Jump to content

Occursus

Members
  • Posts

    40
  • Joined

  • Last visited

Everything posted by Occursus

  1. I do not know if you heard of Scott Lufkin ? He has a channel on YouTube and does some videos on Deadfire as of late. One of them touches the multiclass you are looking for. The link is as follows : https://www.youtube.com/watch?v=2Jex-20G41s There might also be one for being just a Ranger rather than being a Scout. There is definitely some videos with other subclasses, though, if you are interested. I hope it would prove to be useful to you !
  2. I am a lucky one. I will actually have four days off on release day. I will most likely do other stuff too during that time, but I will have plenty of time to experiment and experience the story before the game has been explored at length, with the wiki getting filled up a plenty !
  3. Bla bla bla bla.... In POE, mage, druid and priest are the most powerful classes. In POE2, they will be even more powerful. They will not. In fact, quite the contrary, according to some feedbacks. You have to consider the fact that casting a spell in Deadfire takes generally longer. Thus, even if you have all the time all your abilities up, you will not be able to consistently utilize all of them, all at once, so easily. Also, if I am not mistaken, the power level of spells has been tweak with the new format in mind. Thus, if spells do have a great impact, they will not have the exact same impact they did in Pillars I, to the same extent, that is. You seem to also underestimate or underappreciate the fact that in Pillars I you could hoard spells for just one encounter and basically start nuking the enemies for a very long time before running out of juice. I mean, just think about it for a second. You could literally, at lower levels, cast multiple times the equivalent of a Grease spells, like four to five times, depending on a few things. But you will not have four to five casts of it in Deadfire. You will have less. If you can cast it more often throughout the day, without resting, it does not mean anything since each and every encounter is its own island unto itself. In each and every encounter, the Deadfire’s caster is less powerful than its counterpart in Pillars I, I’d wager, because a spell caster is as powerful as his ability to utilize spells. Thus, having more of them and being able to cast them quicker means Pillars I casters were most likely stronger than their counterparts in Deadfire, all things considered.
  4. The spellcasters can cast their most powerful spells at each encounter, without thinking about the next encounter... But they're "more balanced" ?!? POE1 >> health / endurance + per rest / per encounter. POE2 >> "Auto-restore HP & MP". I don't want burn 45€ for a "sequel of dragon age". Well, Boeroer is right, here. With the old system, if you ended up in a pickle, you could just as easily rest, get all your abilities back and rock it with casting perhaps three to four times your strongest spells. And that is without giving much thought to the lower levels spells and abilities. That is the strength of spell casters for you. They would often dictate the direction an encounter would take just by virtue of having all their abilities saved up for that one encounter. But now, with the new system, every encounter can be crafted with a much more consistent challenge throughout since the developers know more or less what you will most likely have in store for any given encounter you will be running into. Indeed, imagine now high level content, like dragons, for example. Without the ability to have those ninth level spells and be able to cast them so many times, you will have to consider much more closely how you allocate your resources in every encounter rather than try and keep as much resources as you can and perhaps just ending up resting anyway because of health or other considerations. It avoids to have the casters be sitting ducks all the time because you do not want to rest too many times and thus save their abilities consistently. Pillars I, even in Path of the Damned is not that difficult, especially if you have those high level spells and abilities in store for the encounter and plenty of them at that. It trivializes even some fights. It is not for nothing that the developers, if I recall correctly, stated there would be hopefully way less or even zero thrash encounters just for the sake of spending your resources on them, so the later fights would be more difficult. Anyway, old school games do have their charms, but I still believe that in a videogame, the way Deadfire is right now is a step in the right direction. You should honestly not compare it to JRPG or Dragon Age, for that matters. There will still be plenty for you to enjoy, I am sure of it. But if you hesitate, at least keep an eye on it after launch and watch some play it. You might get entice somehow !
  5. "Auto-restore HP & MP" just like in J-RPG ... For my part, I think the adventure will end with POE1. It is a question of taste, I guess. I still strongly advice to at least look into it. The changes might be off-putting for you, especially at first, but I do believe they stroke a really nice balance, here, in the context of a videogame. After all, there is a difference between TRPGs and CRPGs.
  6. In POE2, there is no need to rest for the spells ?... Spells and abilities alike are currently per encounter. You have a pool of resources which last until you rest, though, boosting the power level of one ability or replenishing half your capacity to cast spells and utilize abilities.
