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Everything posted by AeonsLegend
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In terms of weapon types and the way the game works I feel that any weapon that amplifies force should have some sort of sundering stat that allows you to deal more damage to a target. If you want to use armor piercing for this, then go ahead. In POEI, two handed weapons were far weaker than single handed weapons in terms of dps. This makes no sense. I also want to combine this with an earlier post I made about deflection. A single handed or hand and a half sword should be more effective in actual combat due to the fact that you can parry or deflect attacks with it. A two handed weapon is far to big and cumbersome for this, but it should be the only weapon capable of dealing with heavily armored enemies effectively, because they are slow and made to absorb damage rather than deflect and counter. The lack of this mechanic in this game makes for poor implementation and differentiation between weapons. In POE (and other games) they want all weapons and abilties to be similarly effective in every situation. I think that is a base mistake.
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*pulls out box of crayons* When you press TAB, it highlight items you can interact with. If you've already interacted with said item, the highlight color is amber... if you haven't interacted with that object yet, it is blue. If you try and loot an object containing cannonballs, for example, and your ship has max cannonballs, you can't loot them.. and the color of the highlight remains blue. So hours of gameplay later you waste time rechecking stuff you forgot you already tried to loot. Lol, yea I know how that works. So you want the game to lie to you? What if you run out of, say, cannonballs and knew there was a place you didn't loot yet to pick them up and they are all marked as looted? Your suggestion goes against the entire system. I myself am completely fine with leaving things incomplete, unlooted, unmarked. God how much pain would I have to endure in life if I couldn't.
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Necro, but when I found this out I instead used this to "respec" my watcher. It was kind of iffy, because you manually have to keep track of what abilties/passives you can exchange per level requirement. But it works perfectly. Great "mod" https://www.nexusmods.com/pillarsofeternity2/mods/2 Also lets you match party members XP to your watcher so you don't have to bother with low level party members because you didn't use them and thus limiting your party selection.
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You confuse Gods with religion. God(s) and belief is if you accept their existence. Religion is to follow a God. In this games case it is different altogether as the Gods are real. Perhaps not as you would have depicted them, but here belief is irrelevant. Whether you follow a religion here is up to you.
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- deadfire
- pillarsofeternity2
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The issue there is that companions in the Baldur's Gate games aren't really all that fleshed out across the board (or at all if you look back at the first game). The more correct comparison would be Planescape: Torment in this case, and that game for example has half as many characters, yet clearly places its emphasis on depth over breadth instead. Similarly several other games that fancied themselves spiritual successors opted for less companions that were more fleshed out and reactive instead (see the Dragon Age games, Pillars, Neverwinter Nights 2, etc). The issue with your statement is that you limit your choice for this game to how another game implemented it. In my proposal all characters are fleshed out.
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Or you know, make classes more restrictive when multiclassing such as removing certain abilties or changing them depending on the multiclass. Or perhaps make it so multiclass can't go to power level 7, but to power level 6 or only 5. Multiclassing is really strong right now because it has so few downsides.
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Please elaborate. What could they do instead? Usually I am extremely doubtful when I hear someone claims something is very easy to do. Alright. First off you need to have a system that focusses on abilities rather than stats. Stats are what always makes you > enemy without requiring skill. This is bad. You want to become stronger? Sure give more hp, more strength and such. But adhere to the 20-50% rule (depeding on game type). A single person doesn't become 10-100000x stronger as most RPGs use. To counter this (JRPGs mostly) games use a lineair game design so enemies are scaling with progression rather than your level so you can still overpower them if you wish. Open world can't handle that because you can go anywhere you want. So devs create a level scaling system or fixed level points in the game to either force you to take a select path or allow you to wander anywhere you go without feeling really strong. The thing is, why level up at all then? The point is, focus on abilties and make those abiltiies more efficient and focus as little as possible on stats. This works from tactical RPG's to action styled RPGs. It is the only way to prevent the necessity of level scaling and to prevent you from stomping the enemy.
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In the end, if they want to use Eora to create a game separate of this series and go into the future all choices you personally made are inconsequential. Anything that makes it into the canon is what is left. This is the very reason ToB was the last in the series. In generally accepted canon the strongest Bhaalspawn (main PC) did not choose to become Bhaal so he was "permanently" dead there. He was however returned in 5th edition, but I don't know the details.
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My first PC was a Devoted Fighter multiclassed with a Soul Blade Cipher. I never got hit by much of anything due to all the free stats. So was mine, and I thought it was powerful, until I tried some of the actually powerful multiclasses like Fighter/Monk. And 1.1 significantly nerfs Fighter and Soul Annihilation. RIP that build, glad it was my first. Now it's mediocre at best. Well in terms of damage My second frontline was monk/rogue Mirke and although she didn't deal as much damage as my fighter (mostly because of her stat distribution) the single target destruction capabilities on that character was far higher than my cipher/fighter build. Plus she outscaled me late game.
