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Wormerine

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Everything posted by Wormerine

  1. Oddly enough none of my companions left me when I sided with Valians. Maia would, but I didn’t talk to her, so the conversation never got triggered.
  2. There are way to many swords and sabres. I liked the idea of sword with crush damage a lot, but I vote “yes”.
  3. Tradition. Rest has been part of table top D&D. IE imported this system even though they didn’t find a way to properly impliment it/enforce it. PoE1 iterated on the system, trying to encourage right rest distribution via limited camping supplies. In Deadfire they got rid of it altogether, except the token injury and empowerment system. It’s there, because it is expected to be there, but has little influence on overall gameplay. The positive aspect of injury system as getting someone knocked out is undesired. I do like it more than KOTORs complete lack of consequence. However, money and food are easy to come by, so the ”punishment” is more psychological than mechanical. In that aspect it is similar to PoE1, however, if you do play poorly it wastes less of your time, and doesn’t encourage you to not use tools at your disposal.
  4. Yeah, but why. I get that Pallegina is pro-Valian and i get that Maia is pro-rauatai. I have less problems with returning companions, as i got to know them in PoE1. I understand why Pallgina is so attatched to brotherhood and what it means to her. I liked Serafim the most out of the new companions as we actually learn about him - his upbringing and i can believe that Principi ideals would appeal to him. All i can say about Maia is: she is an well disciplined Rauataian soldier with a bird. Cool. Throughout the game i got to know her job and that she is good in what she does. That isnt a person, thats a business card content.
  5. Oh yes. Those are nice. By the way: Thank you all very, very much for a thread that points out the many great things about Deadfire, without the usual complaints and whining. It's a great game. Maybe the best I ever played. Can't tell at the moment, as I didn't finish it yet. Of course there are things I don't like, but those things are in every game. Deadfire comes incredibly close to the perfect RPG for me. My favorite thing is how the factions and companions are designed. They are so believable and you have lots of reasons to either like or dislike them. Like real ****ing people. Nobody is just plain good or bad and you don't have to decide too early with whom you want to side. In PoE1 my decisions where always the same, no matter how much I tried to roleplay different characters. I cant wait to play Deadfire again to make totally different choices. The companions all have kind of a Durance side, where they are just complete ****ing ***holes or idiots, but on the other hand they are completely OK in some way. The companions I thought I would dislike have some aspects to them that make them still interesting (Even Imoen Xoti), while the ones I thought I would like (Aloth for example) can be just plain ****, depending on where you take them, whom you take with you and what you decide to do or say. More of that please! Cuious. While I agree about factions, I have completely opposite feeling about companions. They didn’t feel like humans at all, and had very little to them outside robotic responses to what they like in reputation sheet, without much explaining what motivates them or what they believe with. In PoE they acted as “sound board” strenghting and amplifying stories wider themes, showing individual humans affected by revelations. In Deadfire they are just combat meat, who get upset if you not support the faction they have been attached too, with their personal quest having little to do with anything, and being of little consequence, story and character wise. They feel like what I hoped sidekicks would feel like - a basic character concept with little exploration and development.
  6. I assume he complaints about the amount of gay/bi sexual characters. The one thing that did bother me about this, is that on one hand they treat it as if the eora was the open minded world were your sexuality doesn’t bother anyone. On the other hand a lot of jokes in banter assume that character’s sexuality is unusual or has a shock value in order to deliver the punchline. You can’t have one and the other. It reminds me of a guard banter I saw in DA:Inquisition: “isn’t it great that women are treated equal and it’s absolutely normal for them to act as guards?”. Well, if that’s so normal why do you bring that up? That’s just lazy writing.
  7. Ciphers thing is manipulating people souls. Manipulating your soul seems... irresponsible.
  8. Maybe they show buy and sell value? EDIT: no, that's not right. The higher one is in your inventry.
  9. Agree though that probably won't happen. Adding a new subclass like that would mean going through entire base game and adding appropriate reaction for this new subclass.
  10. Certainly not as much as in PoE. I was wrapping up sidequests when I hit 20, and had one more crit path area to do and finale.
  11. I've only filtered bits of Deadfire so far -- first gone back replaying PoE again as a priest of Eothas to carry over the save in "Story Mode". :D This is something that confused me, and I've yet not further looked at it. In the in-game docs for Deadfire for instance it states that interrupt is still boosted by Perception (ditto attribute boosts for concentration) -- but neither does this bonus show anywhere next to the attributes. Nor is there an interrupt/concecntration value displayed in the character's sheet anymore. Unless, I was missing something in my quick look. AFAIR even the entire mechanics are described completely like they are in PoE1 in the tooltips. May be wrong though. That's curious. To be honest due to playing beta I know Deadfire mechanics already and didn't read tooltips. If that is still in, than it's leftover from PoE1. In Deadfire concentration and interupt are assigned to skills and have nothing to do with attributes. Many of the skills you use will interupt enemy when certain conditions are met: if I remember well fireball interupts on a crit, while kockdown interupts of graze or better. If enemy is casting an ability and gets interpted, the casting stops and resource used for this spell is gone. Concentration is a shield which acts against interupts - it can be gained by certain buffs and passives. Character will concentration of 1 will have to be hit with two interupts in order to be interupted.