  7. Well, for transparency’s sake, I’d say I appreciate much more the new system vis-à-vis the old one, though I liked very much the old one conceptually speaking. But it had flaws and it did not successfully deter what it what was supposed to do, especially in a videogame format, that is to trump rest spamming. It also needlessly cut the flow of the game for more or less pointless reasons, I believe. I’d try to clarify and be substantial. For starters, the whole concept of rest is problematic in a videogame, especially in a single player game, where the only sentient being is you and you alone. Indeed, if the concept of resting is an interesting one in tabletop role-playing game, it is because of their very nature, which creates a sense of urgency. By virtue of having multiple players together, working toward a common goal, you end up unable to just consistently cheese the system because eventually one person will complain about the fact the game is slowing to a crawl because of the constant rest spamming, particularly the case if you have a good mix of martial and magic classes. Also, because of the structure of the adventures the characters partake in, often in dangerous territories, it would be easy for a game master to just abruptly attack the resting characters if they were to do so recklessly or to just replenish the garrison or to have the threat alert of the place be risen, or worst of all, having the objective fails on them because they took too much time to get where they were supposed to be because of the consistent rest spamming. Moreover, time flows quite differently in a TRPG format in contrast to a videogame ; for instance, the same amount of content will take much longer for a group of people to complete with pen and paper than for one person playing the game in a computer environment. It is so because you do not have to calculate everything, sure, but mostly because when you are surrounded by friends, cracking jokes and all that, debating the course of every actions, the same amount of content gives you much more hours of fun in that context, all things considered. And since time seems to flow slower in TRPGs, even if you have the exact same amount of resources to spend, both in the TRPG and in the CRPG format, you feel the resources depleting much faster in one than for the other. So, if you played perhaps four or five hours in a TRPG, in the middle of a dungeon, you might rest perhaps one or two times. But in a CRPG, you might have already rested multiple times, without being necessarily excessive in your use of resources or being cheesing the game to always have your maximum of resources available to you for every encounter. It is just the nature of both format that are different. Though a side note, I would like also the point out the fact that the period of resting for the characters often coincide with the period of resting for the players in TRPGs, being intentional or not in design is of no importance. The game might adjourn for the day or at the very least a break is taken of some kind, perhaps to chat a bit, eat a snack or something of that nature. Thus, resting is just another great time to be had around the table most of the time – at least in the games I played around a table. But in CRPGs, it is just downtime. Always. Resting is essentially a waiting game, for the computer to calculate a few scores here and there, to adjust to the new state of affairs. It is nothing special or exciting or new ; it gets you nowhere essentially. In CRPGs, you want the action to flow seamlessly ; I do not mean that it should thrive to be fast paced however, but it should try not to emulate too much the tabletop environment if it wants to be a great CRPG. That is why I believe the new system of Deadfire, though surely imperfect, works better for me than the old one on at least one level and that is it : the flow of the game. With the new implemented system, you do not have to rest consistently if you play meticulously and take great care to avoid both traps and knockouts to replenish resources, the most crucial of them all in Pillars I, health and spells. You can theoretically go through a whole dungeon without needing to rest multiple times and still do most or all of the encounters in each map. Indeed, resting becomes akin to a strategic decision ; it is partly special, to some extent at least, in regard to what kind of bonus you want for the challenges you think are ahead. To that regard, I really hope there will be a lot of variety when it comes to bonus given by food. The more varied the better, I’d wager, because it will extend the strategic considerations to be had each time you click that button. I would also like to point out the fact that since the Endurance/Health system does not exist anymore, really, it will also help a great deal with bringing suboptimal characters into play and avoid some problem when it comes to the management of resources. I remember having some interesting characters but quite frankly suboptimal around in some of my games in Pillars I ; they would often get in harm’s way and thus suffer a great deal of damage. Though I might have successfully kept them alive through Endurance, their Health more or less force me into resting for just one or two character(s) without my resources being depleted in the first place under the form of spells, abilities, etc., because if my Health reaches zero, the character dies. So I had to either rest or risk them one more time or leave them far behind, out of harm’s way, essentially playing with one or two less characters in my team for some encounters because if I did not feel like going back to town to rest or using my last camping supply just yet. With that in mind, I do believe the new system will avoid most or all of the above if you play carefully and avoid most or all injuries. And for those thinking it might be too easy, I would like them to consider the fact that the encounters would be now designed with this approach