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quaggan

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About quaggan

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  1. I wonder what is it about this godseed that makes Llengrath think it's a better fit than binding her past self to a construct a la Yseyr/Devil of Caroc... or grow some more mushrooms.
  2. Well it's a seed. What else one is supposed to do with it? He's an archmage, not a biologist.
  3. [Clever] "I'll remember it next time someone says they'll make me eat my words."
  4. I loved making some mushroom friends. Fassina's exasperation only made it so much funnier. Next time I play through it, I'll take Eder along, see if he has any comments or would ask if the Watcher would let him smoke some of his new buddies.
  5. Should this thread fail to help you like her, there is always an option of getting another priest. If you have Beast of Winter, the sidekick Vatnir is one. Unless you need Xoti for her subclass spells, perhaps he can fill the role. Otherwise, there are always customizable adventurers.
  6. That makes a surprising amount of sense. He and Aeldys are a thing, and he plays the harpsichord nicely so there's extra entertainment for the days when she's not in the mood...
  7. Now I imagine a Bleak Walker Watcher taking Benweth under her wing, teaching him the ropes, enjoying harpsichord arrangements of shanties... that sounds like a beginning of a beautiful friendship.
  8. I wish Moon Godlike had an option to call Tekehu 'big brother'. Or at least awkwardly call him out on religious incest when getting hit on.
  9. Eder being a ranger would be very precious, but I kind of want to see druid Eder abusing spiritshift to approach cuddly animals. Vatnir is a bit difficult - since he's an endings godlike, that means it's unlikely for him to pick up a class based on physical damage. Maybe Cipher to help him sell the high priest schtick - someone like Grieving Mother who has been using the power intuitively to support their daily life. I wonder if Maia could work as a ranger/fighter combo, to emphasize her soldierly nature. Perhaps a Devoted with rifle as a chosen weapon, to fit the sniper concept.
  10. My Watcher bought all the cats in Neketaka, but I assume a pirate queen has her own sources. "Avast ye scurvy sea dogs... actually, make it sea cats."
  11. I've had a fun experience on my Vailian Cipher (Aristocrat). At the start of the feuding families quest chain, when coming across the boys about to throw down, there was this dialogue option "I know a formal challenge when I see one". It was quite fitting. I also enjoyed playing a Rauatai character - the amount of faction interaction was quite fun. Zaris described the Rauatai experience quite well, leaving me with nothing to add. I remember also when I was playing a Moon Godlike, it was fun being acknowledged considering the Huana attitude towards the godlike and their worship of Ondra. When my character was sent to get the Cornett of Waves from Takano, he just handed it over without any trouble to 'goddess' chosen'. Although I wish I had at least one option to call Tekehu 'big brother' or raise the issue of divine incest when he hit on my character :3
  12. The similarity in names got me thinking. Going from 'Thaos', Eothas literally got an extra E and moved O a little to the front. Considering Avellone's previous works on Planescape Torment and KotOR 2 , it makes me wonder if it was intentional.
  13. It might be a very long post since I want to address a lot of things. Apologies in advance - I will try to put my thoughts in order at least. 1. Romance My feelings on the matter are stupid enough for me to comfortable call myself a hypocrite over it. One of my hugest pet peeves is treating romance itself as a pinnacle of all relationship, something every relation between two (or more) people should aspire to be, something greater than any other connection people can share. I acknowledge that it's something a lot of people enjoy, but claiming that it's the be-all-and-end-all and finer than any other kind of love really pisses me off. With this attitude, I expected myself not to like romance content in videogames, but to my surprise, most of the time I found it enjoyable. But I have a firm rule that it should enhance the main game, not get away from it. I expect romanceable companions to stay in character and not just abandon everything they stand for just because they slept with the PC. For example, should I play some suicidal Watcher who thought that getting frisky with Rauatai's finest sharpshooter and betraying her country is a good idea, I fully expect Maia to still leave, and maybe have Ishiza wreak Hylea's wrath all over the Defiant. Therefore, I am partial to romances that prize character consistency over what's romantic. I liked that Eder was not interested in the Watcher. I liked that Pallegina isn't interested in romance at all. I liked that Serafen is willing to have a fling but not engage in proper fraternisation. And I liked that in his ending slide, Aloth still continued his work to dismantle the Leaden Key, even if it meant leaving the Watcher behind. 2. Maia's quest It was another favourite of mine. PoE series overall has a tendency to subvert expectations with character quests - in the first game, almost every party member ends their quest by not getting what they wanted, and more unhappy than they were when they started. Eder never gets closure of knowing why his brother switched sides (and despite having a perfect opportunity in Deadfire, there is no option to ask Eothas himself). The tablet Kana set out to find is broken and he never finds a way to verify his theory. Some companion quests (Aloth's and Serafen's come to mind) share this tendency. A lot of players were unhappy with the conclusion of the quest, and went to great lengths to try and sabotage the assassinations. I wonder how many of those players would feel just as strongly if Atsura asked them to carry out the mission outright - or even if Maia came clean to begin with. In one of the threads dedicated to this mission, someone pointed out that a lot of players complete bounties, which is essentially the same thing but in different trappings. Some companions even react to the player receiving a bounty - I distinctly remember Tekehu being concerned over a kill order on the head of one of the Huana targets, calling him a patriot. But I have a feeling that if a player were to drop the quest, it would be due to mechanical difficulty rather than regard for companions' feelings - especially since I registered no bounty influence on the reputation system. Of course, I shouldn't discount the way those quests are structured. If the game offered an alternative way to handle the quest - something like finding out why the target has a bounty on their head, perhaps discovering that they were framed and clearing their name; anything would work as long as it moves the quest from 'active' to 'completed'. Perhaps this is a way gamer brain works - it's a quest, it has to be done. Perhaps I'm going on a tangent here, but it greatly reminds me of the orlan baby quest. While there is a 'good-esque' ending - poisoning Simoc and saving Vela's life, it can only be achieved by taking the quest in the first place. If a player wants to accomplish that, they need to have their Watcher consent to the plan to begin with. Aeldys :3
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