  12. Deadfire lacks people. It full of ideas, ideologies and philosophies, but very few people. Companions seem like a good canditates to show more human side of each faction, however, there is little to them, outside getting upset of you do something against their prefered faction. I know Pallegiina is fanatically devoted to Valian Republics, but I really don't know why. Same with Maia or Takehu. At least I know why Serafim hates slavery.
  13. The hotfix is out. No word on when the next patch might come out. There is plenty of work to do (difficulty redesign, retaggins dialogue strings for better companions response). It will also take testing. My bet is that it will release with the first expansion, as it did with 2.0 of PoE1.
  14. ROLF. "The ambasy is closed. Please, come back in the morning." <sneaks through the toilet> Hey pal Pallegina! You in there?!
  15. It was happening every othe fight in one of the beta builds. They seriously lowered odds of that happening.
  16. Ascendent is a cipher subclass - if you are below max focus your abilitites get -2 power level. When you resch max, for a limited time they cost nothing, until focus resets to 0. So you wanna not cast spells until you reach max focus, then cast time parasite and go ape with high level cipher spells. OPAF
  17. Class/combat/quest/ship design is miles ahead of the 1st game. All the controversial decisions payed off. Looking forward to replaying it in a more polished and balanced state.
  18. Smarter AI and better equipped enemy ships would be welcome too. It’s too easy to “stunlock” enemies into shuffling crew and brace for impact withn one successful salve.
  19. Really? The only food I bought was from those super cheap farms you find around the world. All the rest of the food you find when exploring. By the end of the game I was traveling with over 1000 food and water in consumption space with over 700fruit in storage. A fully manned gallon costed me under 50 gold per day, which is low. While the cost of ships might seem like much early on, once you collect higher loot, it’s a non issue. I upgraded everyweapon I wanted to highest level and was still left with over 400000 gold. And galleon was the first purchase I did.
  20. I interpreted as a more covert thing: 1) the first initial Watchers comment is not a flattery, but mention of Queens cipher talk, during first meeting. 2) queen publicly responds to the “flattery” but responds in your head - trading companies can’t spy in your head, making it the safest way to communicate.
  21. At least they gave PC an option to admit he has no idea what’s going on when talking to gods.
  22. 1) Armor - in PoE1 it is easier to miss when you are making ineffective attacks if you don’t pay attention to combat log. Armor provides a flat number reduction from every attack - for example an armor against crush damage 14 will reduce every attack which does crush damage by 14. It’s impossible to completely negate damage and weapons will always do a certain minimal damage (can’t remember the exact number). As the result, it is more efficient to use heavy hitting, slow weapons against enemies with high Armor as the damage will get reduced only once. Dual wielding dagger might do more DPS, but damage will get reduced with every hit. 2) druids and priests get access to all spells, and wizards can edit grimpioies giving them access to all spells as well. Overall, while there is no multiclassing in the game, the flexible passive system allows you to create a multiclass-like character. 3) many abilities (and especially spellcasters) use per-rest abilities. Spend to many abilities in one fight and you will have to rest. Rest consumes “camping supplies” of which you can carry a limited amount. 4) food is not used for resting - it’s consumables which you can use outside of combat to prebuff. 5) PoE1 uses health/endurance system. Endurance works like health in Deadfire - it regenerates outside of combat and of your character runs out of it, it will get knocked out gaining an injury. Injuries give penalties, however, they don’t kill your character. Health is reflected by a vertical green bar by character’s portrait, and it represent a long term well being of your characters. Unlike endurance it doesn’t regenerate and can be regained by resting only. Every character has much more health than endurance (how much depends on class and con). When character gets damaged it’s applied to both health and endurance. When a character runs out of health he or she will die (or be maimed first and then die, when knocked out for the 2nd time). This acts as a resource for melee classes, who mostly rely on per-encounter abilities. 6) most classes don’t have a per encounter resource but rather certain abilities can be used certain amount of time per-encounter or per-rest, 7) interrupt and concentration is a passive check, which take place whenever an attack connects. Chance to interrupt is determined by perception and concentration by resolve. Just like accuracy, but stats get compared and roll is made based on it. Successful interupts will increase recovery, slowing down enemy attack speed. abilities and spells tend to have a very short cast time. 9) you have 6 man party. These are the core mechanical differences I can think of.

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