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gibonez

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Everything posted by gibonez

  1. Are you sure I am still breaking invis using DOT abilities. Perhaps the ones that kill invis for me are item related.
  2. Noticed I can recreate your bug as well. It appears that Raw damage over time from poisons on enemies or from bleeding also kills stealth prematurely.
  3. I have found a potential bug, it appears that raw damage over time from things such as deep wounds kick player characters out of invisibility from abilities such as smoke veil and shadowing beyond. This also seems to be affected by corrode damage from abilities such as toxic strike.
  4. Why would you get flak ? Combat skills being per encounter really helped alot of the classes and playstyles to actually be viable. Take the rogue being able to go into stealth per encounter for "backstabbing" is now viable due to per encounter skills.
  5. Could you elaborate? I can perhaps see the "chore" part, as combat required more of the player's attention in the original. But, since most fights in Deadfire do not reward or punish the player for paying attention and actually using tactics, I'm failing to see how most combats are actually interesting in Deadfire? POE2 combat seems to require more micro something I really enjoy. POE1 really did not.
  6. Hopefully stealth becomes vital and far more in depth. Stealth gameplay in Crpgs is extremely fun when it is powerful enough and worthwhile to invest in. One good example would be Baldurs gate with the Assasin or any rogue class, sneaking in for massive backstab crits, or Divinity Original sin pre EE when you could stealth in combat. The Assassin Subclass in POE 2 is making me optimistic.
  7. Can I be honest. Not a fan of any of them. Then again I only liked like 3 of the companions in Pillars of Eternity. Companions are kinda lackluster imo.
  8. I dont see how 5 person parties are a console centric thing. I thought they wanted a smaller party size in order to reduce the cluster battles from pillars 1. I dont blame them either so many of the battles in POE1 was a mess with spells and masses of people cluttering the entire screen making it hard to even tell who was friend or foe let alone any tactical gameplay.
  9. It makes no sense for somebody who has not trained for years under a master to be able to craft weapons. But I guess we shouldn't use realism arguments. But please not this. If you can make your own daggers with your own special powers then I will have to make my own daggers unless I want to have inferior daggers. And I REALLY do not want to make my own daggers. Doesn't the watcher learn a dead language in POE1 by merely talking to an undead woman. I am sure he could master something as simple as smithing to some degree quickly.
  10. Does that really apply to a niche, pc centric digital only release though ? I can see how this would apply to a mainstream console game with wide distribution across all areas but a CRPG could probably get away with more.
  11. Solo might be really viable when combined with stealth mechanics, perhaps the assasin class will shine here. Backstab crit from stealth, deal damage and poison, go back into stealth and wait for agro to drop and repeat.
  12. I guess I must be in the minority, I love crafting and was hoping it was way more intricate and detailed in POE 2. Talking about smelting weapons to make iron and steel bars to make my own daggers with my own properties.
  13. How would you like gore or gibbing to be treated in Pillars 2 ? In pillars 1 gore is treated like it was in Baldurs gate and Baldurs gate 2. Very simplistic gibbing that reminds me of a person getting shot by a rail gun in Quake. While this method worked fine for games made in the 90s we have come to expect more in modern games. Would you guys be open to gore being treated by like it was done in fallout 1 and fallout 2. Intricate kill animations and detailed gore based on the attack , weapon type, enemy type. From a presentation standpoint it looks amazing and at the same time looks highly professional. I have attached above just a sampling of the kill animations and advanced gore seen in fallout 1 and 2. So would you the community be open to a more elaborate gore system and kill animation system other than what was seen in pillars 1 ?
  14. How can you possibly assume that to be so ? If it is anything like the countless CRPG's before it poe 2 will be linear just like POE 1.
  15. Please let slavery be a thing. I want to be an evil slavemaster anti paladin who roams the high seas with a ship full of human cargo off to sell in the market.
  16. Intricate kill animations not just enemies gibbing like they just got shot by a rail gun.
  17. No idea what is causing it however I did give myself 2 points in cruel via console command a while back but the game was functioning completely fine. output_log.txt
  18. All I want is more evil characters. It really is far too hard to form a party of evil characters in most CRPGS. An Anti paladin such as the blackguard Dorn from the enhanced edition of Baldurs gate 2.
  19. Some cool stretch goals I would like to see is more Base classes.
  20. Yea I started to get fatigue in the Endless Paths far too many floors.
  21. Those are bloody fantastic. I would love something like that I did mean to say that the 3d model would be in addition to whatever 2d portrait they already have in game. Merely it would just give you the 3d model of the enemy in game with a black background for you to admire in closer detail.
  22. Would anyone love it if the Beastiary got updated in POE2 to not only include a text description and a hand drawn depiction but also the very 3d model itself that is able to rotate. Such features are wonderful in games as they give you another way or aspect to appreciate the hard work and artistry that goes into modeling every aspect of the game. It could be something as simple as a button that you press and you are treated with a 3d model of the creature like so.
  23. As I understand it, per rest abilities are being done away with altogether. They are being replaced by per rest "empower" points, each of which can be used to boost the power of your per encounter powers. This is great news then. It means it opens up the possibilities of many of the classes to be used in different ways. Take the rogue for example, in POE 1 shadowing beyond was a per rest abilitity, making it not viable to be used in every fight. This in turn meant that Backstab dagger rogues were not very viable or atleast not as viable as other rogue builds. Now if shadowing beyond is a per encounter ability, having a class or subclass dedicated to backstab crits would function wonderfully due to being able to return to stealth mid battle and engage in a second , third or even fourth backstab crit during a fight. I love this move.
  24. Why have romance when you have thicc muscled dwarf wenches at the local brothel like the Salty mast.
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