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Everything posted by bringingyouthefuture
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I would say for potions use healing all the time, tend to use the others sparingly. As for scrolls! Well, nothing like having a few high powered spells that cast AEO electricity and stun when fighting in the SSS ... without them and no hardcore caster in the party not sure what I would have done, so scrolls can tip the balance of a tough fight. Drugs for sure are a must in my book in a tough fight, the extra buffs always help! I agree on the priest, I don't think I have ever played a D&D or POE game without a priest ... and I mean every single one. I never recruited Eder in my first playthrough of POE1 lol so that character has no Eder in POE2, too bad really.
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What are we talking about? Leaving people alone so they can do whatever they want? That makes about as much sense as denying climate change at this point ... you can do it but your not helping.
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Modding can be pretty easy ... you can always copy the abilities from one item onto another really easy, or you can copy the way the helmet looks onto another item As for custom ability mods ... gets a little more tricky as there are rules that need to be followed. I modded the Reckless Brigandine to look like a fine Brigandine, I can post the mod for you with some instructions on where to find the item info if you want to dig for the helmet code. Or can post the code you need to get you started.
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I can go for a good Paladin, they act as a killer second healer / tank, with some cool abilities later on. Druids are really powerful too ... In POE1 with my first playthrough I played a cipher who used a hunting bow and clothes for speed, that way she shot the heck out of not so heavily armored enemies to build up focus and sat her in the back of the line to not take damage - it worked really well I haven't revived that character in POE2 yet, but I was considering multi-classing cipher with ranger / ghost heart or Arcane Archer, maybe with Essence Interrupter. Not a power build and will carry a good war bow or Arquebus, maybe a melee weapon ...
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Interesting interview with Lairan yesterday by Fextralife: https://www.youtube.com/watch?v=Ju12JNh8gJs I hope they stay really true to the 5E rules, but it looks like they will adapt for video game.
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It think Larian could make a good D&D game and it will be turn-based, what always made D&D games fun was the rule set so they can't mess that one up - I mean Pathfinder with all its tragic beauty is good example that no matter what D&D rules are pretty fun to play. I agree why name it Baldur's Gate 3 though unless there is some tie into Bhaal and the time of troubles? Maybe this will mark another extraordinary shakeup of the Forgotten Realms universe? After reading the interview with Sven and his remarks about having choices that throw out entire sub-quests, and DOS2 emphasis on playing different types of characters it makes me think you might get to play as a Illithiad if you choose to have a worm infest you ... maybe D&D in general is introducing them as a player character - anyway something interesting is going down in the Realms lol
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So had an interesting thing happen we have been discussing in another thread here: It seems like your character in heavy battles will pick up the abilities of other characters. At first I thought it was minor as it was easy to jog my character out of it, but recently it froze one of my characters completely, couldn't move, couldn't cancel the action. I was playing a rogue trying to use one hobble or escape, but somehow my rogue ability switched to the same ability an enemy Paladin was using, Inspired Beacon or Glories Beacon. Rogue can't use the Beacon ability, but mine wanted so badly to use it the character just stopped responding to any commands . I know you are all finished updating, but if you do take one more crack at fixing bugs - I would fix this one. Thanks! Edit: It reminds me of the backer beta when characters were getting stuck in certain instances.
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I can only think of one time Xoti really got on my nerves ...and it was at Ashen Maw - one line of hers really grated but otherwise I appreciated her simplicity and deadly naivete. As for the gods - I could see some more sinister qualities as a way to introduce a darker storyline, but I think they intentionally stepped away from morbid world view of POE1 (which I liked not sure what that says about me). I really enjoyed my talks with Eothas, I liked what they did with Beast of Winter, I don't think I ever really understood Galawain, but I wasn't playing a druid either who loves nature so why would I? As for the other interactions - I did like to see how they aligned somewhat on a moral plane with all the grey areas, and I like the lore so it was always a bonus to play around with different answers in the interactions. All in all good fun. All of them compared to Woedica from POE1 seem pretty tame. Except Skaen ... he reminds me of Bane or Bhaal ... Edit: Something to be said about how they compare to the AD&D gods from the Forgotten Realms, I think much of their interactions took inspiration from D&D.
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I liked DOS and DOS2 way better than PK, I couldn't finish PK - it was either way too easy or annoyingly repetitive - and the storyline dragged on forever I literally just gave up after I took over Pitax - thought that was a good place to stop. If PK was turn-based I would have enjoyed it more - even though I feel the RTwP in POE2 is far more fun than both DOS and PK.
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I did it painfully with Vatnir, basically set him up as multi-class with chanter to get a little advantage out of him, and used him for healing. It worked but it was a lot more difficult without Xoti's high level priest spells.
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I just watched that whole darn hour long presentation of Josh's ... the easiest way to think of ability scores in POE after listening to him talk, is not to think of them as how strong or smart you are, but more like aptitude - so a high might high means your aptitude to do more damage vs less damage - and has nothing to do with strength at all. Intellect ability score is less on how intelligent you are, but more your aptitude in using your abilities - in this case very specific duration and area of effect. Makes total sense to me - except this line of thought it breaks down a little with constitution and dexterity which remain closer to D&D than the other ones.
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I thought they were a good idea, especially to replace NPCs who die on you ... but you would have to play a game where you let the punches roll, no reloading unless you totally died.
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It would be fun to have more reactivity for lower level stats. I could go for what MaxQuest hinted at with attributes vs skills, might be interesting to see higher / lower attributes add incremental bonuses / penalties for skills. As for 7, 3 vs 18 makes sense to me (but 2 vs 18 would make more sense I guess) ... I could see for min-maxing 3 is a much better number than 7. Pillars is nice because it does rewards high levels of skills and attributes, which if you play on expert mode remain a mystery until you reach those higher levels. Perfect example is the SSS DLC, you really only get more options for completing the quest if you have specific high attibutes/skills. So it would be fun to see the same amount of reactivity for people who dump stats too, like low intelligence removing how you can reply to characters even more so than it already does, Maybe if you hit 3 there is a grunt option, attack, or remain silent ...you know if I never open my mouth no one will ever know how stupid I am kind of thing. Low dexterity making a high mechanics skill almost impossible, etc. good points.