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Everything posted by Sherab

  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
  16. And what do you mean by this? I would say this story is quite linear - you are about to chase Adra collossus through Archipelago to find-out his plans, and meanwhile raport to gods about what you have findout. Quite linear to me. Actualy, personaly, I do like when there is properly long, deep, and interesting main story. And for me, the story in Deadfire is not so deep (however it "pretends" to be) somewhat interesting (discovering new "lore"), and rather short. From other hand, if we "invest" highly into main story, we have to answer a question - do we want the game to be fully dr
  17. Thank you for answer! Yes i'm familiar with Requiem - it seems fine at first sight but it not solves all Skyrim problems + adds some new. In case of Deadfire, even in Normal difficulty, i'd like to know full info of abilities. When i playin' a tabletop games, like D'n'D, Pathfinder and so on, all abilities have very presice descriptions - so why we not deserves it for PC games? Heh. Well, as I said, I like to know the details of the mechanics anyway, so you can count me in.
  18. Hmmm... While I mostly agree with you, because I generaly like to know details of game's mechanics, I can also see, that this may highly depend on individual approach to the game as well. For example, I don't know are you familiar with the Requiem mod for TES V: Skyrim? In this mod authors intentionaly do not give (at least not within the game itself) you any numbers really. And the reason is because this is all about role-playing. Well, in my humble-opinion, only by changing descriptions and mechanics alone it is hard to make real RPG from Skyrim... I would say that Requiem is more like
  19. My refference was based solely on one rewiev of the Icewind Dale, since, as I wrote, I 've not played it yet. And in all honesty, I haven't played most of the Infinity Engine games (or similar), hence I'm not very familiar with abbrevations. From my standpoint a game don't need to be linear to be "fully" involved in the main plot. As I wrote few times by now (maybe even in this thread, I don't remember now ), despite generaly bad writing of Bethesda's games, I really like it how main plot was handled in TES III - Morrowind. Near the begining of the game, following main plot,
  20. Hmmm... that's funny. Well, I do like Eothas as interesting character, but still, I rather consider him to be a dangerous fanatic, as I wrote elsewhere. He has good motivation, possibly, but still, I consider him a fanatic. For some reason he thinks that destruction of the world as we know it, is the only way to expose gods' true nature to the Kiths, and perhaps to remind other gods, what their job should really be. And in the same way as he did during the Saint's War, he can easily accept all the destruction and death he brings to the world on his path.
  21. Well, this is obviously an off-topic, but besides my relatively yong age, the original Star Wars saga was the first, I've felt in love with. Then, I was rather dissapointed about "the Old Republic" trilogy. Ok, those were good movies in their own terms, lots of special effects, and so on. But there was missing that "thing". I've only liked McGregor's and Neeson's play. Now, I have the feeling of getting back to the origins. Ok, the story has it's flaws, like lack of the background for Snoke, it seems that most (now all, from neccessity) old heros returns only to die (and you don't kill Han
  22. Hmmm, based on your description, I think rather of some more common ideas, such as: - rogue + cipher, - rogue + ranger, - ranger + cipher, - rogue + mage, - rogue + warrior - warrior + cipher. You wrote that in Deadfire he is mostly like a spy - someone who rather preffer to act in the shadows (?). If so, Rogue class feels to me to be most obvious choice. You've also mentioned playing tricks on enemies mind, hence I thought that combo with cipher would be nice. But mages/wizards also posses some CC spells obviously, with do target the will, so this is propably perfectly valid opti
  23. Hmmm... I personaly think that Deadfire was intended to be less (main-) story driven in the first place. I mean - in terms of actual gameplay. The story itself is rather short. But I think this is because the game is simply about side-questing and exploration. And (pehaps) this can be somewhat surpriesing to us, in the era of strongly story driven games - even those open-world, like Skyrim for example. Despite you have plenty of options what to do, the main-story gives you such feel of urgency and "must", that if you are actualy role-playi just a little bit, you don't really have a choice.
  24. Really? I kind of thought getting off from the Wheel of Saṃsāra is the whole point of Buddhism. But I am not a religious person, might mix it up with something else. Sorry, this was propably my bad English. It is as you wrote. At least in Therawada Buddhism. In Mahajana there is more focus on achieving full enlightement to be able to help others to achieve liberation from Samsara. But ultimately this is about making ourselfe and others free from suffering. Well, what can you expect when you - without any explanation! - disrupt the order ot the things people used
  25. Ok, thx. My main hero ported from first PoE never recruited Pallegina in Defiance Bay, hence I didn't even have the option to recruit her in Deadfire. This will gonna change in my upcoming playthrough - but this will still take some time - my Vailian dwarf tries to open Durgan's Battery right now. Anyway, thx. for explanation.
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