
hollerer
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God-titan boxing. You get to make your own god titan by either serving some already existing god or making a god of your own. Then you have the option to challenge the other gods to boxing matches. Other adventurers who have their own agenda and goals, actively roam the world and affect things. It would be cool to find priest, chanter, druid and wizard spells from the world. Let's say you visit an old abandoned church full of ghost monks and zombie priests, destroy them all and from the library of the church find a priest spell that you can then learn as usable skill.
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Now that I finished the game I could write a review. I'll start with the actual feel of the game and it's settings. In first game it was cool and interesting to chase the mystery about the watcher, thaos, engwithans and gods. But after the first game everything was too clear: we're in a fabricated world, gods are fabrications, humans can't die but they are always reborn, there's this ominous feeling that the world will soon end. This causes carelessness towards pretty much everything lore-wise and you can actually see it in the dialogs too. It's like everyone somehow felt that way. I simply didn't care about hardly anything I met in the game because I knew the universe so well. The only achievements that felt worth achieving were weapon upgrades and some big money sinks. That was challenging. But maybe it was what devs wanted, if they wanted a world where the player knows all this and watches the human factions bicker over things that are in the end meaningless, they succeeded. So for me, the first game had much better feel to it. It's gritty, unforgiving, there's mysteries and secrets, human tragedies too. Combat was more punishing because of the camping and health system. So the second game was a joyride compared to the first. But if the second game was supposed to be a sandbox, or more like a water-box, it succeeded in that. So what I'd like to see in the next game is at least lore-overhaul, which we probably will get. How about the watcher loses his ghostbusting abilities and has to talk to people like normal people do. Leave the souls alone! How about we don't know what happens after death. How about more mysteries about engwithans... ah well I bet we're getting this anyway. Another thing is more demanding and rewarding resource-management. I hardly ever used potions. I hardly ever used traps. And hardly ever used explosives. Those need to be more effective and actually have an impact in combat. Depending on difficulty, they are either useless because the enemies are so hard or useless because enemies are so easy. Potions are pretty good but the latter 2 are not. With potions the problem was that most of them were useless, because their durations were so low or because their use is so specific that you don't get to prepare them in your fast items. I never drank a potion apart healing, that had less than 20sec benefit time. The reason was that my characters were always buffed by something else that had timer. So while drinking the potion the other buff is lost and I would have been more effective just fighting casually. Low duration items in general were not worth the micromanagement. Longer fights and deeper dungeons. What I mean with longer fights are fights which keep you in combat mode longer. I don't mean that there's more mobs that rush at you right away but that you would have to explore an entire level in combat mode without access to rest or inventory. This forces resource management. In both games combats were too brief, you got thrown bunch of enemies and combat was over pretty fast, unless you ran around the entire map, triggering everyone. Dungeons got to be deeper, so that you prepare for them and get in trouble when really deep down in there. This forces the player to consume a lot of resources and manage them. In both games I ended up with abundance of support resources, because I hardly ever was forced to use them. How about we get lasting effects that you have to remove with either resting or with potions. Let's say after fighting bunch of nasty ghosts, you end up scared until you remove it with a potion of resolve or resting. Summons are OP. Srsly, I beat every single difficult combat just by spamming chanter summons. It should take a bit more thought to create a powerful party than creating a team of summoners. Other than that, I don't have much bad things to say about the game. The devs are quite creative and have many things working well.
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For chanter summons, consider not taking the drake. It flaps its wings all the time, making constant noise and causing performance issues. It also has a huge model that blocks your view. Also, if you multiclass a chanter, you won't get the best summons at all and even some good summons you get very late because of slow advancing in the ability tree. You'll be playing around with skeletons or wyrms for very long time. So I don't think a multiclass chanter makes a good summoner.
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I don't think there is a summary of such items anywhere so I'll make one here. Escape items are items that have bound ability which allow you to teleport when getting stuck or surrounded in combat. It's very useful for characters that don't have such ability naturally. Squid's Grasp - teleport Bounding boots - teleport Okura's Kettle - teleport to ally The Magnificent Escape Cape - teleport Queen's Rule - Low range (4m), replaces enemy with yourself. So if surrounded, you can move outside of the surround by replacing one of the surrounding enemies. These are the ones that I know of, I'd like to know more. Any escape consumables? Not that I know of.
