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Everything posted by blotter

  1. Yes, I do recall more fringe areas having normal births if the Leaden Key didn't stay on top of targeting them, but given that this was within Twin Elms, a rather significant Glanfathan city, I'd have thought that if they had been away long enough for the orlan baby to be born with a soul, there'd have been others and it'd be remarked upon.
  2. Keep her in inventory as a pet but have her get acknowledged during appropriate interactions/dialogue ala Concelhaut's skull with Llengrath. I'd also like them to allow you to do something with the essence potion if you actually did have the Ethik Nol sacrifice her but fed Simoc the poison anyway. On a somewhat unrelated note, how are the orlan baby and Gordy not Hollowborn anyway? I don't recall this coming up in conversation about the orlan baby, and Gordy didn't strike me as a teenager or someone born outside the Dyrwood.
  3. The devs also stated that this didn't mean it would be turning into Baldur's Gate in terms of tone. Their emphasis on greater narrative range in Pillars 2 would seem to seem to suggest that they'll still hit the same lows at times, but there will be more highs between them for contrast.
  4. Possibly the Principi sen Patrena, depending on the extent of their present ties to Old Vailia (which may be trying to reassert its traditional hold over what has become the Republics). Aruihi sounds like he's probably the best fit for my Dissident Watcher, but as a member of the native aristocracy Aruihi'll probably end up in the fire too. My first playthrough will most likely involve playing along with one or more of them for a time but ultimately going renegade.
  5. Likewise with Sneak Attack, Soul Whip, and other class staples for the most part. The abilities are tied to a particular class' power source, and the rate at which that scales is based on whether you're actively advancing in the associated class or not. See https://www.youtube.com/watch?v=SpKyazh8mUI for details.
  6. The perversity of using a nature-focused class to represent a bond with an unnatural vessel is part of the appeal for me, but I can see how it might not work for others. I'd prefer that they keep animancy to skills and talents if they make it mechanically accessible to us at all. The lore emphasis on it being more of a technological discipline doesn't fit so well with the classes tapping into the power of the soul through themes like Zeal, Faith, Discipline, etc. (though I guess you could argue that their source would just be Technology) and having animancy tied to skills/talents rath
  7. And wichts have animal souls, but I just considered the class arrangement as more a mechanical arrangement to express possible animancy experiments she might engage in.
  8. I expect Serafen to be the easiest to get along with and I'm interested in the philosophical/theological tensions that I vaguely recall the developers discussing in regards to Eder and Xoti (even if it's a bit of moot point for my Watchers who fed him to the pool or strung up his carcass in Gilded Vale). In terms of first impressions, I'm leaning towards Ydwin, though I'd have liked her more if she was a ranger with a wicht companion (I couldn't afford a super-pet and apparently I just can't let this go). Wicht or no witcht, though, I particularly like the availability of rogue as a base c
  9. Yeah, there are definitely some intriguing Chinese weapons out there too. Deer Horn Knives (https://en.wikipedia.org/wiki/Deer_Horn_Knives), along with the Indian Katar, both seem like good candidates for monk weapons while still having some appeal for fighters, rogues, and barbarians with more exotic tastes in weaponry. Maybe toss in a few Ulu (http://www.caribooblades.com/Zach_ulu_500.jpg) while we're at it, since Naasitaq is nearby in the same general area. ...Not that I actually expect them to create new models and animations for all these. If there was a DLC introducing these as new
  10. If by oriental weapons you also mean Indian weapons, then I'm game. Weapons like the katar, bagh nakh, urumi, bichwa, trishula, and pata are much more interesting to me than katanas and ninja-to (the inclusion of kusari gama might get my attention though).
  11. A fishing type of minigame doesn't particularly thrill me either, but maybe it's more along the lines of setting lures and traps to trigger encounters. Basically bounties for sea monsters.
  12. They confirmed that we'll encounter sea monsters before they introduced this stretch goal, so I doubt their inclusion will be dependent on reaching it. From what I read, this stretch goal seems to have more to do with using your ship to fish for these monsters and getting associated loot/benefits from doing so.
  13. In addition to Durance's example, priests are explicitly stated to draw their powers from their beliefs rather than receiving them from the gods. As long as they have faith in something other than the gods, the lore should accommodate the idea of a godless priest.
