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Everything posted by Wormerine
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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.
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With of course. It'll be bisexual of course, or more precisely it doesn't see gender (see Spindle Man). It'll also be the first time the romance won't be optional as the companion will read your mind and see that you are attracted to it regardless of what your character actually says. Won't this reduce player agency you ask? No, of course no, who wouldn't be attracted to a hot, sexy Vithrack? And just like Shelob in Shadow of War it will change into a hot woman if you try to romance it, just to make things more generic.
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I think it could work but not in the way system works right now - reputations should be more like in fallout: individual to certain factions. I can be honest and supportive of one faction or town, while completely opposite to another. I do find it odd to get reactions to both aggresive and diplomatic one after another from the same person (it happened!).
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Yes, similarly Takehu and Pallegina had a little episode because of Takehu showing his interest in her, by dripping a religious idol into her bag. However, those are not faction related. The point I was trying to make, is that as factions are such a central part of the game, and the most important choice you will make, your companions would be a great place for those factions to clash and try to sway you towards them on a human level. I find it odd, that in spite of such opposing goals, some of the companions didn't seem to show much opposition - Pallegina and Maia in particular has been sent to support company interests.
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I have seen many posts praising new factions and there is a lot to like in there. All four of them are well developed, with detailed backstory and with multiple representations throughout the Deadfire. Each of them have a companion to represent them and have a lengthy chain of well designed quests. How Deadfire handles its factions is in many ways similar to New Vegas. The political scene of Deadifire makes up the majority of games content and choosing with whom the player will ally with (if at all) is probably the most important choice in the game. Who will become your antagonist depends on that choice. That’s right, while Eothas might be the one who starts you on your journey, it is the fight before you confront him, which is the true resolution of this games conflict. It is a big deal – you face a major faction representative, with whom, most likely, you interacted for the big chunk of the game and you will have to kill one of the companions who traveled with you for tenths of hours (or from what I understand: you should have to. In my personal playthrough I managed to not kill said companion by now talking to her after making my faction choice, From what I have heard others a just as easy to exploit). Unfortunately, it doesn’t feel nearly as impactful as I am making it sound like and, as I believe, it should be. While there is a pretty elaborate combat sequence before reaching Ukaizo it isn’t quite the same as charging the enemy in the battle for the Hoover Dam in New Vegas. The final confrontation with the faction leader feels more like an afterthought, rather than a climax – perhaps it might be redeemed with a better difficulty, but personally I feel there is just not enough buildup to really allow this moment to properly pay off. However, I think that the weakness of this finale comes from fairly inconsequential faction and relationship system. In New Vegas the conflict between factions was active and present everywhere you went and you were part of it. The choices you made throughout the game – both following certain quest paths and by making mechanical choices (like killing members of certain faction) influenced your standing with various faction in both story and gameplay. This lead to said faction responding: either granting you access to their hideouts and helping you in wilderness or becoming unfriendly and later hostile and even sending bounties after you. Choices you made throughout the game actively allied you with certain faction, making the finale the result of your entire journey, rather than a single choice. While Deadfire has means to achieve a similar effect, it never utilizes it. While many of the quests will force you to favour one faction over the other, I didn’t notice my choices being reflected in the faction system. The following screenshot is taken from my “on the crossroads save” – all of the sidecontent completed with only the final choice and Ukaizo left to complete. How is my standing with all of the factions so high, in spite of my actions hurting some of them? I made a lot of choices against Royal Deadfire Company and yet, none of it is reflected. Only Principi ended up at “mixed” though outside one or two token reactivity in conversations it had little effect on my interactions with them. Even better, here is my standing after making the choice: allying with Valians, blowing up RDC’s powder reserves and lying to the Queen (while RDC might have been unaware of my actions, queen wasn’t). Nothing has changed. While hand crafted content might not support such flexibility, a worldmap is a perfect space to react to your choices – unsatisfied faction trying to raid your ship, you raiding faction ships affecting their reputation, friendly ships coming to your aid, ambushes in the city etc. Unfortunately, world map is static and shares no connection with the rest of the game, even though many ship claim to represent one of the four factions. Similar problems can be seen among companions – before and after the choice: I didn’t go out of my way to appease all of my companions. And yet as a character who didn’t respect the Gods, was fairly unsupportive to RTC and vocally supportive of Valians, trade and animancy I didn’t step on anyones toes. As a matter of fact, I was pairing companions with opposite worldviews (Pallegina+Maia, Takehu+Maia, Serafim+Pallegina) and yet I didn’t see any disagreement there. Your choice of faction should have repercussions earlier in the game and get reactions from both companions and factions. The final choice should be a natural extension of the previous adventure and not artificial “which ending slide do you prefer” choice, it is right now. It is probably unrealistic as expansions are planned already, but what I would much like to see is an expansion which would focus on core mechanics of the game. I feel that the way faction and companions interact with each other is in need of a major overhaul to make the story that is already in the game effective.
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Dragon bosses in PoE 2?
Wormerine replied to mjo2138's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
There are 3 dragons and all in need of serious difficulty increase.
