, you need technique and precision. Brute strenght does not cut it if you have neither. And when you want to do so against many foes, you need a lot of finesse to be able to pull it off. You can just jump into the fray swinging your greatsword blindly, but in that case you would most likely either kill yourself or break your own blade against the hard parts of an enemy's armor. And I don't see how blind, stupid rage would let you pull it off with no discipline or technique. Focused anger, however, can help sometimes.
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Not my fault they choose that name for the class. But nothing stops angry people from being intelligent. Plus, if the only reason Barbs hit many foes at once is because they sweep their weapons REALLY wide, then why can't fighters or paladins or just about anyone do it?I wouldnt put "angey people" and barb rage in the same category. Of coursw fighters get angry as they are trying kill with a sword. A barbs rage is beyond that. Its what splits them apart.Then the Barbarians must be really disciplined to keep striking with technique and precision against many people while so angry. EDIT: Plus, being angry won't help you hit more people with your sword.
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Not really. It's mostly just a list of known features from patch 3.0 and TWM pt. II. The only new bit of information is about the new stronghold-related quest, where he says, "The new quest focuses on your status as Lord/Lady of Caed Nua. Even though the castle is located in a remote area in-between Dyrwood and Eir Glanfath, the Aedyrans have historical interests there and would see you removed from your role, and what looks like a simple argument rapidly escalates into a large-scale conflict." (very poor on-the-fly translation, but you get the picture.) Oh. So no option to side with the Aedyrans? Poor Aloth, we turn him against his country? And ours, depending on the Watcher's background.EDIT: Spoilers removed.
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Now, this I disagree with it. Combat in RPGs is very, very abstracted. When my barbarian strikes three knights with carnage, I don't see it as he hacking throught all three in a single blow as much as positioning and manouvering in a way he makes three strikes agains three foes in a fluid sucession. A stupid warrior wouldn't be able to analyse the battlefield well enough to pull this of without dying. While making INT the most important stat for Barbs feels weird, and I wouldn't oppose decoupling carnage from INT, it isn't "plain old dumb" and I prefer it to having martial classes being all about MIG, DEX and CON.
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That is not true. They are harder to minmax, but can be effective and don't need all of their stats at high levels. A traditional damage dealer Barb needs INT, MIG and PER. One who wants more damage, but plans to hit only disabled foes needs INT, MIG and DEX. One who abuses weapons with on-hit/crit effects and interrupts needs INT, DEX and PER. If you intend to get into harm's way, you need CON and can't dump RES too far, but you don't need to pump either if you play carefully. The only mandatory stat is INT, and there are no full dump Stats, unless you use shod-in-faith and have high Might, in which case you don't need RES anymore. This is closer to the original design goal than most classes. The only problem, which is how much INT is needed, could be fixed by making carnage have a fixed distance. I would rather nit base it on weapon size because that limits barbarians to two-handers.
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Defenses/Damage reuction
DreamWayfarer replied to crutchy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Then surely it should be lore based? not automatic The dragon example may be *common sense* (I'm surprised Eder can knock trolls prone) but many of the other immunities are much less obvious. Perhaps either lore or survival would automatically unlock info depending on the creature type, and some would start unlocked as common sense, but between none or all being automatically know I woukd choose "all". -
While I believe there should be no mandatory or useless stats for any class, tying carnage to big weapons isn't the way to do it, in my opinion, as it would force barbarians into two-handers. Ideally, if carnage were to be de-coupled from INT, it would be better to link it to levels or to make its range stay constant, perhaps with Talents or class abilities that make it bigger.
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Defenses/Damage reuction
DreamWayfarer replied to crutchy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I disagree. While the player may be unable to know the immunities at first, because of the abstraction of combat mechanics, I think Éder would be able to look at the dragon he is fighting and notice it was too big for him to knock prone. -
All KDubya said, and I'd like to add that Kind Wayfarer paladins gave a talent that gives allies an AoE heal when they kill enemies, which should fit well into the "holy avenger" theme, even if paladins in Eora are not necessarily religious, and none of the available orders is bound to a certain god.
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Best Healer
DreamWayfarer replied to crutchy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Cleric? Did you mean Cipher? He/She means Priest. -
Aloth has disappeared!
DreamWayfarer replied to crutchy's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
That is seriously weird. 0_o Have you done a bug report? Aliens aren't supposed to abduct Aloth.