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Everything posted by Wormerine
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Essentially, Deadfire got rid of most per-encounter, per-rest abilities. Those were replaced by class resource, with each ability costing certain amount of resource. That way you have more flexibility in choosing what you will be needing in that fight. In addition to those abilities monk has also the wound system, just like in PoE. I think monk is the only one using both such resources at once.
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While I agree with the title of the thread I find all three points raised to be irrelevant. Well, maybe the first one, but open spaces work against the player, not in favour of him. It’s been changed as in PoE abusing doorways is a too easy way to win majority of fights. Point 2 and 3 are core gameplay mechanics and don’t make game easier/harder. Resting in PoE or EI was never an issue, therefore never added any challenge. Current system provides a more limited resources per-fight but expects you to decide what will be most useful in current fight. If properly balanced it has a lot of potential. Current difficulty problem doesn’t lie in how and when you can cast. I don’t see making injuries and resting a meaningful mechanics without redesigning entire structure of the game. It wasn’t meaningful in IE games and it wasn’t meaningful in PoE1. Deadfire tries to design gameplay around elements that worked and.... has some more work to do. The core ideas are fine, though.
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From what I hear people who aren’t currently in th party tend to chime in anyway. So it’s as easy as introducing more bugs.
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- Party size limit
- thisisthelasttimeipromise
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I didn’t rest many times in Deadfire, and only once outside an inn. Barely felt a need to use empowers and getting injured was a rare occurrence. I don’t think that returning to old system would add anything. Maybe rest bonuses could last for a limited time? Like 12hours? Thought it’s probaboy a bad idea, as Inns would become useless.
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Update #48 - What's Next?
Wormerine replied to Mikey Dowling's topic in Pillars of Eternity II: Deadfire Announcements & News
Assuming that's a bug. EDIT: Any news about scavenger hunt on GOG? I really want Cutthroat Cosmo for my 2nd playthrough! -
I don't think factions attacking each other (and you) out in the sea would be unthinkable. While Neketaka might be a space were no open conflict will be tolerated, sabotaging factions operations in the wild is different case entirely. A less extreme reaction would be welcome, but it seems like the easiest solution. Adding some kind of automated system seems like an easier solution, than bunch of hand crafted branching paths or reactions. I would agree that the biggest flaw of current factions is how static they feel. I never got "holy crap, I made that happen!" reaction. I never felt like I am really interacting getting friendly or angering factions until the final choice comes into play and everyone goes insane. There are couple mechanics which are New Vegas like (disguises, stealth, faction reputations) but they don't seem to really have a role to play.
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Pretty much right. The biggest new benefit (and danger) of Deadfire’s interupts is loosing a spell without having it go off. In Deadfire when you cast a fireball and get interrupted you will loose that spell (spell resource will get consumed without the spell going off). In short interrupting enemies is the best way to ensure their dangerous abilities won’t be used, similarly protecting your spellcasters is important if you want to successfully finish casting spells. I found Deadfire Veteran easy enough to not worry about it, but in beta keeping distance and giving spellcasters concentration was important.
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Yes, accuracy is same for every class - change due to multiclassing? The amount of “concentration” a unit has (your party member or enemy) can be seen in the stat pop up in the left upper corner which appears when you hover over an ally or an enemy: In the attached screenshot Titan has 4 concentration which means it will take 5 interupts to actually interrupt him. I can’t remember exact stats of each skills. If the skill doesn’t have an ability to interupt than it should do so. If you find such thing happening it might be worth reporting in the bug forum.
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Detecting Traps
Wormerine replied to AlphaShard's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Yep, my main Trickster/Beguiler has 20 PER unbuffed and I'm getting auto-pauses without seeing where they came from. It in fact sucks a great deal. I have to actually search for an already uncovered secret stash. Was it to the north? Was it on my right? Damn it, if I knew. You can click on the messsage in the log, and it will center camera on the found object. -
Favourite side quests?
Wormerine replied to Yenkaz's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Oh, easily Blow the Man Down (taking care of Benweth). I like me some hitman, and I didn't expect to get a fleshed out hitman level in Deadfire. Great start for the game, and great vertical slice of all gameplay elements in the game. -
I've never played it. Is it worth a go? Additional content - don't know yet. Tyranny itself? Depends on what you like. I don't like the gameplay. There is little enemy variety, it has classless system, which is still sort of classes due to how skills trees are designed, and it's based on cooldown system, which encourages spamming over decision making. But I did enjoy story and world quite a lot. It's a much shorter game with a bigger focus on main story and different story paths. I would say it's worth a playthrough.
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I pretty much posted my thought on the subject in the spoiler forum: https://forums.obsidian.net/topic/100592-critique-of-the-faction-system-and-its-negative-impact-on-the-ending-spoilers/ Avoided as much spoilers as I could but it is difficult to talk about ending and structure while trying to not talk about them.