Dr <3
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Wizard will always be viable. In worst case scenarion you can just nuke everything. I just think that you might not completely dump might to gimp all your not cc spells. Anyway tell us how is going! Edit: and for the rogue crit version: you can also bring with you godshantyur as alternative weapon in case of prone-immune enemies Edit2: wood elf should be better for wiz
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how does the penetration mechanic feels like?
Dr <3 replied to Ancelor's topic in Backer Beta Discussion
Graze was one of the best mechanichs in poe. I hated the d&d stuff, where you could cast a super duper spell but a lucky roll could negate the whole effect. Graze was interesting both for melee attacks ( even if it favoured heavy armors) and for spells. You cast something on a high defences enemy? You can still aim for some effect! -
Another big + : is harder
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Anybody feels like this is a console game instead of a pc game?
Dr <3 replied to Dr <3's topic in Backer Beta Discussion
Shouldn't you first state you opinion? Why do you think it feels like a console game? Else it seems like a provocative post It is faster, more streamlined, less clean and you lose some freedom around ( like the ability to attack anything and anyone, even in towns, small things that probably you will never do, but i like to be able tu do if i like) -
To join the fray: My impressions so far: + everything about graphics, animation, ecc, you did excellent job + the word map and navigation tools + AI of enemies (es: xaurip priest acually try to save his comerades with retreat, ecc) + patrolling enemies joining fights + terrain effects + better godlike balance ++ weapons specific modals ++ new stealth mechanic + 1 point advance in 1 skill (mechanics, survival, ecc) always need 1 point, not scales anymore +/- the new penetration system : i liked the idea, but actually is complicated to put at a good use. Maybe i just need more time to understand it correctly, but the impression so far is that we migrated from a "granular" system to a "thrashold" system. Before you looked at the armor ratings and could say : oh, the skelly have 10 res vs piercieng and slash 5 vs blunt. Better to use a blunt weapon, but my estoc will do enough dmg anyway, no need to absolutely swich weapons. Now it is : oh the skelly have 10 res vs piercieng and slash 5 vs blunt, my dagger reach 9 penetration so for 1 point my dmg is 70% less, but my mace maybe could reach the trashold.. ah no wait i can go for stiletto + modal and reach 11 for full dmg... is a bit complicated to always guess how to do good dmg. +/- new rest system : i feel neutral . I used to like the split between endurance and health, but also this version can work. Anyway rest is a bit easier, so rarely you are compelled to go back to town, and you won't run out of camping supplies - like others said: the single class character now feels way poorer than before. Not many choices aviable. I would have liked a bigger pool of "common talent" whare you could pick, like before. I mean really only fighter can have a weapon style now? And to heve + 10 to a fortitude or reflex i have to pick only 1 or 2 specific class? What if i wanted to build a high fortitude priest and didnt't wanted to multiclass? The single class way is too narrow. Maybe you could compensate with the variety of items, but by design also the crafting options will be more restricted so i feel a bit crossed - why no more graze on normal weapon hits? - difficult to understand how it works with attacks that targets specific defence and ability that grants bonus vs attacks that targets might or intelligence - AUTOSCALE LEVEL??? what is it? - why no unarmed proficiency? MISC: * Do you mind to share some console codes with us for "better check" some things?
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The main pro of all this thing is that i will not be compelled to stack resting bonus anymore. In poe 1 before hard fight is everytime: +3 might in caed nua + rest in wilderness for +10 accuracy/+40% healing, + go in the brothel, ecc And finally, go back again at the hard fight, eat all the food as you can and actually fight fully buffed. New mechanic feels much smoother
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Definitive Edition
Dr <3 replied to a topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Not quite. Those digital stuffs like novellas, OST are not. Also.. many publishers like THQ Nordic gave me TQ Anniversary when i only has the vanilla version. Obsidian are looking big on money and not about good reputation with players. Look at CDPR giving out free DLCs.are you kidding, you fell for that "free DLC" PR campaign. How noble of them to not ask me to pay for a few hairstyles and a new game plus mode I already backed PoE 2 and waiting for the beta, if in the meantime they release for free more items and portrait for poe1 i surely won't complain... -
Definitive Edition
Dr <3 replied to a topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Moreover: if you back for deadfire you also get a lot of bonus contenent for PoE 1 ( novellas, ecc; i didn't cecked exactly on my backer portal) -
Beta announcement ?
Dr <3 replied to dukeisaac's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
2 days without playing??? -
To many good combos on the way also for me, can't decide... Skald rogue ( max crits/ spam invocations) ? Barbarian/wizard ( evocated weapons + carnage)? Brabarian shifter druid ( druid dps in aoe, without a strict time limit and with autohealing when you change form)? Monk/chiper (you alternate between unlimited focus/wounds)? Rogue / chiper ( will it be the best single target dps in game?) We have to decide the testing order...
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Beta announcement ?
Dr <3 replied to dukeisaac's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
New portraits for complete playthroughs nice stuff. Data miners on the way. My personal wish is a good stiletto for a chiper or rogue -
I was trying to beat the lady of pain build in terms of dmg, so right now i'm soloing with a warrior dual wielding drawn in spring. Most offensive talents taken (max str, high dex, confident aim, savage attack, weapon mestery, novice sneak attack, ecc). He hits like a rogue, but with 3 times the "staying alive" Power. boring to play but strong.
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Just a little note: the monk can take cautious attack (+8 def) AND duality of mortal presence for +8 to fort/ref/will. Paladin clearly have an advantage on raw defences numbers, but i think that between summons, larger health pool, +10 dr for iron wheel, disable on demand (FoA/stunning strikes), monk can be an equal or superior tank