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Everything posted by blotter

  1. Ah. Yeah, Avenger works pretty well for a Druid/Rogue; better than Liberator does for a Druid/Paladin anyway. Thanks for the chart. It's pretty handy.
  2. Avenger could work along similar lines, and I know I've seen that one here for sure, but I like it better for a Paladin/Rogue for some reason. Edit: You could also toss Vindicator into the mix. Its modern definition doesn't have much to do with rage per se, but I think it's etymologically related to 'vindictive' and there are connotations of struggle and triumph to the idea of vindication that might fit the concept of aggression paired with zeal.
  3. It's been a while, but I think I'll drop a few more in here for old time's sake. There could very well be repetitions of names people have already come up with before in this thread. I'd actually be much more surprised if there weren't any repeats here, but I just can't bring myself to slog back through all 11 pages of this thread and check. So I apologize to anyone I've inadvertently copied/plagiarized in advance. -Barbarian/Druid - Totemist. -Barbarian/Monk - Dervish, Mauler. I seem to recall know that they've already settled on Brawler, but I think either of those names or any numbe
  4. Actually, the precedent from Pillars 1 leans far more toward diversity in class naming conventions than consistency, as has been noted multiple times within this thread. Rogues, for example, appear among enemies by various titles: Scouts, Sentries, Skirmishers, Thieves, Backstabbers, Assassins, etc. Chanters from different groups/faiths go by names as well: Preachers, Galesingers, Shanty-singers, etc. By the same token, there are monks with titles ranging from the generic/uninformative (e.g., Acolyte) to the highly group/faith specific (three guesses where Tidalfists show up, example). In
  5. This interview (https://www.bleedingcool.com/2017/06/15/cannibals-slaves-dead-children-catching-pillars-eternity-ii-e3/) goes into a bit more detail on the subclass mechanics for corpse-eater: Nothing too surprising, but confirmation of literal corpse-eating action in the game, as opposed to passive boosts triggered by kills, may be illustrative in terms of what subclass abilities may entail overall (e.g., new animations as opposed to new mechanics only, etc.)
  6. I'm pretty sure it doesn't require you to be a multiclass paladin/priest. Soulbound weapons in Pillars 1 had classes listed the same way (https://img.fireden.net/v/image/1457/62/1457621166462.jpg) and they obviously didn't require multiclass users. I'll grant that a dagger seems like a pretty unlikely weapon of choice for any paladin (who doesn't multiclass into rogue or something), but it suits priests of Skaen, Wael, and possibly Berath well enough thematically even if none of their gods actually favor the weapon type (which is a moot point bonus-wise for soulbound weapons anyway).
  7. Whether or not you can actually design your party in such a way that it becomes impossible to fail any skill checks may depend on a number of things, chiefly the exact number of skills, the availability of skills in relation to background/class, the requisite number of ranks to gain options/pass checks, and the limitations to contribution, if any. In regards to the latter, it may be that there is a maximum contribution bonus; it's also possible that party members only contribute skill bonuses to skills you actually have in dialogue or that the contribution bonus is lowered in cases where you l
  8. That's an old screenshot that was recycled from a previous interview article (http://www.eurogamer.net/articles/2017-01-26-pillars-of-eternity-2-deadfire-announced). If memory serves, it's a statue of Ngati (Ondra as she is known by the Huana). And those are boobs, not bowls. Per https://forums.somethingawful.com/showthread.php?threadid=3807509&pagenumber=82&perpage=40 (search for "Rope Kid" - Sawyer's SA handle), the Huana associate Ondra/Ngati more heavily with fertility, and the statue is even identified as "their angler fish-headed take on the Venus of Willendorf".
  9. Most of what I've seen on the promotional end of things seems fairly competent. The dialogue/narration presented in the intro and gnome seems fairly well written, though it markedly slips in the wizard gameplay video. I found this to be case especially where Amiri's dialogue is concerned; it might have something to do with the gruff informality of her speech not translating as smoothly, but the Facebook interview with Avellone (https://www.facebook.com/notes/pathfinder-kingmaker/interview-with-narrative-designer-chris-avellone/705297732990609/) made it sound like he might be involved in writin
  10. One of the belt slots is actually the trinket slot. They haven't made a proper icon for it yet.
  11. And here's a screen shot of scale mail with a frog helm: https://twitter.com/jesawyer/status/872927667661582336/photo/1
  12. If you're going for consistency, then they've already made the decision. Helig of Thein was identified as a necromancer in addition to being an animancer, and he is (or was, if you killed him) a wizard. Granted, it could also be the case that necromancy refers to any magical/supernatural means of tampering with life and death aside from the use of artifacts, technology, and/or environmental phenomena such as biawacs (which is where animancy comes in), making it possible for necromancers to be druids, chanters, ciphers, priests, or whatever else. If so, it's probably best represented by particu
  13. I was hoping for a necromancer, since we've already heard about them in-game a few times and it'd be a chance to further differentiate them from animancers. But there's still the third wizard subclass to go, I guess.