  14. I'll cast another vote for a morphing weapon. Maybe even something that could turn into gauntlets like Planescape Torment's Entropic Blade so even unarmed-focused monks could get some use out of it. I'm not really one for slapstick sidekicks/talking equipment so I'd pass on another Lilarcor. I like the idea of the weapon having an empathic link with the wielder which would cause its personality to be partially influenced by the Watcher's highest ranked disposition (player choice in the case of a tie), allowing a bit more variability in accordance with different playstyles, but that also se
  15. String up a few mummified corpses of particularly obnoxious enemies and have Tekehu sing them into service whenever the ship gets too grody. Otherwise, maybe now that Aloth gets per-encounter spells he can devote a couple of them to animate object spells for a more Fantasia-based approach to the same general process.
  16. I'd be interested in having whips in the game if you could damage yourself or adjacent allies with the equivalent of critical failures and there were special animations and character barks tied to that. Otherwise, I'd be more interested in greater variation in flail models since they're a more credible threat against armor, but by that same token, maybe they can make a soulbound whip that's effectively a flail mechanics-wise. They've apparently done something similar with Xoti by treating her sickle as a hatchet.
  17. A few of these have been answered in this week's Q&A and/or the ones before it; for full transcripts or links to videos, check the Deadfire Announcements and News area and click on the threads pertaining to the past Q&As. I wish you luck getting answers on the rest. Sawyer stated that the player's animal companion options won't be changed from Pillars 1. The bird animal companion is a custom one available only to Maia. religion and inclination? For example a priest of Magran would have a better knowledge of war and firearms than say a priest of Eothas. One of
  18. At what point does this particular subject become over-discussed, though? This is the first poll I've seen addressing this particular issue, so your assertion here seems to be that this topic is over-discussed when it gets mentioned at all because you personally find it to be trivial. If anything, that seems selfish to me, but it's probably more productive to frame this response in terms of the developers' stated intentions in two regards: a) multiclassing itself and b) the goals in developing multiclass titles specifically. In regards to the first, the developers have mentioned on numerou
  19. It seemed like they answered more forum questions this time, but maybe that's just because they addressed 2/10 of mine instead of 0/8 like before.
  20. It's interesting that you bring this up, actually, given that during Sawyer's CalloftheCthulu interview, he actually mentioned a user complaining about having to be called a wizard instead of a sorcerer and identified the significance of class/multiclass names in developing a character concept (or the perception thereof). Given that providing further options for characterization is one the main ideas for multiclassing, and multiclass titles in particular, I don't see how the customization we're talking about here is out of line with that regardless of the standards for base classes.
  21. Fair enough. They've been pretty hit or miss for me, and I agree that it seems like a relatively simple feature to implement, but I definitely wouldn't claim it's the most pressing issue out there either. Still, I figure I'll be spending enough time looking at character sheets in-game that having a bit more control over what I see there would be most welcome.
  22. The question came up during this Q&A Josh Sawyer and Bobby Null and they mentioned that they aren't currently planning to enable customization for multiclass titles. However, they did mention that they welcome further suggestions (which can be added to Heijoushin's existing thread - http://forums.obsidian.net/topic/91412-care-to-guess-the-names-of-the-other-multiclasses/ - if you're so inclined) and that they might reconsider if there's enough of an outcry against the titles that Obsidian comes up with. I assume that they might also reconsider if forum-goers express enough interest in
  23. Yeah, the Orders/Deities being mandatory subclasses for paladins and priests had been confirmed during the second Q&A (https://www.reddit.com/r/projecteternity/comments/5szojj/link_deadfire_qa_session_2_with_josh_sawyer_8th/ddjr97z/?st=iyzu9ena&sh=a765305e). The mutual exclusivity of certain orders and deities is news, though. Basing the bans on favored/condemned dispositions sounds like a clean way to approach it, but it does eliminate some combinations that could actually make sense. To reuse an old example of mine, an Eothasian priest multiclassing as a Bleakwalker paladin coul
  24. The person you're quoting was wrong. Sidekicks are an option in addition to hirelings/recruits, not in place of them.
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