Verde
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You're just too blinded by your love of Deadfire that you will try to curve any argument to come back "Deadfire does it best". I remember reading a review of PoE 1 and in one of the first paragraphs, the reviewer says that he had to re-roll again bc he didn't realize Might affected spell damage instead of Int. Yes, he's just one reviewer, but that's the point I'm trying to make. It's not intuitive. And you clearly disagree, but to act like Deadfire has a brilliant stat system is just ludicrous.
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Just one? EZ: in Diablo 3, your class has a main stat, and that stat dictates everything you try to do with your abilities, whether that's intelligence, strength, or dexterity; barbarians and crusaders are tied to strength for everything. I'll throw in Dragon Age Inquisition for free, since it does something similar by tying classes to a main stat (warrior-types are bound to strength). I mean, I don't know about you, but I don't know how a mystical hammer or ancient summons or a beam of pure holy light would be literally dependent on your raw physical strength, it's a pure game mechanical convenience. And PoE/Deadfire is more flexible because then you're not bound to a class-specific mainstat that dictates damage (and PoE/Deadfire actually tries to provide an in-game explanation for this interaction with might, though it might not always be consistent in dialogue checks). Also, "it hasn't been done elsewhere" isn't a good enough argument (otherwise you would literally never be able to do anything novel). If anything, more systems should do what poe/deadfire does, because it really opens up character builds. also lolololol: isn't this a game where intellect literally can influence weapon damage? Speaking of uncommon RPG interactions... but I guess introspection/consistency about one's own likes vs dislikes is not a big thing, huh? You know it's funny, I initially read this when it didn't have the quip up, and thought I did a good job of "objectively" replying, and yet you felt the need to add the petty quip. When someone posts something you agree with, you're all hunky dory Dr. Thelee. But when someone doesn't, you flip out on them every so progressively. Take a chill pill, I'm not attacking your character or values, I just have a different opinion than you on Deadfire attributes. Seeing as you never played Dark Souls based on your reply - Intelligence affects Sorcery spells AND weapons with magic damage scaling, converted or innate. It allows Sorcerers to convert any normal weapon into a magic weapon, or utilize unique weapons which have either split of full magic scaling, including of the best weapons in the game, the Moonlight Greatsword. Dark Souls is also much more explicit in weapon scaling, where weapons can scale with Str, Dex, Int, or Faith on a scale of S (best) to D (worst). It has the most intuitive stat system I've experienced.
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Permanent clearing? I don't remember that. Isn't the whole pt of equipping your ship to make it through the storms? If there was a clearing this would be unnecessary. You said it yourself "probably". Probably doesn't make sense here esp bc they are asking you where he is going and then answering as if you told then, even if you didn't. And probabably conclusive is an oxymoron
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It's a fallacy to use the term objectively bc as humans we are subjective. Esp in something like this. How can you objectively say one system is better? Its opinions. Also bending real life realism to semantics is also a fallacy. There are expectations in a game, even a fantasy one - I hit you with a weapon it does damage. I have brute strength it does more damage. Yet that same strength somehow dictates my spell damage and healing? Then why are there no Might checks for spells in adventure mode, only physical checks? Why MUST you be a brute strength caster if you want to increase your damage? It's confusing. Lastly I like Dark Souls stat system the best but that's not a cRPG so will go with old DnD systems. I can't objectively tell you why one is better than the other just which one I prefer. Now one could prob argue how Sawyers systems arent genius but I dont care to spend all day on here
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This doesnt make since. There is only two Pillars games and both had Might this way. So where is this might has never been used coming from. I think you are trying to back rationalize the choices D&D made for instance and say well that is the correct or best way to do it. Neither way is correct. it just a game mechanic that each game choose to make. To me the reasons for doing it this way were clear to allow more roleplaying builds as opposed to dnd where if fighter you must have strength or if wizard you must have intelligence. And that was a more important goal than anyones imagined how is this done in real life. And i think as a game mechanic it worked and provided more roplaying options than dnd and therefore to me is a better system. All appeals to real life stuff in this thread to me are irrelevant. This is a fantasy game and can make up any rules it wants. Its no less intuitive than wisdom supporting divine magic or intelligence supporting arcane magic in dnd. Those are not based on real life either since its also a fantasy game. I do agree they could have done the checks better like with athletics like others have mentioned but i would not change the whole system for that. I'm comparing to other RPGs. Can you name one other RPG where Might or Strength dictates spell damage and healing?
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It's prob a bug. Obs doesnt seem concerned with fixing the ending slides. I killed Furrante and on the ending slides it says he is leading the Principi smh. There's also the extreme disconnect that if Xoti bc a blood hungry freak and disappears that she still maintains a life long friendship with Eder. Deadfire should win an award for most inconsistencies in an RPG lol.
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If when you return from Ashen Maw, you choose the vague answer like "looks like you'll have to follow me?" I assume it's simple laziness that all the dialogue choices are meant to increase various dispositions and lead to the same answer. Regardless the answer is jarring and disconnected. They've spoken about Ondra's Mortar but how do they now decisively know, know enough to throw everything at it, that beyond it lies Ukaizo? Maybe I'm missing something but it's bothered me if you choose the last option for more deceptive/Wael-like chars.
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1) Can mods be applied to current playthroughs or must fresh ones be started? 2) How easy or hard would a mod be to remove store owners at night? I notice some like the jeweler in Serpent's Crown disappear at night, however must stay there.
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I'll post a pic tomorrow, but he's Veral, a Death Godlike who escaped slavery and has tremendous hate in his heart for his slaver captors. Savage pose. Pale Hide armor. I have him equipped with the Lone Traveler ring and cape and just send him in on his own. Once he Spirit Frenzies he seems to go bonkers and just tear everything apart. I could be even more obnoxious with his stride if I wanted to, right now he has about +40% and then add Form of the Delegam and he is a missile. And on top of that the totems and a few druid spells. Overall the Tempest has been the most pleasant surprise from all the builds I've experimented with. It doesn't fit my MC criteria but is a perfect adventurer for the Druid Crew. Other members include - Garren Azule, Moon Godlike MC, Universalist (Lifegiver/Priest of Wael) Tekehu - Druid Waylan - Nature Godlike Ancient Pallegina - Paladin Verl - Death Godlike Tempest (Shifter/Furyshaper)
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I made a Furyshaper/Shifter and it's mad fun. Playing on Veteran so I don't know bout it's PotD capabilities, but it's tearing stuff up. I'm not versed enough on the build but it seems to get crazy speed increases. I'll have to post pics of my all Godlike Druid Crew (and Palle too). Surprisingly it's doing really well with all the summons, debuffs, and AoEs. Anyone else have positive or negative experiences with a Tempest or any other cool Druid combos? (*pulls out Boeroer horn*)
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The romances in Deadfire are horrible...Obs should avoid writing them at all costs haha.
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