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Dungeons look awesome, the little glowing mushrooms are great. There's fish in the water and corals too. Vailian mansions are inredibly detailed and the italian(?) renesance style is done with great care. The way plants grow from between rocks in certain locations makes the world very lively, same as ivy growing on walls. One of my top favourites are the taverns. Each has a specific name and style.
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Another thing to point out about mega-bosses is that it's silly how tough AND hard to hit they are. This kind of combats are those where you go prepared. So might aswell think, I'm gonna waste all my gadgets, bombs and scrolls in this fight. But NO, all of the gadgets and bombs and scrolls MISS all the time and you end up using some very specific strategy to deal damage. Same goes with traps, ill make a big trap carpet, lure the boss over it and miss miss miss. My main bombadier with 11 explosives had 0% accuracy to huani o whe with bombs.
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Did you know that If you go to Luminous Bathhouse in Periki's Overlook and stand near the pool with a pet, the pet might randomly just walk in the pool and go totally underwater without drowning? Also, Isn't it silly how you can't sleep in the streets of Neketaka, but you can instead go to the crypt and have a good night's sleep in that horrible haunted place? Or you can destroy, slaughter and mercilessly rob every single ship you encounter and be considered polite, diplomatic and benevolent person? Please share your silliest remarks.
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My only problem with megabosses is that performance gets really bad in long fights and then it's playing is not fun anymore. Your micro gets screwed because when you click something, it doesn't choose it but perhaps moves a previously selected character in that location. I like megabosses, because they still require some strategy to finish them.
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Why don't drugs work?
hollerer replied to hollerer's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Hi, I put my saved game in the presented e-mail. -
If you prepare a chant and then reroll the character and choose different abilities, those chants still remain in the chant book and you can use them even though you don't have the ability. For example my chanter had Her Courage Thick as Steel before reroll. Once I rerolled, I still had it in my prepared chants and it worked in battle. EDIT: only the prepared chants remain after reroll. If you remove the prepared chants after reroll, you can't choose them again but if you don't remove them from prepared chants you can use chants that you don't actually have.
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So I went to fight the big black good and managed to kill its first form. I think it took like 1,5 hours. Then it split into 2 and at that point, like in all long fights, my game had slowed down so much that it was pretty much unplayable choppy laghell so I just thought "I'm not going to do this" and just killed it thru console.
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Why don't drugs work?
hollerer replied to hollerer's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
It works for me - like before. Were you invisible when trying to take whiteleaf maybe? No I was in ship battle. I took whiteleaf with one character, it didn't get consumed, then took coral snuff with another, didn't get consumed either. -
I've got problems with knowing what stacks and what doesn't. I have no idea which chanter chants stack, except the healing chant. Thankfully we got these new buff names such as strong and aware and only one of those can be active. But still, no idea if it's possible to have 4 Ues mith fyr chants going, giving 4x15% fire damage, my guess is no but it's pretty hard to test because in easy fights the enemies die so fast it's hard to tell and to test it in hard fight it's even harder to tell because the enemies take so little damage anyway. And it makes things more complicated that some things say in the description that they stack, suchs as weapon stacking abilities. This is done correctly, it's very clear and your stacking progress is even shown. Then some abilities stack, but there's not mention about it, such as ancient memory. And some things don't stack and there is no mention that they don't such as some chants. And another thing are hard fights and damage spells. Let's say I've got 1 spell that hits hard and 1 - 2 uses in battle. But hard enemies are always hard to hit so most likely that one spell just misses and then it's wasted. The spell description says like, omg 60 damage + nasty side-effects. And when you use it in battle, it does 0 damage and no effect and took 6 seconds to cast. In easier fights the spell can be used for lolz. I don't even take damage spells anymore because they always miss during difficult fights. It's much better to take healing or buff ability and difficult fights are those that matter because they are about survival. Easy fights are just exploration and fun. What is difficult sets the boundaries. And to add insult to the injury, enemy cool damage spells almost always hit. So some of the things in the game are a bit counter-intuitive because everything is roll-based. It's really challenging game in this regard, but I'm personally not a big fan of maths. Thankfully things are a bit better in PoE II, because in PoE I had problems with all sorts of afflictions and how to remove them. So that's thankfully fixed. Anyway, PoE and PoE II are probably the best games I've played for a long time. I wouldn't complain so much if they weren't.
