Jump to content

neotemplar

Members
  • Content Count

    91
  • Joined

  • Last visited

Posts posted by neotemplar

  1. This is a very broad question. I think any race is ok, there are no critically important traits among race bonuses, but there are indeed some powerful combos.

     

    For support - a nature godlike who is a lifegiver druid can synergise both racial and class bonuses to reach a very high power level to do extreme healing.

     

    For striking - Hearth orlan has a nice useful bonus for those builds where you need to crit often.

    At the same time you can max resolve with him.

     

    In general - I think moon godlikes have the most versatile and the easiest to use bonus. Healing with autotrigger is always good be you a support, be you a damager, be you a tank.

    • Like 1
  2. If cipher can be seen as caster - turn-based is great for him from level one!

     

    Finally the Anticipation Field can be maxed out = targeted properly.

     

    I fried the whole pirate pack in prologue with 2 rays.

     

    In RtWP you had to cast it and start running in circles trying to catch targets. AF was the best lvl 1 cipher spell, but only on paper. Now it is comfortable to use.

    • Like 1
  3. The mentioned figurines are once-per-encounter items. They recharge after each battle and can be used again.

    They add the shaman fetish flavour to chanter + allow non-summon classes to still summon smth

     

    Has anyone tested chanters in turn-based mode?

    Do they feel different, like firearms?

    There were complaints about troubadours not working correctly.

    • Like 1
  4. I'm a summon freak! But summoner was way more fun in Divinity OS 2. Can't say that PoE is a summoner's dream.

    In any other aspect I prefer PoE, but summoner was cooler in D:OS 2.

     

    My additions

     

    1) There are figurines. They allow you to summon creatures ASAP. So any class is able to summon immediately without chanting and waiting. You can make hunting for these figurines a cool roleplay flavour.

     

    2) I don't like beckoners. Their creatures are x2 in quantity, but x2 smaller and weaker. Sometimes it's hard even to see them! I go base chanter (no subclass). Minmaxers should go beckoner. I prefer to summon 2 huge ogres, than 4 ogres half-sized. They look stupid. 

     

    3) Ppl are right about Herald being the best combo (you heal summons and you are very sturdy). But mind the fact that you are locked from 2 top levels of both classes if you multiclass. Top-tier abilities are usually unused anyway, too expensive, but top level summon is a DRAGON. If your goal is to "get the full zoo" it may be a thing.

     

    4) wizards and druids get summoned weaponry (think conjuration daedric weapons in TES)

     

    5) there is a companion she can also be a herald if you choose

    • Like 1
  5. you're still standing around for a whole turn with no ability to react to whatever is happening around you

     

    yes, you are already standing like this in the core RTWP game. if you want to reload - you stand and lose a period of time equal to ~2 average actions. if you break the reloading process - you lose it and start anew

     

    A battlemage can buff-cast himself to heaven and swing a sword while you reload a gun. 

     

    but this makes you adapt - you switch weapon slots, you drop empty guns and start ciphering, using other class abilities or go melee

     

    Be this system good or bad - why is it turned into semi-auto fire in a system supposed to be the analog

  6. I like the idea of TBM. I enjoy it a lot as it is. Thanks a lot for this mode.

     

    But.

     

    Gunners seem to fire each turn. Yes, they have more initiative, and they fire last, but they reload immediately at the end of their turn. So now firearms feel like semi-automatic and are way too powerful for early gunpowder era.

     

    In RTwP you fire (let's say aiming+shooting = 3 sec), then you reload for let's say 6 sec. This ratio (1:2 or 1:3) makes good renaissance feel. The gun is devastating but the miss is a huge loss and while reloading you feel like you miss a lot of action.  Some classes are able to do A LOT while you just reload your primitive gun.

     

    In my current run i feel more like I'm playing fallout 1-2: gunners exchange shots each turn, like their guns are semi-automatic with clip load. Their shooting pace is too high for any single-load weaponry. 

     

    I'm not sure if I get it right - maybe there is some counter-balancer I don't see?

     

    Shouldn't the gun be loaded as at least standard action (consume a single turn or even two)?

     

    Pros:

    - bows and x-bows will be a strong alternative (reload immediately, fire every turn)

    - player will be forced to choose between reloading the gun OR doing something else

    - early era guns will be early era guns (they are already loaded too fast even in real time)

    - there will be the need to carry a pack of pre-loaded guns and switch (standard action) to shoot them all (as it was IRL). Pistols can be switched faster (free action), finally giving them some usefulness.

    - shooters will be very effective in packs (as it was IRL). You can even set volley fire!

     

    It's really strange I can fire every turn. Is it a bug or a feature?

