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dixon_sider

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About dixon_sider

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  1. Fulvano's voyage was supposed to be the multiple part adventure - but unless I missed a trigger, it ended up being just a few different islands to be done in any order and having no connection (not even the Fulvano's letters / letters about Fulvano type thing from PoE1) As to the endless paths - I enjoyed it mostly - could do with being a bit shorter / more focussed - but as mentioned above, the PoE2 rest+resource system would make it less of a challenge/adventure - it'd be down to (player v. enemy) levels only. I dont see how the PoE1 rest system changed the endless paths difficul
  2. I still fail to understand that. If you had to rest every other fight and backtrack to town, it's probably you used the wrong difficulty mode... I played hard difficulty, and i can't remember using camping supplies more than once or twice in Act 1 + Act 2 + WM1 (and no, i don't min max at all). I never ended up with spells i could not use because endurance was too low. I never had to buy any camping supply the whole time, and the vast majority i found as loot was of no use to me. What you are talking about is no resource management. It sounds like you actually did not manage resources at all,
  3. Its purpose was to be something you cant complete in a single run. Or if you wait until you are high level then you can but it will take a couple days (for first time attempting it). I agree that it sucks having to leave the dungeon to level up elsewhere though. I did not feel like the first pillars had very good resource management however. There were so many spells you can cast per rest its almost impossible to use them all before people get below their max endurance threshold. I ended up just resting after every other fight anyways, but I would have to go back to town every 3rd rest to get
  4. I still fail to understand that. If you had to rest every other fight and backtrack to town, it's probably you used the wrong difficulty mode... I played hard difficulty, and i can't remember using camping supplies more than once or twice in Act 1 + Act 2 + WM1 (and no, i don't min max at all). I never ended up with spells i could not use because endurance was too low. I never had to buy any camping supply the whole time, and the vast majority i found as loot was of no use to me. What you are talking about is no resource management. It sounds like you actually did not manage resources at all,
  5. Agreed with most everything, except I think you're selling endless paths a tad short. It actually works as multiple expeditions if you try and push your party to the next master staircase area. I want to also co-sign the fact that long dungeons just aren't quite the same in Deadfire, even if they had them, due to the scrapping the old systems. The paths were certainly fun as multiple expeditions, and pushing your party's half that fun. However, it also broke up the few tidbits of story in each level of the paths even more and made it a lot less cohesive as a dungeon (insofar as it was coh
  6. To anyone that says they disliked the endless paths, thats great, everyone has their own opinion. But I felt like the endless paths was a carrying mechanic to the game. That is what set it so far above BG1, BG2, dragon age, and all the others. The resource management wasnt really there because you could just rest for free an infinite number of times but the feeling of going through that dungeon for the first time was one of the greatest video game experiences I have ever had. I feel very heartbroken that it may possibly not have a follow-up. Also one of the great things about it was that i
  7. Ya that would be cool too. I just feel some type of way about no huge dungeon. The exploration is cool, and the naval stuff is a fun new way to base build. Both are upgrades from the first title imo, but at the expense of a gigantic dungeon? They struck gold in the original pillars with the endless paths. I still feel excited to start a new game to go throught the endless paths again to this day, and I have completed the endless paths over 5 times now. I know anyone can say "then go play pillars 1 again", or "play tower of time then". But I was looking forward to a new endless paths. It just f
  8. If anyone is upset they did not add a 15 layer dungeon like me then please post here. I love the game to death but I always thought the 15 layer dungeon would be a staple of pillars of eternity, and omitting it from the game leaves a very sour taste in my mouth. I understand that the devs are human, and it takes a lot of work to do something like a 15 level dungeon, but I would pay money for a 15 layer dungeon in a heartbeat. I know if there was a 15 layer dungeon in the game then there would be less content somewhere else. But I want to beg obsidain PLEASE make a huge dungeon like in pill
  9. Maybe we all generate a new main character? although it would suck to have your main in 2 of the 3 of a trilogy. By the way rjshae I love your signature. I couldnt help myself, I had to prove it!!!
  10. i hope this is the correct place to post this, but i was wondering if there is an attempt to make door blocking a less dominant battle strategy in pillars 2, or at least less powerful. I understand our the strategy SHOULD be to use choke points, but I think the lack of enemy movement based skills combined with the large amount of doors and narrow paths made door blocking too powerful in the first pillars. Thank you
  11. "I would have thought I would be the exact kind of fan you wouldn’t want to lose from the community" the irony of that statement in this post made me cry laughing there is a certain point where a company catering to an individual becomes a net loss. judging from your post, it seems like you hit that line a long time ago. constantly fixing the infinite amount of bugs in any game is going to give you exponential decay in value over time. none of the bugs you listed are game breaking. They would lose money fixing them. what i would suggest is trying to fix the bug yourself. try to r
  12. tanking is tough in this game. you need at least 2 tanks imo. I send the fighter in when everyone else is invisible, then have your second tank pop out and pick up the mele stragglers. Then when the other 4 members go un invisible the archers ALWAYS demolish my squishies. so if you target the archers, it will tell you what character of yours they are aggroed to (the character they are aggroed to's hit box will blink when your mouse is pointed on the enemies hit box). 99% of the time all archers will pounce on one character. If this happens, while your tanks are taking all the mele fighters, ru
  13. Resolve is better than strength for healing done. But i think healing done should be under int. or instead of having healing done boost, con could give a healing received boost. that way people would have more incentive to use constitution, which is almost always my dump stat in PoE. the stats are pretty well balanced in PoE except might and con imo.
  14. The only thing that bugged me about pillars of eternity 1 was that the engagement mechanic was not at all punishing for the enemies. The only difficulty i have ever played was path of the damned, so i understand that I bring it upon myself, but in wide open areas i had to resort to cheesy tactics like kite zoning many times. I wish there was a way to make my "tanks" feel more valuable. Enemies would just ignore Eder and chase after whoever had the least deflection or armor on my team. The non MMO game that i thought did threat generation/control the best was dragon age 2 (despite being rel
  15. Does anyone miss the taunting skills in tyranny while playing this beta? I really liked the aggro skills, and i considered the threat generation from tyranny a huge improvement from the original pillars. I hope some get added before the game gets released.
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