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Nssheepster

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Everything posted by Nssheepster

  1. We don't have much of one. Deadfire makes it clear that Godlikes are some kind of emergency essence hoard for the Gods, but that doesn't really jive.... Until Deadfire, they had no reason to think they'd ever need any such hoard. The Gods are also pretty clearly not the thinking-ahead, just-in-case sort of creatures, so that really doesn't explain why Godlikes are around, just how the Gods are currently thinking of their Godlikes. It's not clear why ANY Godlikes exist, just that they are the chosen of that God.... Because reasons? Gods have Priests already, no idea why they need 'Chosen' as well.
  2. See... That's not really an in-canon explanation tho. She has one Godlike... Why have more? Never explained. As far as the Obsidian thing goes... Fine, as long as they had had a reason IN the game, for why one God wanted two types of Godlikes for no apparent reason. But they don't, just 'Oh since this God, like most of them, represents multiple things, this one wanted multiple ways to mark her chosen rather than one, like the other Gods.... Because reasons, and no we'll never really address it in game even if you pick Moon Godlike for your Watcher.'
  3. As for it being "close to not being possible to create another viable PoE sequel", I have to call B.S. D&D was able to tell many, MANY stories in their Forgotten Realms setting over the years. There is no reason that the PoE devs cannot do that same. Yeah.... That's not at ALL how story telling works. Not even slightly. Just because X setting cane be used Y times, doesn't mean EVERY setting can be used Y times. That's not how it goes. It's entirely possible to back yourself into a corner with story telling if you aren't careful, and Obisidian really has. Also, D&D canon doesn't take into account your campaigns. POE 3 DOES have to take into account ALL the possible endings of POE 1 and 2 and the effects they've had on Eora. That makes it FAR harder for Obisidian than for D&D right there. Tell me, go through ALL the ending slides of POE 3, and see where you can find the overlap between all of them. What could really be called the 'canon' result, without invalidating any end slide, of POE 2? That means canon for 'What happens to Eothas?', 'What happened to Ukaizo?', 'What happened to the Wheel?'... Among other things. And since all three of those are world-altering things, and all have different endings... What is Obsidian to do? If they say, 'Rautai took Ukaizo', well that affects Rautai and everyone near the country, every country they interact with, and possibly the countries that interact with those countries. It's not a small thing to control that level of technology, and have all that influence and power over the Deadfire. But wait... What about ALL those people who wanted one of the OTHER factions to take Ukaizo? Well suddenly they're told that's not canon.... Which has visibly upset people in the past when other games have done similar things. Deadfire was a huge, cataclysmic sequence of events for Deadfire itself and Eora as a whole. You can't pretend it didn't happen in the next game. The Wheel and the Gods affect EVERYONE, you can't just shrug it off. So, what do you do? Either you canon-ize one ending, and risk angering the people who don't like it... Or, you've story told yourself into the corner.
  4. Tekehu could've easily had all that.... As a MOON Godlike. Would've worked exactly the same, just without adding a random extra Godlike type without explanation.
  5. I've honestly been a bit annoyed since POE 1 that we have more Gods than we do Godlikes... And none of the Gods have any real reason why they would or would not have Godlikes, when they already have Priests. There's never really been a good excuuse IMO for Godlikes existing, which is fine, I could roll with that as just a thing Gods do, amybe to brag about whose Godlike are doing what or some such.... But that only works if we have ALL the Godlikes in the game, because then there's no reasoning behind why we don't have Godlikes for each God. Also not fond of Tekehu having a different look for NO reason, other than Obsidian apparently not liking the look of Moon Godlikes? We never got that explained either AFAIK, just 'Hey there's this ONE GUY, and NO OTHERS, that are this different type of Godlike. Apparently it's normal in Deadfire, but totally unheard of anywhere else in the world, to the point that it's never mentioned until you reach Nekataka, and apparently there's no other 'Marine Godlike' of note anywhere in history.... Tekehu's special Godlike feels even more tacked on than the Ship Combat IMO. It doesn't fit with the rest of the world, anything we've been told or are told going on, it's just there, this one guy that looks different, because reasons.
  6. Single Class VS Multi Class seems pretty clear IMO. Multi gets two resource pools, an easier start early on. Single class has less resources and a slower start, but has better PL and the best abilites in the late game, as well as reaching higher level abilites earlier in the game. Multis are good at outlasting with small-medium abilities, Singles are good at nuking with medium-high abilities and then finishing off with small abilities.
  7. ^ It'd be interesting to see L9 priest spells majorly buffed, but restricted to ONLY the one spell. After seeing those clips though... I am... hesitant to actually use this mod now. That seems a little TOO much, a bit TOO good. I am still interested in having Holy Radiance/Extra Holy Ability thing, but.... Shrug. Maybe things were just excessively min-maxed, or affected by another mod as well, in those clips.
