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Not Hypebringer

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Posts posted by Not Hypebringer

  1. Pretty wizardry. I don't see your point. They are able to do supernatural things. They aren't casting spells.

    It looks like you don't like the setting, but who cares really? Find the other ones. That's like I didn't like space operas and wrote to Bioware "Hey, make Mass Effect a fantasy game please". This setting has it's own principles and aesthetics, they aren't going to change and most people enjoy them.

    • Like 3
  2. Nice work. I hope devs will take a look at this at some point. It would be sad to make such a developed system in your head only to be dissapointed later. I think most of your suggestions are valid. It would be great if devs took some inspirations from you - and it's less work for them! That's basically a win-win!  
     
    And if not, modding abilities in seems possible, so I guess somebody could mod them in. I don't think they would be hard to code in and we could reuse some icons used in the game.
     
    However, there are some things that I don't like:
    - hard scaling with stats, balancing game about certain ability: Double Grip, Serpent Strikes. I think all options should be viable without passives, with passive working as slight upgrade, and I don't think solutions to weak two-handed/small weapons problems is adding a talent for them. And scaling abilities directly with stats doesn't seem in line with PoE design principles.
    - bonus spellcasts for high-level abilities - I don't think giving access to spamming high level spells per encounter is a good idea. It would allow to cheese some fights and render low-level spells useless, as you would never use them having better options
     
    As i see it, we definitely need more interesting passive options to customize your character - and we also need a system to encourage taking them. Right now, when all abilities draw from the same skillpoints pool active abilities and their upgrades are just more interesting, give you more flexibility and more power, especially in short fights, and especially for spellcasters. I would really like "talent" pool restored in PoE 2, making two separate skillpoints pools - one with active abilities and some class specific passive abilities, and one with general passive abilities and some class specific one. I think I understand why they were merged into one - with new skill and weapon proficiency systems devs could be afraid that it will overcomplicate stuff, but most talents are too bland to compete with class abilities at their own. With seperate pool however they could be fine addition.
     
    That said, abilities ideas. I'm not going to bother with cool names. Some of them may repeat yours, if I have some changes in mind. Most of them were inspired by D&D... But so was Pillars of Eternity.
     
    Weapon Focus
    2 or 3 or 4 PL, General
    DESCRIPTION: Bonus to accuracy with proficient weapons
    WHY: To let characters to specialize in certain weapons and gain bonuses using them. Encouraging roleplaying. I don't think you should be able to pick it on PL 1, as bonus flat accuracy could be too powerful so early.
     
    Bonus Spells (I-IV)
    PL 2-5, Wizard, Priest, Druid
    DESCRIPTON: Just guess
    WHY: Spellcasters could use more low-level spells per encounter and it could give them way to buy useful passive abilities on early levels. I think PoE 1 model was near perfect, as I liked one PL delay before you could take this ability and I don't think you should be able to spam high-level spells with that
     
    Spell Focus (Enchantment, Evocation, etc.)
    2 or 3 or 4 PL, Wizard
    DESCRIPTION: grant increased accuracy and duration with spells of chosen school
    WHY: Spellcasters could use more useful passive abilities on early levels, helps focusing on chosen school. I think it should stay nice and simple, and more unique bonuses should go to specialist wizard classes, that should be buffed. Also it could help utilize new keywords system, which doesn't seem to give you many ways to play around except specialist wizards and some unique items. And it could let wizards specialize in some area.
     
    Cipher Focus (Deception, Echo, Shred)
    MID PL, Cipher 
    DESCRIPTION: grant some unique bonuses, cool mechanics when using powers of certain class. I have some ideas. I think it should be more unique than spell focus, as 2/3 cipher subclasses don't give you new mechanics associated with keywords
    WHY: New keywords system doesn't give you many ways to play around it. It could help make more interesting and unique builds. And it could let ciphers specialize in some area.
     
    Druid Focus (Decay, Elements, Rejuvenation, etc.)
    2 or 3 or 4 PL, Druid
    DESCRIPTION: grant increased accuracy and duration with spells using chosen keyword
    WHY: As before. New keywords system doesn't give you many ways to play around it. It could help make more interesting and unique builds. And it could let druids specialize in some area.
     
