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Everything posted by blotter

  1. I'd welcome unique class-based developments for the stronghold based on class, but it could get complicated with all the multiclassing options. It doesn't seem like there'll be different strongholds, so I don't think that BG 2's way of handling this would apply. It might be better to tie stronghold customization to faction relationships and dispositions.
  2. 1. Will we have the ability to customize multiclass titles? 2. Are there any notable monastic orders that we'll have opportunities to interact with while we visit the Deadfire Archipelago? 3. Will disposition ranks from imported saves affect returning NPCs' attitudes toward the watcher? 4. Are we going to have more options for dealing with prisoners (assuming we still have the option to take them?) 5. Will we see any examples of NPCs pushing the limits of their classes in ways akin to Concelhaut's magical research and Llengrath's transference of knowledge? Will we encounter or hear about C
  3. Sounds good. With poison in the game, maybe the Nalpazca can experiment with mithridatism until they ooze poison from their wounds. Probably not, but I might actually get interested in them if they could.
  4. PoE doesn't share D&D's conceit of objective moral forces, but people in-game certainly do think that things can be evil and wrong. Holy has more to do with religious veneration anyway, and zealous fanaticism is the paladin's theme so it fits.
  5. Sure you can. You can carve him up the same way you would any commoner or backer character when you meet him outside Caed Nua or later on in Brighthollow. I haven't tried it while he's an active member in your current party as opposed to just hanging around the keep, but it probably just takes longer since you'd have to work your way through Endurance and Health.
  6. A bit of both actually, with theme emerging through function. Recklessly tossing around dangerously unstable pyrotechnics becomes a practice that has implications about the set of characters who elect to do so to do so not from time to time, but as a career choice more generally. Though as Boeroer already mentioned, function-focused subclasses are already a thing. Aside from the berserker subclass Fardaragon mentioned, a headhunter-type barbarian whose base rage benefits might be diminished normally but spike following crits and kills might work. A firebrand who infects enemi
  7. Thematically, it'd be more about the destructiveness and volatility of their weapons of choice rather than being low-tech per se. In the absence of any throwing weapons from the game, fiddling with explosives seems like the only thematic form of ranged offense available to barbarians, low-tech or not, if you take raging to be iconic to the class experience. There's an amount of preparation and deliberateness in timing with regard to archery (carefully aiming, keeping the arrow drawn back for the right moment, etc.) that seems foreign to a barbarian's rage, for example, while stopping to reload
  8. No, I think it's better this way, as it suggests that rather than necessarily being the godlike's corresponding parent race (which it still could be, but not necessarily), it was a more generalized matter of physique. So a godlike born from a pale elf, for example, could grow excessively, ending up auamua-sized or have their growth stunted and end up eye-to-eye with an orlan in terms of height.
  9. I believe there's supposed to be another developer Q&A this week, so you could always try asking them what their plans are for keeping paladins relevant in the wake of multiclassing.
  10. A priest/fighter multiclass wouldn't necessarily make paladins redundant so long as the latter continue to have abilities and features that are both uniquely theirs and competitive with alternatives such as priest spells. It also stands to reason that any single or multiclass builds that fill a similar role, however imperfectly, would necessarily be doing so at the expense of other options, in which case I don't really see the harm as long as they don't do the paladin's job better. Technically, there's no such thing as a vanilla paladin in PoE since they are all required to selec
  11. Where paladins are concerned, I'd like to see more differentiation based on their orders. Bleak Walkers might specialize in bolstering offensive capabilities or weakening enemy defenses, Shieldbearers might take a portion of nearby allies' suffering upon themselves or improve allies' ability to protect each other via engagement, Goldpact Knights affinities would be more towards bolstering allies' defenses and increasing consistency (fewer grazes, etc.), Kind Wayfarers could focus more on healing or increasing mobility, and the Darcozzi could focus on intensifying or prolonging inspiration amon
  12. There's that, but ancestral ties don't translate to an insider's experience of the culture and her need to adapt to her present situation seems to emphasize this. I would expect her expectations and beliefs to to contrast significantly with the other aumaua even if they get along. I could be wrong, of course. ‚Äč That's probably the Moon dude? The Ranga Nui are the leaders (or is the leader - singular. I don't remember which) of the Rauatai and the moon aumaua appears to be Huana, so I doubt it.