  8. 1. I'd rather it wasn't set in TWTW. To me that'd make it too much like Icewind Dale and PoE1's White March expansions. Enough with the wintery settings! 2. Why are we stuck on Eora? Because we like to explore a world, a setting. Because it's familiar. I don't want them making new worlds every time they make a game. To me, it's a waste of time, effort, and resources that could be better spent on playable content. It's much better to save the time and effort and stick with a familiar game world and keep expanding on it. I agree with that... To a point. Eventually, you can't keep expanding. Eventually you've hit a point where any additions you make stop being reasonable. Right now, you have the OP Watcher sitting around somewhere.... If there's a big issue, why wouldn't they intervene? If they did intervene, you then need to either come up with an excuse to nerf them again, or you need to come up with something that is somehow more threatening than POE 1 and 2. If they don't intervene, you need an excuse as to why they didn't intervene.... Which is nigh on impossible. Because the back story of Eora is so developed, you can't place a game in the past, because you'd lose the free choice and multi-endings that are so great in 1 and 2. You can't set it in the future without having to canon-ize one of the multi endings for POE 1 and 2, especially 2, which is specifically a turn off right there. If you can't use time as an excuse, what then? Distance? No, the Watcher has traveled vast distances already. An area the Watcher doesn't know about? Maybe... Except they can speak to the dead to find it, and it'd have had to somehow be unaffected by the events of POE 1 and 2. Given that 2 breaks the wheel.... Plus, they'd have to not know... AND it'd have to be important enough of an issue for a game, but not important enough for the gods or the dead to seek out their best problem solver, the Watcher. That's a tricky thing to pull off, something that's important enough for you, the Player, to care, but not important enough for you, the Watcher, to be told to go deal with it. You could BS with 'The gods feel the Watcher deserves a break'... Except the gods are mostly entitled jerks, so they wouldn't say anything of the sort. I think it is technically within the limits of possibility to make a good lore setting for POE 3 in Eora. I also think it's so close to NOT being possible that it's just more viable for them to make a new and/or better world. I'm not asking for them to turn to sci-fi, I love the high fantasy style and classes.... Just don't keep beating a dead horse. Don't be that company that makes sequels just to make sequels, even if you don't have a good story to tell. On a side note, unrelated to the quote... I've been replaying Tyranny lately, and noticed A) They reused a lot of art assets and I never noticed in my first playthrough. And B) The companions that are their own class was really well done there. It'd be interesting to see a game more like POE, with a few added things from Tyranny. NG+ is really nice. The spell making system is ALMOST great, it'd be better if it wasn't so heftily stat-restricted, simply because it feels bad that way. It'd also need to stop having multiple tiers of the same thing, just one and done is far better IMO. I do definitely like the idea of companions being unique to your character though, because then the story companions FEEL valuable in a way they really don't in POE. In POE if you don't want their gear, their sidequest, or their lore... You don't want them, you can hire a SILENT adventurer from an inn and get the same things. In Tyranny if you want anything like a Chanter, you're taking Sirin, because she's the only one in the game who offers that set of skills. Barak and Verse are a bit generic, but still good.... The others are definitively unique and valuable though. Hell, on my current playthrough I'm going out of my way to terrify Eb because she's one of the only two ways to learn a spell core, and she's the only one that can use it by base. It's for a good lore reason, it feels good to get it... It just plain sorts out. Maybe I should start a forum post for this. POE things you want in Tyranny, Tyranny things you want in POE.
  9. It's your bro, Edér! He's got your front. Thats why you bring him. Ofc canon Eddie is a pure fighter - I will wrestle people in mud if they argue otherwise - and therefore you cannot make him a rogue, rouge or wishy-washybuckler. I assumed, canonically, that he picked up the rogue skills AFTER he left. With either the Night Market, or while being a Mayor of a very, very sketchy town that once housed a cult. Also, I assume a prosperous town would attract rogues anyways, and Eder strikes me as the sort to get bored just being a mayor.
  10. I did some crazy tanking with a Fighter/Chanter, actually. Soft Winds of Death alternated with Ancient Memory, Constant Recovery, Trollhide Belt and Cloak.... I know there's an armor that gives regen but I don't recall it offhand. Anyways, did that on my Watcher with maxed Constitution and Might. Missed all the time, got hit all the time, didn't really risk dying a lot. Probably could've min maxed it more. Shrug.
  11. Lemme just throw a generic comment in here to remind me to keep track of this thread so I can try the mod once development's settled down.