    Priest Focus (Condemnation, Protection, Inspiration, etc.)
    2 or 3 or 4 PL, Priest
    DESCRIPTION: grant increased accuracy and duration with spells using chosen keyword
    WHY: As before. New keywords system doesn't give you many ways to play around it. It could help make more interesting and unique builds. And it could let priests specialize in some area.
     
    Lingering Chant
    MID PL, Chanter
    DESCRIPTION: prolongs chant linger
    WHY: Chanters don't have much class specific talents.
     
    Fast Chanting
    MID PL, Chanter
    DESCRIPTION: hastens chanting
    WHY: Chanters don't have much class specific talents.
     
    Bonus Power Pool
    MID PL, Warrior, Barbarian, Ranger, Paladin, Monk, Rogue
    DESCRIPTION: Grants +2 power pool
    WHY: Non-spellcasters suffer from not having enough power pool points to utilize their abilities later on.
     

     

    Basic and boring ablities, but I think we need some basic stuff before we start thinking about more wild ones. I think we need more options to customize and specialize your character in Deadfire, and it could certainly help.
    • Like 1
  3. Free DLC for trinkets guys? You know, the little things you promised during the launch campaign? 

     

    No, seriously, I appreciate what you're doing. If this game will have so complex support and so good DLCs as the first one, I'm going to spend a lot more hours with it. And I love as you as always listen to community feedback. 

    BTW, Divinity: OS 2 is getting a free remaster, where they overhaul like second half of main plot. Not like I'm dropping it here as any kind of suggestion for the far future.

    • Like 3
  4. During subquest of "Family Pride" in Queen's Berth, when working for Bardatto, you are tasked with finding and questioning young nobleman of Valera family. He is supposed to play lute somewhere around watchtowers, but I couldn't find him despite searching entire district. I don't know if it's bug with his spawning, but I think we should get a map pointer for his supposed location anyway.
     

  5. That's exactly what I did Clerith. You can get them faster, like in 5 hours probably, I didn't even farm them and I had like 20 points after 10 hours. Then I swapped because I wanted to test how it works and now I'm playing my blessed character only.

     

    That's OK I guess, it wasn't supposed to be balanced or anything, more like power fantasy mode. You don't have to use it, just as you don't have to play Story mode.

    • Like 1
  6. This game is great so far. It managed to fix all design choices that i hated in PoE 1 (food system, meaningless traps, per-rest resources for some classes) Graphics are great, audio is great, voice acting is also pretty good so far, multiclassing and character development seems pretty balanced. Plot has much better exposition and is much more interesting early on, there are a lot more interesting characters. Combat is much better paced now and I love changes to armor system. There are a lot more text-based events and encounters, which is another thing i really like, dialogues work way better. And exploration is great.

    If anything bothers me, it is ranger and barbarian active skills tree. I understand that they were going to be "low amount of micromanagement" classes, but they need some love. IMO they have simply too few options comparing to say fighters or paladins. 

     

    * Bonus points for Berath' power fantasy mode, I simply love the idea.

  7. Ok, so it seems that some companions starting armor are upgradable, like Eder' or Aloth', and some are not, like Xoti and Serafen.

    It really bothers me for some reason. I mean, I think that it was a great idea to limit upgrades on weapons and armors, it adds much more impact on getting unique gear, but those armors fit so well into companions' concept and look so good. I would really love if you could upgrade ALL your companions' starting armor, not just selected few.

    Anyone thinks the same way?

    • Like 1
  8. So... How do they work?

    You earn point by achievements and their spend them to get bonuses in next playthroughs, right? But there is limited number of achievements and limited number of points. Do you lose points on account on using Berath Blessings, or are they only limit to how many bonuses can one PC obtain? Is there any other way to obtain Blessings other than making achievements?
     

  9. As far as I have seen, a lot of checks go for either skills or backgrounds. There are less attribute checks and a lot less resolve checks especially.

    In scripted events you usually can pick character who will make a check. In dialogues you always do it, however you (and everybody else in the party) get party assist bonus on skills from other party members.

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