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Everything posted by blotter

  1. You have a point, but even this could be less cut and dry than you suggest. If you are consistently benevolent to certain groups and consistently cruel to others, the former group may well consider you to be a beloved and heroic figure regardless of how you treated the other group or even partially because of it depending on the relations between them. History is full of examples of people celebrating various groups and individuals for their accomplishments while turning a blind eye to the suffering and degradation that these groups/individuals inflicted upon others in the process. You can mak
  2. I could muster some interest in a swarm ranger and the swarm could fit the bill by hatching larvae from the corpses of your enemies. I'm not sure Eder would enjoy petting them, though.
  3. That's a pretty good list and I wouldn't mind seeing a lot of it in the game myself. I'll address some of them in line with what we know is currently being planned through Q&A sessions and so forth. Like Ganrich said, they are planning to include more skills. To elaborate a bit more, skills are divided into two categories (action and lore, I think) and points for each category are gained separately so you don't need to choose between, say, Athletics and Streetwise. The developers have also mentioned that Pillars 2 will have a stronger emphasis on NPC reactivity and fleshing out com
  4. Never in polite company. They extrude their retractable tentacles/proboscides through the cracks in their scabby face masks, predigesting their meals before slurping them back up like any proper eldritch nightmare would. Or maybe those shadowy wisps that trail around their face allow them to telekinetically subsume inert organic materials. Part of the fun for me in Pillars one was imagining the distinctly malformed and inhuman mouth shapes that might greet someone who actually got up in there to peer into the cracks in the third death godlike model's face covering (circular lamprey suckers, sp
  5. I'm not seeing an actual argument, or point for that matter (beyond maybe "nuh-uh"), in this particular turn of the wheel, but that does make it stand out as a good point to hop off.
  6. If the use of spell components were identical to empower, you might have a point. Then again, describing something as an alternative isn't the same as stating that there is perfect equivalence between them. I've already discussed some ideas as to how the two features might be differentiated from one another. Still, I'm glad to see some change of direction in discussion toward the flaws of the idea itself rather than another outcry of 2e regression. Maybe that's a kind of progress.
  7. Yes, I'd say that the difference between not being able to cast a spell at all without a resource and not being able to cast a particular augmented form of a spell is an essential one. The former restricts access to the basic features of a class, while the latter only limits a particular casting option that already has a built-in, component-free, alternative in the form of Empowerment.
  8. It'd be more limited in terms of what it can affect and most likely less dramatic in the improvements it offers, but yeah. At least the way I considered it, anyway. Other possibilities could include things like adding minor inspirations or afflictions to spell effects, having environmental effects like producing areas of light, darkness, or fog, or what have you. That would depend on the implementation of the feature itself and the variety of alternative uses for the components in question. The use of components in this fashion could easily have built-in limitations in regards t
  9. Like I said, spell components of the optional variety. Things that might bolster magic if used, but would most likely have competing applications as potion or crafting ingredients. That's clearly different from how they're used in D&D, so the association and condemnation on its basis doesn't hold.
  10. Spell components might be an interesting way in which to introduce the possibility for more research management to formerly Vancian casters. Not necessarily in the sense of requiring specific items to cast spells, but perhaps allowing the expenditure of sufficiently rare and valuable items to augment various spell types.
  11. Sawyer posted more multiclass titles yesterday. During the Q&A he also mentioned that Fighter + Barbarian would be Brute and Rogue + Wizard would be Spellblade.
  12. I don't see this as particularly likely to happen, but one simple way to diversify deity subclasses without necessarily requiring a lot of work would be to introduce thematically appropriate multiclass affinities. Perhaps a Priest of Skaen would advance Cunning a bit more quickly if they took Rogue levels, for example. Magran's priesthood could similarly have affinities with the Discipline power source and Wizard/Arcane or Cipher/Psionics could work for Wael. Paladin/Zeal might work for an Eothasian multiclass affinity, but I'm drawing a blank for Berath (actually, Monk/Mortification might fit
  13. Do you have a link for this? It's good news if it's confirmed; multiclass titles like "Brute" and "Spellblade" aren't really doing it for me.