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Is it just me or does anyone else have problems seeing wtf is going on in battles. I got 5 party members and even with the colors, It's sometimes very hard to see where exactly they are among all the chaos and mess. When I click on the character, the indicator around the character's base is barely visible. It's just a white circle. Also when enemies perform ranged attacks there is no indicator about who they are going to shoot. Opponents very often shoot the same target, so it would be really helpful to know whos gonna get hit. So especially in ship fights I have no idea what or who hits my characters. Therefore I suggest that when you select your character, the entire character would be highlighted with clear colors. Perhaps even with the personal colors of the character. Also, you could see who is targetting it. And when hovering over an enemy with ranged weapon you could see who it is targetting.
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Engwithan tombs
hollerer replied to hollerer's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
If I'm correct, it's the person's consciousness. So the consciousness can die, lose memories and reincarnate elsewhere to gather memories again. But if the engwithans knew this as a fact and fabricated machines and gods that managed the consciousness, collected it and redistributed it based on their needs, the entire concept of death and attitude towards life and death should change dramatically. Quite frankly, people might even become very careless and disregarding of life. Life sucks? Big deal, just suicide and reroll. So no wonder engwithan society collapsed. What of the knowledge about souls and ongoings with them among engwithans, well they had machinery that ran with soul energy and those animated adras. As far as I understand big part of their society worked with soul and adra manipulation. So it seems like basic knowledge everyone was aware of. Anyway, to me this is very plain plot mistake that the devs just didn't think about. It's quite complex and deep one, because it takes a lot of thinking to figure out. So devs just probably thought that "let's just put these scary things in this dungeon" just like in any fantasy rpg. Who knows, but it's more like the attitude towards tombs. There wouldn't be tombs in a culture that had such knowledge and control over death. And there wouldn't be any tomb-related undeads either. There's probably other plot holes too but this one is special one. -
Engwithan tombs
hollerer replied to hollerer's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
But in engithan culture everyone sort of had their personal nuke: a soul that could turn into a dangerous undead if untended. Since engwithans knew how to manipulate and control souls, they probably also knew how undead were formed and had ways to prevent that. Unless they wanted it specifically. But then there would be a lot more undead engwithans because i bet many rich engwithans would like to live long. It makes no sense why they bury their dead if they know what happens after death. Burial is a cultural ceremony practiced by cultures who didn't really know what happened after death. But when engwithans died, they knew what happened so you might expect them to develop a different culture around death. Entombing, creating monuments of dead relatives and graves mean that you try to make something lasting to uphold a memory of something that is no more. But since everyone knows the soul still exists and goes around, nothing was really lost. It's much different mindset. So in this regard, tombs and the way engwithans controlled souls is sort of contradictory or isn't explained anywhere properly. Neither was soul manipulation some kind of mystery, engwithans put soul-energy in everything. Probably even in their cutlery and furniture. -
Engwithan tombs
hollerer replied to hollerer's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Well many engwithan ruins in poe 1 and 2 have undead people, assumably engwithan. So if they were put there as guardians, okay fine. I always thought that undeadness was unwanted and unfortunate event that wouldn't happen to people who pretty much had control over souls and death. -
I've noticed that if game runs long, it starts to get laggy and needs to be restarted. Also verifying integrity of data cache helps if the lags continue, but the game will start to lag eventually again if ran too long. For me, any areas with water or big moving nature effects (sandstorm and sea) get very laggy eventually and there is no way to disable them.