    • Like 1
  7. I used to be obsessed with Civ2 when I was a whipper snapper. Is it even anywhere to buy nowadays? Will it even play on modern systems?

     

    Wouldn't mind giving it a bash again for old times sake.

     

    I got Civ3 a few years later but I couldn't get into it like 2. And that was the end of that.

     

    FreeCiv is an open-source crowd-development project, runs on everything, incl. Linux and Android. Has an option to use core Civ 2 rules. Also free.

    • Like 1
  8. At the moment 5 is the best for newcomers.

     

    6 has good potential but is very raw it will take 1 more huge DLC (coming 14.02.2019) + some patch period to complete it. Better try it in spring/summer.

     

    4 is very hardcore, has some doubtful mechanics I don't like and looks a bit out-of-date. Still it is the deepest and the most mature one.

     

    I suggest 5. France, Korea or Russia are very solid.

    • Like 3
  9. I don't like shooters and I wouldn't play modern fallouts at all if they didn't include vats from old fallouts. It is a crucial feature.

    So this topic is very important to me.

     

    Slow-mo will never equal a proper tactical pause. Fallout 4 proved it.

     

    Any kind of "time warp meter" still leaves me with this nervous feeling that it will soon deplete. Action is still going on, bullets are flying, you are still at risk. Active pauses are comforting. You know you can take your time.

     

    At the moment it is my only major concern. Anything else looks amazing to me.

     

    No tactical pause = I take "leader" build and let companions do all the fighting. Maybe will throw grenades. 

    • Like 3
  10.  

     

    Question: is it worth it to invest in a more expensive ship? 

     

    Not much. If you keep your eyes open while sailing you can avoid everyone. Your speed exceeds everyone else's speed by default. If you absolutely have to go into naval combat you can just berserk and board the ship immediately at the expense of ship damage and crew injuries.

     

    It seems Obsidian were not sure of their own mechanic, and were afraid to force any ship features on the player and they are all optional.

     

    The only exception is doing the final quest alone. If you don't want to ally with any major faction, you need a pro ship to reach the last destination. But you can buy it at the last moment.

  11. Of course you can buff your stats. But what about a first-time runner in 1997 with no internet?

     

    And even so, when you get your first .223 sniper rifle in the Hub the only option is constantly do expensive buffout or restart.

     

    You don't need any STR at all to operate a 3 kg sniper rifle. There is absolutely no logic behind that. 

  12. One of the most canonic examples

     

    In Fallout 1-2 you need a certain STR to operate certain weaponry. And while you may suppose, that heavy weaponry requires high STR, you will never suppose or learn from the creation screen that sniper weapons require STR 6. 

     

    Numerous people have reached dead end with sniper builds just because they needed to adjust one of their stats, but they couldn't.

     

    For me lack of such option is way more immersion-breaking than any respec option. Because such things basically burn down all the stage decorations, all belief, and you find out that you are inside a boring calculator.

  13. Eder is a good tank, Aloth is a good DD, progress them in this direction

    Druid is very durable in Beast form, sometimes my bear druid remained the only one standing and finished off all enemies

    Travel to Magran's fork and get Durance the Priest

     

    Some sidequests are tough, some are easy. Save and load to get the optimal order.

    It's really hard to answer you question, for it is very broad.

     

    I usually open the game in this order:

    Get to Guilded Vale in stealth, ignoring everything. Get Eder and Aloth. Go to Magran Fork, recruit the priest. Use roads, don't try to clear the map. Get back to the first rural location (where you start). Save the cook, kill wolves, kill xsaurip camp, don't try to kill the bear in the cave. Get back to the village, do all "social" quests (where you talk and don't fight). Find Caliska's sister, go for a cure for her, wipe the Compass shore map (the cave there is also hard), take blacksmith quest to find  lost cargo, do it, get a cool shield, then approach the bear. You are druid, you can charm him. Then clear the temple, get good items. Then you are levelled enough to clear all previous maps or do the Raedric castle OR even go straight forward to Caed Nua

    • Like 1
  14. What I see from the in-game lore:

     

    1) Serafen has a unique wild cipher subclass. The description tells us that WCs are ciphers with inborn and spontaneous casting but no proper training. Grieving Mother is also wild judging from her story.

    2) Dunryd Row is a formal cipher union, people come with natural talent, but are sharpened there.

     

    Ciphers are like jedi. You need to have prerequisites, without training you will suffer chaotic effects, but you can't teach anyone to do cipher stuff.

     

    You can ask this at Joshua Sawyers tumblr, he is cool, nice, likes to talk about lore and he designed cipher class. Or tweet Avellone, he wrote Grieving Mother and designed ciphers. This info is from ask-me-anything with Obsidian, I asked who designed ciphers and what media inspired them.

    • Like 1
×
×
  • Create New...