Jump to content

Ordo!

Members
  • Posts

    47
  • Joined

  • Last visited

Posts posted by Ordo!

  1. Obsidian said that there is no numerical system for relationships with companions but your decisions will affect them. As for the other systems : 

    You have attributes that modify aspects of combat (damage, speed etc), those can be increased with items and during level-ups.

    You have active and passive abilities, some of them are percentage bonuses (so vertical progression) but others unlock gameplay options (like parry projectiles for example).

    Grimoires have four spells each, when you have one equiped you can cast the spells but you can also invest a skill point to learn of the spells permanently (and so you can cast it without the need of a grimoire).

    There is an upgrading system, to boost damage, stun and others aspects of armors and weapons.

    There is an enchanting system, we've not seen much of it.

    There are numerous unique weapons, armors and accessories, they can give passive abilities and (I'm not sure of that because it was mentioned in only one preview) active abilities. We don't if it's like in Deadfire, with a mini-skill tree for each unique.

    Beyond that each companion have a skill tree with four active abilities, that can be modified further, we don't know for the passives. These companions can be used with the combat wheel.

    I think that's all we know for now ? But all in all pretty deep for an FP-RPG I would say, it will heavily depend of the nature of the different abilities and bonuses imo.

    • Like 2
  2. It was the best showing of the game for me. Happy to see the attributes, dexterity could be very fun.

    I'm not fully convinced by the skill trees, I like that each abilities seem impactful but I need to see if the ranks are not only vertical progression. And even with that the number of abilities seems pretty low honestly but we'll see.

     

    Also curious about itemization, is the upgrade system similar to POE2 with little trees ? And are unique items as interesting.

     

    The combat looks great though, appreciate the different animations.

  3. On 3/5/2024 at 9:05 PM, karmer96 said:

    It feels like such a bad way to follow up the other games taking away character creation options for "lore" reasons is a lazy excuse if it's a technical limit Obsidian just need to be upfront about it especially since they don't have a good track record for mod support so odds are the players will not be able to take it onto their own hands like and elder scrolls game

    But they are upfront about it : https://www.ign.com/articles/obsidian-explains-why-avowed-only-lets-you-pick-human-or-elf 

    Quote

    "And one of the things about the species of Pillars that I think is a lot easier to account for in an isometric game is just the variation in sizes. You have aumaua and then you have humans and elves who are at roughly the same scale, and then you have orlans and dwarves who are quite a bit smaller. And for each of those, especially in first person, you're adjusting the height of the player character's capsule and sort of where their weapons are relative to enemies and how their hits land and how hits land on them. And it's obviously not that any of these things are impossible to solve, but you're always making choices and choosing your priorities and development."

    And from this technical limitation they draw a lore explanation of why you can't play other races.

    • Thanks 1
  4. Having a defined role isn't a problem for me, Tyranny is in my top 5 RPGs, if anything the initial pitch got me more excited because I can see a lot of political stories in this game (with a lot of factions in the trailer).

    The itemization is a good news, if it can be closer to POEII it's all good.

     

    I really hope we'll learn more about this game before 2024.

    Edit : Thanks for the links !

    The connexion of our character with the world seems intriging.

  5. It would be interesting to have a plot less focused on gods in Avowed, but they are so important in the universe of Eora (like religion in the modern era finally), they are present in all aspects of society and animancy ultimately also refers to the gods. So I have a hard time imagining a plot that wouldn’t focus on them, it could still be very interesting.

    I mean, even if Avowed’s plot revolved around some sort of secularization movement of a parts of societies, it would still refer to the gods.

  6. This is an interesting question, can a game in Eora be interesting without a Watcher for MC ? 

    Personally I think yes, even if the fact of being a Watcher brings a lot especially from the point of view of quest writing, writers are not obliged to place obvious clues for investigations for example, explaining why we’re the only ones who can solve them. It also gives interest to our character, explaining why the powers of the universe are interested in him.
    That’s why I think we’re going to play a Watcher in Avowed.

  7. 45 minutes ago, Wormerine said:

    Yep (it’s me), I am disappointed that Sawyer did not answer my question but in my eyes it makes more plausible the theory of the implication of maegfolcs in Avowed.
    Maybe Woedica is urging Aedyr to go there because of particular Engwithane ruins left there.

    45 minutes ago, Wormerine said:
    Quote

    will feature multiple class playstyles

    It also reminds me of Tyranny, we are a Tunon agent who was recruited from different backgrounds according to our choice. It could be the same case in Avowed. 

    Also our protagonist could be a Watcher, explaining why Woedica chose us.

    • Like 1
  8. 8 hours ago, Wormerine said:

    Assuming the setting is correct, in the trailer we can see Aedyr's forces, which makes me think that The History of Eora, Volume XII: The Reclamation of the Living Lands book from the Forgotten Sanctum DLC has been teasing Avowed.

    It is my opinion as well, and the fact that the sword in the trailer is "Oathbinder" makes me think that we will play as an agent of Woedica which "leads" the invasion of the Living Lands. (Like in Tyranny).

    8 hours ago, Wormerine said:

    the aftermath of the event that took place at the end of Deadfire is a perfect opportunity to bring new audience up to speed, without them having to experience PoE1&2

    I agree with that, but Obsidian will need to do a much better (digest) introduction to the concept of Eora than in Pillars 1, Deadfire do a much better job in that regard in my opinion.

    Also I think that the "monster" at the end of the trailer of Avowed is a Maegfolc. Because of this skull : https://pillarsofeternity.fandom.com/wiki/Maegfolc_Skull.

    Quote

    Maegfolc - or their remains - have been found on most of the known continents of Eora. In the Living Lands, they are rumored to have built cities with great towers that reach beyond the clouds. This helm was recovered by an explorer who claimed to have plucked it from the burial chamber of a maegfolc prince.

    Why would the Engwithans place Maegfolcs (a kingdom) in the Living Lands, for what purpose?

    • Like 1
    • Thanks 1
×
×
  • Create New...