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I think all the suggestions regarding charge and abilities as such are not focussed on the main issue. The main issue is how effective the ability is, not in the amount of spamming you can do or when you learn it. All of those things would hamper your choice and the character in itself. I think it is far better to have abiltiies scale with class level even more than they do now and make them weaker at earlier levels. This way you choose to use a weaker version, but still get the utility it provides without sacrificing any of its usefulness in your playing style. Putting charge at level 8 of fighter makes even single class fighters weaker as well as multiclass. I don't like that at all.
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How about all of them and more. The game has far too few companions to form a different group with similar setup each time. I'm going to go ahead and grab the BG series as a comparison yet again. In that series you have a multitude of characters with the same classes, but different alignment so you can pick your party around your playing style. This is much more rewarding. Of course it would also force more spoken parts, but yeah I think it is worth it. Give me three priests, three ciphers, three fighters and so on all with different background and drive and I'm all over that. I'm sure many of you would be. Replayability ahoy.
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Well having 90 base deflection and deduct 5-10 deflection based on your weapon of choice is actually counter intuitive. A scepter in hand means you actually have a weapon that can deflect something. Is it as effective as a weapon or shield? hell no. Also having 80 deflection instead of 90 deflection has almost 0 effect on your deflection ability on most enemies in the game. This only matters when you're around level 1-10. After that you can go in without weapons/armor and still beat the crap out of enemies. Probably also in PotD. It was done in POEI, I'm sure it's even easier now.
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This is why I never listen to others, read up on or in any other way accumulate information other than a release date for sequels. I like to form my own opinion. Be aware that most people going online to talk about something do so because they have something to complain about. Constructive or not. This gives you the wrong impression of what YOU would like. If you are to believe the feedback people give on Avengers Infinity on IMDB it must be the worst movie of all time. Which it obviously isn't. It was awesome. To me.
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I didn’t mean anything ill by it! Like Boeroer said, OP has made a civilized and reasonable point. It’s just the fact the chose his post to open with what amounts to “I’m a worthless piece of trash” that disturbs me. I apologize if I jumped the gun with assumptions, but I’ve been there. It’s not a nice place to be in. Oh I never said you meant this in a bad way. I'm pretty sure you didn't. All I'm saying is you should be mindful in dispensing advice with 0 knowledge on who you're talking to.
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The only way to make shields effective is to give shields and weapons delfection stats and remove the deflection stat from characters themselves. I like that idea. But you would have to alter the way armor and more offensive setups work to compensate. Yea, which implies a massive change and balance issue. Also, armor could have a deflection stat, but right now they have damage resist stat which makes no sense. If a piece of armor resists 4 damage from a total of 10 how does that actually work? Is that piece of armor pierced or slashed off allowing for the rest of the damage to get through? If it doesn't pierce/slashes or breaks the armor in any way the only damage you receive is crush damage, not pierce damage. Either a piece of armor is fully resistant to damage and you simply get knocked around or it is not and it breaks. Imagine this: a suit of shark bite resistant chainmail (this exists yes) is great because shark teeth and bites cannot break it. It defends you from smaller sharks because they don't have the power to hurt you. A great white however is different. Sure it cannot break the armor. But if it bites you, you still are snapped in half due to the amount of force. And here we have something that is completely lacking in this game: force. A small blade allows for little force. Meaning a dagger/stilleto would never ever be able to pierce a piece of full plate mail unless you outmanouver and find a small weakness point, which should be far more difficult in a 1v1 front up battle. Also a Two handed battle axe or mace should pound through people wearing light armor as well. Light armor means light on your feet. Which means not being there. Heavy armor means to resist or deflect damage alltogether. A dude in light armor firing a bow and not able to dodge an attack should get knocked around like a ragdoll. Deflection is almost non existent in this case because he doesn't have the means to do so. In short. Choosing your equipment should have a meaningful impact on your playing style. Right now it matters very little what you equip or what you wear.
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would the god actually be the watcher though or some new being that includes the watcher's soul? or could one even ascend to godhood without becoming a "mechanical" ideal? or without building the foundation of said ideal or whatever? Hm, I feel that Godhood is not something a single person attains. As the original world of the Engwithans had no Gods. The only Gods that exist are the ones they created with the souls of their own people. Ascending to godhood is not somthing you could simply do by obtaining power unlike in D&D. It is more of a construct by a combination of souls and a purpose.
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This isn't the first game where people note heat issues in their PC. I would like to advise people to look at their case other than posting what type of equipment is in the case. Your case and cooling system defines how hot the temperature gets inside it, not the type of GPU, CPU you have. My jan 2016 PC build never gets too hot on any game, on any setting. This isn't boasting I'm just saying I'm happy with the cooling system I have.
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would the god actually be the watcher though or some new being that includes the watcher's soul? From what I understand how the Engwithans created the Gods they are not a single person, although the watchers soul may be the one that is more prominent. As Eothas stated as well your soul is stronger than other souls.