  14. Possibly, but not necessarily. If you're referring to their companions, I suspect they'll just be using ghostly forms of standard animals and the animation for calling them wouldn't really have to differ from the standard animation for using summoning invocations or items. I'm pretty sure he brought them up in relation to other subclass animation requirements. (Edit: Thinking about it further, though, I'm probably overemphasizing the deterrent effect of subclass-specific animation requirements. We know that priests will have certain spells available/prohibited based on their
  15. The cannibalistic mutiny comment was from Emolio G, not Sawyer, and it was about rations and underfed (cannibalistic) ship crew members, not the Corpse Eater subclass. It's probably not worth factoring into the Corpse Eater's theoretical mechanics until we hear anything from developers that actually stresses the volatile appetites angle for the subclass itself. For my part, I doubt that the subclass will involve much by way of literal corpse eating since it could require unique animations (which none of the other subclasses particularly seem to entail at this point) and corpse eating itsel
  16. I think the use of "beckon" is intended to capture a specific flavor for the summoning process: namely that of drawing the attention of something from the Beyond (or wherever else) and enticing it to cross over into this world. Or at least, the name Beckoner is evocative of that to me, even if there are arguably better names to represent the same concept. I personally find approaches to summoning that emphasize the importance of luring and bargaining with otherworldly forces to be more interesting and opportunity-rich than the more customary dynamic of tossing around pliable cannon fodder
  17. For a voice set that's generic enough to work for a wide range of character types (or at least to not be out of place for them), there's probably not a whole lot of personality to picture though. Making seven or more at least fourteen voice sets like that, accounting for male and female variations that would differ primarily by accent and regional colloquialisms, seems kind of wasteful to me, but to each their own. More conceptually, I wonder if the idea of an archetypal "voice" does justice to less unified cultures like those in the Ixamitl Plains, Living Lands, and The White That Wends.
  18. The main problem I see with developing voice sets based on region is that they'd either have to be generic enough to more or less apply to a broad range of character types (since it most likely wouldn't be feasible to create multiple regional voice sets for differing personalities) or they'd have to base the voice sets' personalities on traits and values that are commonly associated with the culture. In the former case, they'd risk becoming rather bland, while in the latter case it runs the risk of being as exaggerated as the current method, simply along the lines of cultural stereotypes that
  19. You can, it's been confirmed along with dual wielding wands, scepters, and so forth (https://www.twitch.tv/videos/119024818?t=44m45s).
  20. I don't really see how what we've seen of Ydwin's character background/description screams "fun" to a greater extent than, say, Eder or Serafen (or even possibly Aloth during Iselmyr-related hijinks). Also, her being expanded as a full companion rather than simply a sidekick would make her all the more at risk of transforming to accommodate the sort of depth and nuance that you seem to take as indications of the game's disinterest in all things "fun". To address this concern itself a bit more specifically, Sawyer has previously stated (https://www.twitch.tv/videos/119024818
  21. This statement seems straightforward enough, but the implications are so absurd that I'd like to confirm: are you suggesting that the power and scope of abilities of the various denizens of the Deadfire region will reach such stratospheric extremes that the capabilities of a level 16 character from Pillars 1 would appropriately be depicted as the least of them are capable of? That is to say, that any level 1 guard or critter we come across in the new game would be capable of punting around Eyeless, kraken, and radiant spores the way we did in the previous game? The idea kind of reminds me
  22. While I agree that levels are predominantly a matter of gameplay contrivance, the broader strokes of what it represents also seem to map into the narrative readily. Regardless of whether the difference between level 14 and level 16, or even level 11 and level 16, is meaningful in narrative terms, the fact that a party which once was a credible threat to ancient dragons (as the Watcher and his/her companions were in Pillars 1) is now suddenly finding an encounter with a stray band of xaurips to be potentially life-threatening to them in turn does seem like something would be considered and addr
  23. That's before Eothas wrecked the place, though, and who knows how long the Watcher was out of commission after that happened. I suspect the reasoning's along those lines, at least, since it's a convenient excuse for why the Watcher won't be decked out top of the line equipment from the start. I'm not really an advocate for the explanation myself, but it does allow for the possibility of regaining said equipment later on (as opposed to the backlash from Eothas' awakening destroying all magical equipment/devices within the keep's radius or something).
  24. I thought the rationale was that you start off owning a ship that you bought by pawning off all the treasure from Caed Nua that survived Eothas' awakening.
  25. It's most likely undead (and probably a drowned variant of a gul or dargul; it's hard to imagine a fampyr letting itself go like that and revenants/lower forms of undead don't really have enough flesh to bloat like that), but they could be mixing it with spore-infested corpses or something like that I guess. Whatever it is, I hope it bursts or deflates satisfyingly when we kill it.
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