  13. You have a point. Maybe we'll see it on Rods since they're the most heavy-duty of the implements and something more distinct for the other types. Given the number of different weapons available, though, I wouldn't be surprised if modals were repeated for some of them. In some cases it could even be desirable; AFAIR, they mentioned having a DT Penetration modal for estocs, for example, and it doesn't particularly make sense for them to be the only weapons that can be used this way.
  14. Maybe, maybe not, but their huntresses are given tools to identify the latest incarnations of their elders, so mistaken identity's probably not the most likely explanation. Ah. Yes, I suppose that is a more extensive form of ranged AoE through basic attacks. For my part, I care a lot less about stepping on the wizard's toes in this regard, assuming that Blast and Penetrating Blast don't get bundled up in implement proficiencies and opened up to anyone who takes them anyway.
  15. I don't know about that. They're already competing with druids where AoE magic's concerned.
  16. It probably has to do with incorporating a native perspective into the potential party roster in the form of someone who has ties to the Huana, which is something that a Naasitaq dwarf wouldn't be able to offer.
  17. Carnage with ranged weapons seems like it'd step on the ranger's toes and risk overshadowing Driving Flight and Powder Burns. If not for the latter, I could see a Demolitionist subclass as being an interesting way to explore - fun with explosives is one the few ways that I can think of in which ranged combat fits in with the barbarian class theme of reckless, flailing violence. Maybe Serafen's pistols will have reinforced barrels and grips, allowing them to double as clubs at close range. I can't really see the whole frenzying barbarian thing working well at a thematic level with the relat
  18. That's a good point. Since the NPCs are supposed to be more significant to the central quest then tying them to the key players/factions involved seems like a worthwhile exercise. So my short non-dwarf meadow folk rogue could be Onekaza II's court jester. If the unnamed Moon/Sea Godlike is an Aruihi sympathizer, the rogue could've been sent to keep tabs on him. Or maybe just chuck that idea altogether and add a boreal dwarf rogue/priest of Berath instead; we already know that Berath's supposed to play an important role in the plot and Naasitaq's supposed to be the largest nation in the dea
  19. Yeah, if anything, it should be tied to skills and equipment, given its dependence on machines. In any case, its practitioners have already been shown to vary outside of rigid class lines. We've had Cipher animancers (Galvino), Priest animancers (Wymund), and Wizard animancers (Osrya) so far that I can think of, and I could be missing a few other types for all I know. As for an additional companion, I'll cast my vote for a wicht again. Failing either of those, how about a vertically-challenged meadow folk rogue that everyone assumes is a dwarf before being harshly disabused of the not
  20. The creation of wicht implies that an animal soul is not suitable for powering a human body and mind. The same would appear to be true for Persoq, as he was not a regular normal animal. It would seem like his soul became lost somehow, and found its way into an inappropriate body - perhaps a natural version of how animancers created wichts. If it were necessarily the case that rebirth as an animal, or an animal's rebirth, as a person would result in crippling aberrations, then the prospect of such rebirths would be discussed very differently in-game. Sagani's people have been at this for cent
  21. Maybe I'm misunderstanding you here, but if the souls of kith and animals were truly distinct, it would seem to imply that no kith would ever be reborn as an animal or vice versa. Events in the first game (via Sagani) plainly contradict this, however. If you discuss the Naasitaq ritual she's engaged in when you meet her, I believe she specifically mentions a past huntress being forced to a recite an elder's past deeds and contributions to the tribe while running for her life from the bear that this elder had been reborn as. And of course, there were later developments in her NPC quest line its
  22. http://forums.obsidian.net/topic/63395-update-43-pretty-and-technical/ just says humanoid, with humans being the race that gives birth to them most often. Most if not all wilder are (roughly) humanoid, though, so why not? Godlike born in the Dyrwood 'til recently would be hollowborn too, so maybe there're a bunch of wicht godlike shambling around out there as well. Doubt we'll see any death godlike vithrak, moon godlike wicht, fire godlike ogres, or nature godlike trolls in the near future, though. That sort of pileup and cross-breed excess seems best left for d&d, really. Except for d
  23. Oh well. I think it's kind of boring to remove all doubt, but c'est la vie. It's possible they've changed their minds since then, but until they state otherwise...
  24. Maybe, but it could just as easily be the case that they didn't want the hassle of creating unique helmet models for the various godlike heads. If memory serves, there're three different head models per gender for each godlike type and many, if not all, of them seem to differ enough that they might each require distinct helmet models.
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