  12. Do I have to specifically restate every time what I've already stated? Unless you are intending to abandon your own ship, or have double crew, stealing a ship at sea is just not workable. I've said this before, haven't I? I just went back and double checked your link and the ships you specifically mentioned.... And you know what I see? Me being proven correct, again, because when multiple ships capture one, they have enough crew to spare to crew the ship. Seeing as I have already stated, multiple times, that the only reasonable way to steal a new ship and maintain your own, is to have excess crew that Deadfire doesn't allow you to have.... I really didn't think I needed to constantly RE state it. I figured I could expect a modicum of common sense, that the other commenters would either recall, or be able to see, that I had already said such a thing repeatedly, and thus the qualifier was no longer needed. Clearly that was incorrect, and I'll have to qualify again, and again, and again.
  13. Except the link your provided specifically didn't show that, which I openly stated in my previous post. Stealing in port =/= stealing at sea. Also, Privateers... Are also known as government-sponsored pirates, who work with the existing navy to cripple the enemy navy.... Usually by sinking ships, or boarding to steal all their stuff and then leave the ship there. You've proved no such thing, if anything you've proved my point far more than yours, that being that stealing ships in the middle of the ocean is just not reasonable, efficient, or at all a good idea to DO, unless you intend to replace your own ship. "Lord of Caed Nua"... Lord of the barren earth that was once Caed Nua, and all corpses that lie upon it, because you were the only survivor. You have no resources, no money, and any political pull you might've had means nothing in the Deadfire or to any of the factions that you interact with. You are basically an aristocrat with nothing whatsoever backing that, because Eothas ruined everything. Even before that, you weren't lord of very much, and you were only the lord because a now-deceased duke backed your choice to effectively squat in an abandoned fort. You weren't much of a lord anyways. As far as politics go, you have nothing whatsoever to work with, even before Eothas pops up. I agree that the naval combat could be better. This 'Build your own faction', 'steal ships somehow even though it makes no sense', and 'manage all this ****e in a non-management game'..... Yeah no. Hell no, even. This isn't a city manager game or anything of the sort. That's a very different type of game, and expecting them to make a game within a game, of a very different genre, is just massively unrealistic. TLDR If you want to manage a faction of pirates, this is not the game for you, nor would it ever have been expected to BE that type of game given what you were informed of about the game and the knowledge of the game's predecessor.
  14. I haven't seen a ton of crush immunes. More about crush resistance. Since monks aren't reasonably going to 'swap' to a different pair of fists, getting a good spread of damage on their fists can be good. Xoti does have that scythe and lantern.... But I've honestly never found either of them more valuable than just using her fists, even after the lantern upgrade. You certainly don't have to do it, it's just something I find useful. Just don't really need her on AOE duty if you're going to have a hyper-AOE focused melee DPS already. As for Barbaric Blow... I'm just telling the AI to auto attack, not use an ability. Perhaps that's why? Not sure. I do have it set to list order though. It's sadly not a consistent issue, so I can't really narrow down what specifically is causing it in a specific instance, or I'd have bug reported it by now. Just, every so often, my auto attackers will swap targets for no apparent reason. I tried Nearest Target, it caused even more swapping whenever an enemy shifted things. I tried Current Engager, but if there's multiple, it swaps. I tried Highest/Lowest Health, Threat levels.... Just nada. The closest I've gotten to it being safe to ignore is Nearest Target, but it's sadly not consistent. In that instance, at least, I can tell what's messing things up, it's the pack shifting around my character causing the 'Nearest' to change.
  15. Plenty of ships captured in the age of sails, just check out this list for an incomplete but massive list for a single century. So its just better to ignore this part. https://en.wikipedia.org/wiki/List_of_ships_captured_in_the_18th_century Anyway, I noticed that I overall took less damage closing and boarding the enemy ship than taking it out with cannons, since the game system lacks a proper way to maneuver to avoid enemy fire (at least when I played it a month after initial release). My dream would have been that this part of the game was similar to Sid Meier's Pirates! where you can capture, sell, sink ships in a more exciting combat system. I think the game would have been better served with a graphical representation of ship to ship combat. Make it turn based or real time with pause based. Looking through just the first part of that list, and what do I see? People stealing ships IN PORT. Captured by FULL NAVYS who have EXTRA CREW. Which is what I was saying already. Stealing ships in the middle of the sea, and retaining your existing ship that GOT you to the middle of the ocean? Not seeing that on this list, noooooooo. At no point will the Watcher be realistically commanding a full navy to steal ships from an established port in Deadfire. What, you gonna murder Furrante and Alys, then somehow get the Principi to follow you, act organized, and steal ships that they won't actually have a use for and can't sell to anyone because they're pirates and nobody trusts them. It doesn't make gameplay sense, it doesn't make game economy sense, and it sure as hell doesn't make lore/historical sense, either in Eora or in the real world. IDK where people have gotten this fantasy of pirates stealing ships and keeping their own ships, somehow profiting from having a second ship around that they can't reasonably sell or use... But that's just not realistic or reasonable. Keep in mind, you'd be sailing weeks, with angry, tempermental people, shoved in close quarters, on tight rations, just to GET to a ship... And then stealing it. There's no real GAIN, because despite the fantasy, 'pirate fleets' really wasn't a thing. But you do all this and steal a ship anyways, just to have it, and hope that none of your violent criminals get pissy about this and screw up the plan, organize a mutiny, or wait for the second ship to be taken and dump their captain off the ships to die....
