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Ekera

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Everything posted by Ekera

  1. There were some really nice shilelds that offered a nice support to the party, but they were nerfed into uselessness in the patch 1.1.
  2. Kahanga are only good if you are not a Roparu (which is the majority of the people). Their economic system and cultural beliefs put so much pressure and its so unfair to the average Huana that i decided to finish them, killing the queen. Both the colonial forces, imo, are "less bad" than Kahanga, but i decided to help the Rautai mostly because i think they are more suited to lead Deadfire into becoming a true power to face external threats, and their people are basically the same, separated just by cultural aspects that may be fixed through non violent means, such as assimilation and education. There's a moment when the old has to die, and i felt that Kahanga habits just won't survive the test of time on their own (specially because their power comes from an imprisoned dragon), so an unified nation with their rautai brothers would cause more good than harm, in the long run.
  3. Imo the best tank is an unbroken fighter + kind wayfarers/goldpact knights/ shieldbearers of st. elga paladin. You will have high engagement limit, high health, high defenses, high armor, high disengagement damage, high self heal and passive regeneration, many "oh sh*t buttons", decent mobility and group utility.
  4. I am about to go to Ukaizo (just finishing some side quests) and the world feels depressing by now, there's no life, there's no movement. The world is a completely safe place, free of monsters, bandits trying to kill me, pirates, wild beasts and stuff. I personally think this is bad, and can't see this as a virtue of the game. I honestly think there should be some pirate ships spawning constantly (which you would be able to flee if don't feel like fighting), and random bounties being offered in cities, those bounties would just spawn in the map every few in game days, and would also be competely optional. At the moment, the closer you get to the end game, more boring and dead the world feels.
  5. I am having a blast with a party of 5 multiclasses characters, all of them with a subclass, and without repeating any class. By far thats the most fun party i've played so far and doing pretty well on PotD The watcher and main tank is a crusader (unbroken fighter + shieldbearer paladin) the single target dps is a scout (assassin rogue + sharpshooter ranger) the aoe dps and off tank is a ravager (shattered pillar monk + mage slayer barbarian) the healer and general support is a celebrant (eothas priest + troubadour chanter) the jack-of-all-trades is a sorcerer (evoker wizard + lifegiver druid), he can be a damage dealer, offer support and heals to the party and off-tank, depending on what the fight demands.
  6. That would not make the skill more usefull, but just mandatory to take. I hope they will refine the enchanting screen soon, I don't understand why they didn't made more clear wich enchants are exclusives. That just force you to save before any attemp to enchant and reload if you don't like the result, annoying I find. With the current limited supply of unique weapons for some categories, I would like to see generic enchantment back (liked it in poe1) so if you don't find an unique weapon you like you can craft something better than just a standard weapon. In the futur, be able to enchant any items (accessories etc...) could be great too. You have a point, but i honestly think mechanics and athletics are already mandatory or close to it. What i proposed, indeed, would be bad for the vast minority of the playerbase that plays using only the watcher, without help of companions, sidekicks or hirelings. For those who play using a party, this change i proposed would not demand any sacrifice, since you could use one companion to be the enchanter guy, just like there's the mechanics guy, the explosives guy... Anyway, what i gave here was just a suggestion on how enchanting and arcane could work together, because i really think: 1 - arcana skill is underpowered, 2 - it doesn't make sense lore wise being an enchanter without any arcane skill, just like it would be ridiculous if the alchemy didnt influence the use of potions and poisons. But yeah, since its a minor thing and this could break the game for those who play alone, i am sure this is never going to happen. Still, I would be happy with any change aimed at creating sinergy between enchanting and arcana skill, it does not need to be what i suggested the way i suggested,
  7. This is my main complaint about the enchanting system. There's another change i would love to see in the enchanting system too, but this change would be mostly for immersion purposes - i really think the arcana skill should be linked to enchanting, mostly because it makes sense. For example, only if you have a member in the party with over 10 points in arcana you will be able to upgrade itens to superb quality, only if you have a member in the party with over 15 points in arcana you will be able to upgrade itens to legendary. Some enchants would require a specific amount of arcana skill too, stronger ones requiring more, and less advanced ones requiring less. Also, this would make this skill (which imo, is not very useful) much more attractive.
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