Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

21 Excellent

About Sherab

  • Rank
    (2) Evoker

Profile Information

  • Location
    Komorowo, Poland.
  • Steam
  • Interests
    Nature photograpy, animal's etology and behaviorism, RPG games, "farming" (mostly in form of my garden's vegetables and fruit trees), firearms (sport usage, never for actual killing), fantasy lore (books, game's lore etc.).
  1. The game (at least original one - PoE 1) is Reneissance inspired. I don't remember how this was exactly in this period IRL, but in Medieval, or earlier, horses were actualy quite expensive, and used mostly by nobility and for war. For work on farms rather bovines were used. But I don't recall any one would ride on their back. Hence, I guess, walking was quite normal way of transportation for most of people. Just on the margin. Anyway, we deal here we Archipelago of mostly small islands. Hence, I don't think horses fits here that much. Some would use them for sure - and we have examples
  2. We don't see all of the Archipelago in the game (Naasitaq is further south from the map, for example). So it is possible there are other groups that include different races. If you are not an Aumaua but come from the Deadfire, just assume you lived in another area or visited Neketaka once. You'll even know their language. I believe that Naastiaq dwarves make totaly different culture, hence they are not Huana. I think the problem is that the game tries to treat same way "country" or place of origin, as cultural affinity. Still, Archipelago seems to be highly Huana dominated (as n
  3. Reffering to the Original Post: 1) I agree fully! Well… almost… I rather like changes to enchanting. However devs could left „quality” upgrades also for non-unique equipment – especially, that there is no equal distribution of unique equipment of different types. For example, there is pletora of swords, but only two maces, for example. Also finding ready, upper-quality (but non-unique) weapon or armor of some types seems to be somewhat harder. For example, I had hard time finding above exceptional arquebus (with aside of a trigger, by all means looks more like a flintlock musket ;P )
  4. I can understand people who simply likes a lot of fighting at every corner, and simply to clear-out dungeons. But I do not belong to them. I preffer shorter ones as a rule of thumb. However, I can appreciate some bigger-ones if they are smartly designed (multi-solution, multi-ways), offer really unique enemies and/or loot. And prefereably, they should be (for me) "supported" by good story. But from my perspective, there shouldn't be too much of such bigger dungs. And there is a point, when they become really too big - like Endless Paths in first PoE.
  5. Thanks for advice. My first playthrough was on "veteran" difficulty level. Now I've just started another, but with leve-up scaling enabled. This is ("veteran") because I'm not that good fighter as a player for PotD (well I was good enough in the first PoE, I guess - but let's say this was more than I needed actualy - especially for DLCs), and mostly, because while I want some challenge from a fights, they are not most important part of the game to me (role-playing my character, following stories and doing quests are). Anyway, I definitely will try to take closer look on all buffs and
  6. Hmmm... I guess, that my impression on Deadfire's priests is somewhat distorted by the fact, that I don't really understand new affliction system. Ok, I understand it better now, than I was starting the game. But sill, I don't "feel" it. If I would, maybe I woul appreciate priest's spells more. But right now, aside of healing spells, I don't really feel that any spell realy give me something in a fight. And healing spells, why obviously can save a day, due to limited in-combat resources (with is something good in general), they are not that useful either. Hence, in my opinion, AoE periodic
  7. One thing that's super accurate here is the contrarian nature of Deadfire's writing. This really became apparent doing a second playthrough. But the writers just seem over-eager to always go against type. One example of this is the abundance of monster type creatures who are actually intelligent and can be civilized. This kind of twist works well with restraint. For example, Viconia stands out in BG, especially to DnD fans, partly because she's the only classically evil being that you can recruit. But in Deadfire this kind of twist is used ad nauseam -- there's an ogre you can recruit, a xauri
  8. And Aloth, who continue to be in adventures between the two games forgot all the higher level spells. All good points. Well, I would say this is more about the feel of continuity, than immersion in this particular case. After all, my hero have developed in some speciffic way in PoE 1 (well, for someone who for example didn't play first part this is totaly different story, I guess). And also his friends have chosen some speciffic paths of their own. I would also argue, that while our companions in the first game were not "blank cards", so to speak, they were also no
  9. From one hand, I don't see a big problem with being the Watcher from Caed Nua also in Deadfire - at least not from the perspective given by Somnium_Meum. This is because we are about to role-play a character that was put in speciffic circumstences if not against his/her will, than at least without realy having a big choice. Hence, Gods force our hero to do certain things, but it dosn't mean he/she needs to like this. And actualy, nobody really force us to be a pirate, adventurer, or whatever, at the same time. Of course, there is that marine theme strongly present in the game. But ther
  10. Plenty was said already in this thread, from what I see. So I will only say that I rather belong to those with never really felt being forced to be a pirate. Well, yes, I can agree, that there is obviously strong presence of piracy along the Archipelago. And the Principi are the faction with is presented very early to the player. But I don't know how this could force us to be a pirate. Just personal opinion on the subject. Best wishes to all!
  11. Yeap, I agree with others, that from mechanics' perspective priests have been highly nerfed. No only in their universality, but even as heal+buff-bots they seems to be much worse in my opinion (while still somewhat useful). But I have to admit, that I had biggest problem with main character being a priest from role-playing perspective. After all, priest or not, our hero is the Watcher from Caed Nua - he/she know about god's true nature. How this knowledge influenced his faith? Those "beings" are still quite powerful, obviously, but their "artificial" origin makes me hard to justify real
  12. I have done almost two playthroughs right now - both with level scaling: first one was on Veteran+crit path content scaling up only , and one (late game on hold due to bug which stops me from progressing the main quest in BoW) on PotD with scaling all up only. To be honest XP float compared to quest's difficulty is still an issue. I would recommend using it - things still feel to be pretty much designed to be around certain level. If it's better than without level scaling - I can't tell. I didn't sense much difference between two playthroughs - except 2nd one being less borken due to many
  13. Except Deadfire is designed this way precisely not to reward players for killing stuff. You fight, when it is appropriate for your character to do so. Even quest purely focused on combat (bounties) provide other rewards (items, cash) which make them worth doing even if you don’t need xp. I thought that base game’s xp was well distributed (I reached max level when doing late game content), however I felt that sometime around level 14 I become overlevel for majority of the content. The who next expansions might not even be an issue if they tackle levels 16-18 &18-20, as they should hard
  14. Personally, I consider Skyrim to be one of the worst RPGs ever made. However not because classless system or level caping. Anyway, from one hand, I belong to those that preffer to chase the bunny, than catching it. I also like the fact, that if my hero (party) is not experienced enough, it will be smashed if will go to wrong places too early. A the same time, there is that feel of "accomplishment" if one manage to deal with a fight with much toughter enemies than our own party. This is obviously a problem in open-world concept games, since one can easily become over-leveled fo
  15. How many "alts" you play simultanously? Like for me, this character don't differ so much from this one: https://forums.obsidian.net/topic/105570-ill-describe-a-character-you-provide-class-suggestions/ My only problem with Nalpazca concept is that they are mortificators... That's one. But the other one is that they are somewhat zealous, judging by Zahua from PoE1. They searching for a kind of enlightement. So I'm not sure does mortification and spiritual enlightement, really fit your character from role-playing perspective. But this is to judge by yourself. From listed ones, Zeal
  • Create New...