  14. Heh, magical viagra potions... I hadn't made that connection but I can definitely see a bunch of rich old bastards sending out their armies to butcher and enslave people by the thousands if it brought them closer to those. As for the concerns about colonialism as a thematic focus, the Q&A does go into the Watcher's potential role in shifting the balance of power within the area and I'd hope that the dynamics of the area itself allow these themes to be explored through more natural methods than companion info-dumps. Taking cues from Avatar would be grotesque, but Huana culture seem
  15. In the twitch Q&A, it sounded like Sawyer said, "Potions of, not youth, but vitality." That could be interpreted as healing potions, sure, but the fact that he wanted to differentiate between potions of youth and what these potions provide suggests to me that he may have meant vitality in the sense of increased longevity through bolstered long-term health rather than vitality in the sense of hit points. Unless they plan to retcon the fact that potions of regeneration/endurance were already craftable without adra of any kind, tying luminous adra to healing potions would hardly account for t
  16. The Ghost Heart Ranger's setup isn't all that unconventional. It's actually pretty evocative of rather well-established themes like spirit guides and totems, to say nothing of the fact that spirit animal companions specifically are well-tread ground by Obsidian itself via Mask of the Betrayer. I'll grant that it's not as bog-standard as the sort of hyper-focused archer they could have introduced in its place, but let's be realistic here: we're probably not going to get much in the way of unique dialogue options and NPC reactions based on subclasses. Hell, if Pillars 1 is any indication, w
  17. 1. A soulknife subclass for ciphers using a modal ability similar to the Reaping Knives power from Pillars 1 with partially resettable enchantment options and unique powers to temporarily boost its damage/features at the cost of being unable to bind with soulbound weapons. 2. Unique dialogue options based on low intellect/intoxication/current injuries.
  18. Given that abilities such as Sneak Attack and Carnage are going to scale in power with class level, I wouldn't expect a single level of Nalpacza monk to dramatically boost the power of any drugs/consumables you use. That being said, I'm less than thrilled with the Nalpacza taking up one of only two subclass slots available for monks as well. It's not because it's controversial or even that I'd never consider using it, but rather that there's nothing particularly exciting about it and, like you said, it's the kind of ability that thematically works for a broad enough range of other characte
  19. I hope you're right, but it's worth noting that they could easily make an expansion without adding new NPCs to the roster. I'd be interested in having a matured Wicht barbarian/cipher (or maybe druid with the shapeshifter subclass) as one of the NPCs. The ones we met in the original game were way too feral for that to work, but they occupy an interesting space in the Vessel continuum: they aren't technically undead and the full course of their development has yet to be observed. Perhaps they develop increasing levels of sentience as they progress through their teens and into early adulthoo
  20. I'm not sure if this is necessarily the reason why they decided to implement an enchantment ceiling, but Sawyer does also reference complaints from others that they don't get much of a sense of progressing to new and better weapons throughout the game. If this ceiling is an effort to enforce that, I'd tend to agree that this particular method has no real advantages over introducing new weapons with interesting features of their own to entice players to switch over. Similarly, I'd argue discovering new weapon enchantment options and materials can provide a similar sense of progression and e
  21. Not really, as things currently stand, update #7 specifies that paladin orders and priest deities are required subclasses, as was stated earlier in this thread. So I wouldn't expect any orderless paladins unless that changes.
  22. Then don't take any druid levels for Edér. Problem solved. Obviously. But from a story perspective, if someone does chose to take druid or mage, how does the story accommodate that? Or is it just a gamey thing that won't get explained? It seems pretty unlikely that they'd bother to create the hosts of throwaway lines necessary to cover each and every multiclass permutation that players may choose to cover with their npcs, and only doing a select few seems equally improbable given that this would make the lack of explanation for other combinations stand out even more. I'd imagine
  23. My general preference is for six party members, if only because I'd prefer that artificial constraints on party size allow for as many as possible so as to allow more exploration of character/class options and to increase the party's range of potential reactivity to dialogue. That being said, multiclassing should allow for more opportunities for exploration in character building and it sounds as though there will be a greater emphasis on companion relationships and reactions as well, so PoE 2 may come out ahead of its predecessor on both counts even with the reduced party size.
  24. 1. I suspect that this may require more of an investment in time and resources than can be justified in given its limited applicability to a wide range of playstyles, but I'd like to see unarmed combat made more versatile than it was in PoE 1 rather than competing with weapons through raw damage output. This could be done through specialized items (e.g., spiked or bladed gloves to allow for different damage types with unarmed attacks) or through modal abilities or stances, which could similarly allow for a broader array of features to be associated with unarmed attacks while the item is equipp
  25. I didn't expect to come up with this many Barbarian multis given that I've never played or even considered playing as one, but here they are along with a few other class combinations: Barbarian/Chanter - Howler Barbarian/Druid - Atavus, Skinwalker Barbarian/Fighter - Hordebreaker Barbarian/Paladin - Warlord Barbarian/Ranger - Alpha Barbarian/Rogue - Marauder Barbarian/Wizard - Destroyer Chanter/Priest - Liturgist (I think Hierophant's actually a better fit for this combination where the etymology of the term is concerned - showing/revealing what is holy seems a close match for
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