DreamWayfarer
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The problem is that the animancers we've seen in game are generaly around big machines full of adra lenses and copper wires that would be hard to adapt for use on the (battle)field, and when there is fighting to be done they are Wizards. I think it is actually Scholars who get the choice of being researchers of the arcane (who also have the choice of having gone to Dyrwood because what they wanted to study was ilegal/not well regarded in their homelands). Screams animancer to me.
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Why would that even be a flaw? I'd rather have enough of the game left to properly enjoy my unpareled power by the tine I reach the level cap, and the only reason one should have to complete sidequests is because it is fun or fits the character you are roleplaying. The idea that getting rewards for playing the game is more important than the gameplay itself being rewarding turns games into endless grinding, while if the gameplay itself is fun it should be its own reward. I honestly wouldn't mind if a completionist playthrough would allow you to get level 16, perhaps 17 and no higher. But what I dislike is that once you get 16, your exp bar ceases to go any further and while I still enjoy the gameplay very much, I do not feel as rewarded as earlier on, I'd want at least artificial illusion of progress, that my character keeps developing itself. Maybe it is because I am a serial re-roller, but for me the "progression" represented by characters leveling up is more of a boring wait until they reach mid levels and things become interesting. Power progression divided from story elements is not development to me, only a wait that may be necessary for the game to work, but isn't exciting.
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Oops. Must have skipped that part by accident. And I also meant per-tier. Not sure about naming the class "animancer", as as far as we know, the closest thing to animancy non-Watchers can do on the field are some Wizard and Cipher techniques. I know the lore is not solid enough to say it isn't possible, but it would be a big change from the connotations the term has currently.
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Why would that even be a flaw? I'd rather have enough of the game left to properly enjoy my unpareled power by the tine I reach the level cap, and the only reason one should have to complete sidequests is because it is fun or fits the character you are roleplaying. The idea that getting rewards for playing the game is more important than the gameplay itself being rewarding turns games into endless grinding, while if the gameplay itself is fun it should be its own reward.
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Excuse me, but... are we talking about the same PoE? Maybe I expend too much time in the Character Builds subforum, but the magical and unique items in PoE didn't feel worthless at all, just the kind of build-specific thing that you use more on future playthroughs, instead of instant keys to victory..
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I agree with everything except this. While I have no experience with how this was in BG (shame on me), for me wilderness areas are those places between interesting places, where anything that moves wants to kill you for reasons and you are sent to to compplete sidequests you are given in more interesting areas. I think a game with more centralized locations focusing on a single solid city and the lands around it would make for a better paced narrative than the arbitrary travelling going on between the Acts in PoE.
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Yes, the fatigue resource (which I would call "Strain"), as well as the different "costs" for different spells were something I had originally intended to include in my post, but instead I choose to distill the idea to its basic form. And notice that I gave three suggestions, and there are three vancian caster classes in the game. I would also like that different classes had different mechanisms.
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On the per-rest thing, I agree generic "mana" that regens is a big no (too similar to chanters and ciphers, IMO), as well as 1 spell per encounter and zero per-rest, but what about seeking other methods of giving a more solid cost to the vancian casters? I see a few good alternatives: 1)You get a couple "free" per Encounter spells (lets say, 2, as I feel 1 is too limiting). You can stay casting after that, but if you wish to do so, you need... INGREDIENTS. Didn't see that, did you? This alternative changes the fighting itself the least, but maybe it could require a buffing of the base stats of the affected classes, so scrolls and potions aren't always better uses of ingredients than actual spells. The flavor of this alternative also fits Druids quite well. 2)You can cast anything you want, but you better not cast it for free (in the jungle, welcome to the jungle, ...). Basically, turn casters into reverse Monks. While if monks want it they gotta bleed, casters take some penalty (maybe Fatigue, maybe damage, maybe something else) after they cast. Very dynamic and with great potential. Not something I'd use for more than one class, however. 3)Having slots for per-encounter uses of your spells you can fill between fights, with more powerful spells taking more slots. So you can have 4 level 1 spells that take a single slot each, 1 level 4 spell that takes all your slots, 2 uses of your favorite level 2 spell, or any combination you can fit in 4 slots. This fits Wizards and their spellbooks very well.
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Awesome post. BTW, I think one of the problems with Chanters is that they rarely do much other than stand there buffing or doing damage passively. As a variation of your "wutherstrike", I think it would be interesting if chanters in Poe2 could choose between Brisk Recitation or a hypothetical hability I am calling "Cadence of Blows", which removed a small amount of (non-linger) remaining duration from their cuurrent chant every time the Chanter hits a foe. I mean, it gives more variety, makes DEX less of a dump stat and unlike ciphers, it works against strong targets too. Sounds nice. ps: everyone, feel free to ignore my rambling above. It is just sonething that has been on my head for a while.
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Most of your defenses work to protect you from afflictions first and damage later, as a disabled character is not only unable to meaningfullu contribute to the party (with some exceptions) but also more likely to receive critical hits that make things worse. The afflictions Reflex helps against are generally mild, and it is mostly useful against damage. Yes there are some times bad reflex can lead to long blinds or being prone for some time, bit it is mostly an stat against AoE damage, which in most encounters can be tanked through with self-healing. Plus, the weapon and shield style talent already increases your reflex by a significant amount. Fortitude, on the other hand, protects against some of the most annoying afflictions in the game: stun, paralysis (both of which are dealt on hit by certain common foes) and the dreaded petrification.
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Dont follow main story...
DreamWayfarer replied to Tobias78's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
They won't. A point of no return is a point of no return. HOWEVER the game autosaves before you enter, so if you didn't delete your save, all is (mostly) well.