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Everything posted by Wormerine
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Any hope I ever had for seeing KOTOR3 (or good RPG in SW universe) died with release of OldRepublic and later complete aquisition by EA. I am beyond caring for any project under EA's umbrella, and with Disnays lack of interest in gaming market it doesn't seem likely to change anytime soon.
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Are the yezuha barbarians?
Wormerine replied to nouser's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Class description doesn’t assign many tropes traditionally associated with barbarians. It focuses more on their fighting technique. In addition Rekke might not be representative of entire culture, unless you want to suggest that they all have a soft spot for arson. -
Patch Notes for 5.0.0
Wormerine replied to Cdiaz's topic in Pillars of Eternity II: Deadfire Announcements & News
It’s been unlikely to happen when TB announced, and it will not happen now when development has been halted. Sorry. I personally would like to switch into RTwP, because some of the fights can just drag forever in TB. Alas, the system doesn’t support switching between one and another. -
I liked TB mode even in beta. I didn't play too much of 5.0, but I feel a bit disappointed by how little it has changed. It's been polished (some abilities rebalanced, tooltips work properly etc.) but underlying issues with the system haven't been addressed. I would say, it is good enough for a playthrough, if you prefer TB, over RTwP, or like me, don't want to deal with stutter during RTwP combat. Depending on how deep you engage with mechanics one might not even be bothered by issues TB combat has. I do consider it, to be inferior however, as it breaks some of the core principles of PoE system.
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I think I would prefer TB, if it was done with it from the get go. As it is, system is originally designed with RTwP in mind and as such some mechanics simply work better in the original enviroment. In addition, many fights in Deadfire come down to swinging at enemies and waiting till they die. When I play a good, balanced, challenging encounter, I think I would prefer it in TB. The only real benefit of TB combat is that it is unaffected by performance issues (framerate dipping, and stutters whenever a creature is summonned) which I am experiencing regularly.
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I really wanna that patch. There is little hope I will be ever good enough for it. Story content! The dilemma I have to face now, is whenever I should abandon my current play through and start another, or soldier forward. I do like my character so I might stick with it, and do new play through later on, this time, finally with some challenges. I was hoping for revised finale, though I am looking forward to what you guys cooked up. It seems like a smart idea to incorporate exploration into faction-less path. It remedy at least a bit people from complaining about little story content, while ignoring majority of quality content the game.
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Yeah, I have no idea how one might get 260 of mostly gameplay on one playthrough. My total PoE1 count (and it's fairly reliable as I never leave the game running in the background and I always playd it with access to the internet so every single hour is accounted for) is 284hours, which consists of two full playthroughs (base game + expansions) one on veteran, other on PotD, reading everything, aside of the backer content. Deadfire is on 291h but it includes about 50h of beta, one full playthrough plus DLC, 75% of a playthrough without DLCs and 50% of turn based playthrough (and no DLCs). Deadfire might be more compact experience, which is interesting, as in my mind it is a much more expansive game. It is probably the lack of books - I spend a lot of PoE1 time reading, Not to mention 10 min+ wall-texts of companion introduction.
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Yeah, lots of people dislike her. She ended as my personal favourite of PoE2 companions. "That was about as useless as a bump on a pickle". Manm to confusion of people around, that line made it into my everyday vocabulary. Or maybe that's because I attempt to say it with really bad southern accent. Considering, how flattened out companions felt when transfered from PoE1 to PoE2, I would rather have PoE2 companions have a small cameo, but with interactivity intact, than be flattened out into something which can cover for multiple endings. I for one would love to fight the evil psycho Xoti Who says monks can't be passionate? PoE doesn't always adhere to traditions.
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There is slight attempt to address both “issues” but not by much. 1) story and characters of DoS2 are still absurd and inconsistent. The overwhelming amount of puns from DoS1 is toned down, but due to open nature of DoS2 I found it actually less compelling, and it felt to me like a bag full of short skits with such a loose (or flexible) quest design that punchlines didn’t get proper buildup. Still, due to its nature, I found it difficult to care about anything that happens and in DoS2 I truly dreaded seeing a new city with tons of NPCs to talk to. Now, to its credit, DoS2 has bits of brilliance, both in its humour, quest design, and consistent use of mechanics, but I just found too much crap between these enjoyable moments to be able to soldier forward. For example - elves have ability to eat flesh and see glimpses of memories of the person they eat. That opens come cool alternative ways of continuing quests, some of which are quite clever and funny. However, to not make it too easy to find those valuable pieces of meat, the game is littered with pieces of meat - so if you don’t want to miss those cool ones you spend a decent amount of time stuffing meat down your elves throat, and mostly reading useless garbage. Same with seeing ghosts, same with talking to animals. I feel it might work better if one plays in coop (every one takes on himself a piece of exploration) but managing the full team and going through all those chores to find couple cool bits is exhausting and boring. And the story is absurd, inconsistent, sometimes funny. 2) the only major change to combat, that I can remember is the armor system - characters have physical and magical armor which, gets decreased with every physical/magical attack (pretty much extra health bar) before enemy can chip on your health. As long as a character has physical or magical armor, status effects won’t work in him (so for example you can’t knock down someone with physical armor, or stun with lighting if they have magical armor). So the game isn’t anymore about stunning enemies before they stun you, it’s about taking down their armor as quick as possible, before they can take down yours, and then stunning them. Granted variations in enemy armor composition, might force a slight change of strategy, but it pretty much works, as it did before. Gave up on it somewhere halfway through, and I sort of plan to return to it, now when the enhanced edition is out, but I don’t really want to play it anymore. I actually liked DoS1 better, it felt more focused. DoS2 seems like a pretty darn good toy box, if one is into creating custom adventures.