in mind, that is you have a set amount of resources at your disposal, easily quantifiable, for every encounter, rather than having essentially thrash mobs at which you have to spend the less you can to defeat so you can keep most of your resources for the really hard encounters ahead in any given area or dungeon. In the best case scenario. Because if not, you just spam the rest action, have all your resources, spend them all out in one big swing against one pack of mobs and rest again to live another day. In Pillars II, it looks like the experience will be much more even throughout. Which I find quite respectable. Side note for some comments : I do not think the Endurance/Health is realistic or some kind of simulation, really. A sword in the guts is a sword in the guts. It does not heal back rapidly and you are most likely dead anyway or bleeding to death, in and out, with all your fluids pouring out everywhere in and out of your body and organs in some nasty action of disgusting proportion. You would most likely, best case scenario, be in bed for a long time. So, yeah, if I do understand the point some are trying to make, I do believe it is only a mechanic which tried to accomplish a specific goal, that is to give one more justification for resting at some point down the line. If they really wanted to show the wearing down effect of prolong fighting, I would go the route of Fatigue instead, under the guise of something much more debilitating than simply what we got in Pillars I. But that is just me haha Anyway, that was my two cents ! Peace everybody
  8. Hi, I tested Curoc’s Brand for a while now, thinking I might be missing something. In any case, I think the weapon does not compute appropriately the Damage Type. Indeed, I tested the weapon on a variety of monsters and such, even party members, with high Piercing Reduction, so the weapon would target the generally lower reduction of Burn. Regardless if Piercing is higher or not, it will target it rather than switch to Burn, though from time to time it will do Burn damage instead of Piercing Damage, but with no clear pattern I can identify. I am not sure if it is the right place to post it, or if I am mistaken here, but eh, hope it is useful or that I might get some clarity on the subject ! Big thanks in advance
  9. Great thread ! So, I was hoping to maybe get these translated into watercolor versions, if it is possible. A big thanks in advance !
  10. I would not be surprised if in the case of Abydon, they were to be more metallic in appearance, like if they were ironclad golem. An Eyeless could be one expression of it. As a bonus, they could benefit from Armor Rating and the ability to engage more foes, which would reflect the mythos around the God. Perhaps they could even take on more wounds before dying. Something to emphasise the protection he offered would be could, I believe. In the case of Wael, it could be pretty sweet to have them hidden behind some kind of veil, almost like a specter, perhaps that even change colours with the surrounding or randomly, or in other cases seem almost translucent. The veil could even be embroidered with glyphs and runes of arcane and obscure origins. It would work pretty great, I think, with the inability to really understand him, for what we know so far. Also, well, I like Hellenistic culture. In it, knowing the truth is akin to unveiling something that was always there all along. There are even jokes about it in Herodotus’ Histories, where truth is akin to a women undressing herself in front of you. Anyway, as a bonus for those godlikes, I think it could be interesting lorewise to have them resist better against Mental afflictions and such effects that lose control of oneself. Perhaps they could also have an ability link with their aspect, which could be interesting, something that activates at low or half health, essentially tearing the veil momentarily – without necessarily having it reflect on the character’s model - to frighten foes or confuse them. I'll try to ponder the other ones a bit more.
  11. I would not be surprised if there is one in the recent stream with MaximusRaeke. I thought there might be one, but I could find any :S
  12. Can we expect some new interraction between Arcane Veil and Firearms in Deadfire to better reflect some part of the lore ? Thanks !
  13. Thanks to the factions, we know the main forces in the Deadfire Archipelago, among those the colonizing Vailian Republics and Ruautai. I was nonetheless surprised to see the absence of the Aedyr Empire thus far, especially since there is quite an interesting new resource - luminous adra - in the Archipelago and many ruins for them to be interested in since they were quite interested by the Engwithan civilization if I recall correctly. Can we expect to meet them there and in what form ? Perhaps as archaeological expeditions ? Could you just elaborate a little bit about their role there, if any ? Thanks !
  14. It seems like that quest was never fixed, for I had the exact same thing happening to me right about now.
  15. Hi, I was wondering : Do we know anything about the investment the Aedyr Empire did, is doing or will do in the region of the Deadfire Archipelago, at present (at the beginning of the second game, that is) or in the past ? The question seems to me to arise naturally since many powers seem interested in some of the natural resources of the region, reflected by some of the factions, but the Aedyr Empire is puzzlingly or suspiciously absent for what I have read thus far in the race for colonization. For all we know, is it explained to some degree ? Thanks in advance for any enlightening answer, for I am trying to create a background for a character I am planning to roleplay through the first and second game.
×
×
  • Create New...