  16. At this point he's actively ignoring large portions of my reply in order to make an argument for a game feature we're never getting that really wouldn't have added to the game at all. If anything, it would have detracted in some ways. Shrug. Some people are just like that.
  17. That's a bug? I assumed that I was getting hit by an affliction. I have that issue with all my Barbarians. I set them to Self:Constitution Inspiration, Not, cast Frenzy, and every now and again I get the Barb just casting Frenzy over and over.
  18. I can't comment on the second idea, but... I have tried to automate the Brute Mob Slayer kind of build, and I always seem to run into the same issue... The AI changes targets for no apparent reason, no matter what I tell it to target. On top of that, even if my AI is set to not allow disengagement, the character will disengage regardless. Maybe I'm missing something in the AI, but the Berskerer/Mob Stance trick only really works if you focus on ONE member of the mob, kill it, and trigger, trigger, trigger. If you can get the AI to sort out, maybe by using that More AI Mod I've heard about, then that'll be pretty good. Also worth nothing... If you go with the Brute, you don't need Xoti as a second AOE melee DPS. You've already got one, and AOE ranged DPS. Brutes should easily end up with enough Reflex to ignore the AOE out of Mirke. Set Xoti up with Lightning Strikes and the Magran's Blessing shield, from Sacred Stair. Get her doing Crush Shock Fire at the same time, give her a swap to The Best Defense shield later on to work Pierce into her setup, or the armor from SSS, Kahako Nihi for the Pierce from that. You can get a nice spread of damage on monks and use a generic penetration increase, like Hot Razor Skewers, to get at least some damage in against most anything.
  19. DoC is just good for so many things that it's at times insane. Don't know what armor? DoC, it's probably a good idea somehow. Shrug.
  20. I am a Berserker fan but TBH I don't know that list... I run them solo, so I really don't care about being Confused. Though it does make for amusing shipboard fights.
  21. My understanding is that a large part of the CURRENT popularity of the Souls games is their infamous challenge level. The Dark Souls games are still very much known as insanely challening, mechanically demanding games, and all the Souls-Like game are billed as much the same. Completing a Souls game is an achievement by the very nature of the games. Completing Deadfire, even on TOI POTD, isn't seen as as much of an achievement, because it's a knowledge based challenge, which really isn't regarded as impressively. I'm not honestly sure there can be too much comparison.
  22. This definitely seems interesting, but it also seems like any RES or INT afflictions will immediatly hamper the build's effectiveness. It's definitely interesting if you can manage to hit the perfect stat sweet spot to get it to work, but... Very vulnerable.
  23. As I said, I have never seen any mention of me sinking any ships. I have also never once fired my cannons, ever. There's no need. Stealing ships at sea was something that actual pirates actually did, so your calling it insanity is not the brightest thing. The fact that enemy ships simply disappear from the universe after boarding is a broken feature in the game, and the only reasonable option is just to let it lie, as it won't be changed. So...You've only interacted with PART of the Naval Combat system, and you're commenting here? Not sure you really have enough perspective then. As I said, unless you either ditch your ship, or have double crew, you can't steal a ship... I suspect any stories you've heard of pirates stealing ships involve one or the other. BOTH of which can't really be done in game, making your point totally moot outside of very specific circumstances as I already mentioned. The fact that enemy ships dissapear is because you killed literally everyone on them when you boarded, so with no one to guide it, it will eventually run into a storm or sea formation and sink... Just like a real ship would if it had no crew and was left adrift in the ocean. It'll eventually hit something and go down. There's no real option to board and NOT kill everyone, so.... Outside the Fonferuss, Ghost Ships just aren't happening in Deadfire. Sorry for that added realism.
  24. I knew not of this hat room idea... But I do indeed have a couple shelves of hats. Of course, I have multiple hats and then always wear the same one, as it's the only one that can actually survive being rained on.
  25. I like the idea of increased dialogue and lore... Spoiling food and breaking equipment are only good for either gold sinks or added difficulty, so they're perfectly placed right now, as optional extra challenges that don't offer any benefit for completion. I do, technically, play these games for the combat... But I'm not hugely for or against RTWP, so I could get that fix in a LOT of other places. The lore is what draws me in, as it does in basically every fully single player game I actually enjoy. The customization is what keeps me coming back. But at no point am I drawn in by the extra challenges. A challenge is needed, or the game becomes an overblown visual novel. Extra? Not my jam.
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