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Pope

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Posts posted by Pope

  1.  

    I'm sure lots of players would be grateful for being able to multiclass Edér into a ranger so he could have a pet.

     

    I'd love to multiclass him as a Priest of Eothas myself.

     

    That was also one of my considerations.

    But for all we know his backstory in PoE2 is about letting go of Eothas.

  2.  

    About the companions multiclassing, things have changes since their initial announcements. Now companions come with 3 fixed choices and you pick one. They've only talked about Eder at this point; he's gonna be either Fighter, Rogue or Fighter/Rogue.

    Or is this a change? This is what I understood the first time they announced the system way back. Companion class/multiclassing was always meant to be limited.

     

    It's my understanding that back when the multicalss system was still closer to D&D 3E, companions would need to have their first level in one of their assigned classes, but every level after that was completely up to the players. Some classes might be odd choices for some companions, but I believe the main idea was that it's up to the player to justify it to himself.

     

    I guess that when the actual multiclass system was announced, we somehow interpreted this as the companions needing to have at least one of their assigned classes, but we would be able to multiclass them however we want. Or maybe that was even suggested by Josh, I don't recall exactly.

     

    Personally I liked that idea. I can understand that it might seem a bit unfair that those companions with two assigned classes (Edér, Serafen, Xoti, Tekehu) would have more options than those with only one class (Pallegina, Aloth, Maia), but still. More flexibilty is always a good thing.

  3. About the companions multiclassing, things have changes since their initial announcements. Now companions come with 3 fixed choices and you pick one. They've only talked about Eder at this point; he's gonna be either Fighter, Rogue or Fighter/Rogue.

     

    Aww that sucks, I was actually considering making Edér a Fighter/Priest of Eothas, what with his god being reborn and all that.

    Then again that might be completely contradictory to his story which we know nothing about yet.

     

    Also no Cipher/Rogue for Serafen...  :(

  4.  

    you continuing to gloss over how are able to create many more new builds in deadfire than you could create in poe. is not a different problem.  you ain't making sense.  to make a weapon-focused druid in poe, the character chose the appropriate (essential) general talents. there were no multiclassing in poe.  poe2 achieves greater customization through multiclassing. can make a weapon-focused druid in both games, but the method to achieve must needs be different.

     

    the options for a weapon-focused druid in deadfire is much greater than those available to a player o' poe.  can choose to multi-class with fighter or rogue or paladin or barbarian and each has unique advantages and drawbacks, but if goal is to make a weapon-focused druid, then you got far more options in deadfire. is no denying such an observation.  sure, you lose poe specific builds, but ultimately the range o' options for customization is massive improved in deadfire.

     

    with all the new multiclassing options, were a forgone conclusion there would be balance issues. (see josh pinned tweet 'bout balance if you are one o' those folks irrational dismissive o' all balance concerns.) the new scheme allows base classes to remain distinct and controllable. more options and better balancing scheme. 

     

    so why the reluctance to use multiclassing to achieve a weapon-focused druid?  naming nomenclature? please. there is a cost for achieving customization through multiclassing.  is that the issue?

     

    claim is a separate issue is silly.  is 'bout achieving a character concept and putting tools to match such a concept in the hands o' the player.  compartmentalize single class v. multiclass is illusory.

     

    HA! Good Fun!

     

     
    Regardless of the number of poe1 builds or poe2 builds or multiclassing or whatever, the issue is that progression when you pick a single class character *feels* linear. Choices *are* limited. And I think this is potentially concerning. And by potentially, I mean that we haven't seen high level talent trees or unique items.
     

     

    This is also what worries me most.

     

    I very much appreciated how PoE1 allowed me to custom tailor each party member to the role my party needed most (even though their classes were set in stone).

    In particular I found that the flexibility which PoE1's general talents offered worked great in combination with the option to respec our party. We could swap out companions and respec them to rebalance the party as a whole. It offered a way to change our party tactics once a certain composition got stale. I would swap one or more companions every few hours and every time the party dynamics would change a bit. It was great.

     

    I'm sure there's a way to have this flexibility without general talents. I just don't think being forced to multiclass is that way.

     

    Since it has been confirmed that the respec will not apply to classes, I'm afraid that our party members' roles will be largely defined from the start (being character creation for the PC, recruitment for the companions). I'll admit that I haven't played the beta but from what I'm reading it doesn't look like there's much versatility within (single) classes. Therefore under the new system a respec will not allow us to fundamentally change a party member's role within the party, and we would be stuck with certain companions not out of choice but out of necessity. So for example if I would like to swap out a melee companion on which my frontline relies heavily, I would not (or less) be able to boost the melee skills of other party members to rebalance the group as a whole.

     

    I absolutely loved the announcement that we would be able to multiclass in PoE2. But honestly I'm starting to love it less the more I read about its - imo unnecessary - consequences.

    • Like 2
  5.  

     

     

    The problem is not that. The problem is that *single-class builds are more limited*. You can duplicate many if not quite all of those builds--by *multiclassing*, which is where *all the options are*. You can *not* duplicate many of these builds *within the class that they were originally created in*.

     

     

    you continuing to gloss over how are able to create many more new builds in deadfire than you could create in poe. is not a different problem. you ain't making sense. to make a weapon-focused druid in poe, the character chose the appropriate (essential) general talents. there were no multiclassing in poe. poe2 achieves greater customization through multiclassing. can make a weapon-focused druid in both games, but the method to achieve must needs be different.
    No. I can *not* make a weapon-based druid in both games. I can make a druid with fighter levels. I can not make a pure druid character who has weapon skills, but *no other fighter qualifiers because they're still just a damn druid*. A druid/fighter and a druid with a few weapons talents are not the same character--they play differently because they *are* different.

     

    It's like the rogue. I can't make a rogue who plays *exactly* like a rogue but has the high-speed duel weapons of a PoE 1 rogue. I can make a fighter/rogue--but *that* rogue plays differently, even if I never take a single fighter talent other than two weapon fighting, because it has bonus deflection, endurance, and accuracy to reflect the fact that it's not just a rogue--it's been *trained as a fighter*. It will progress differently over time than a pure rogue. It's not the same character. A rogue/fighter isn't the same as a PoE rogue with two-weapon fighting. It doesn't play the same; the experience even outside of gameplay isn't the same.

    I guess that's the price we have to pay for multiclassing?

     

    It doesn't have to be.

    • Like 5
  6. Non-beta-player here, but I felt like weighing in anyway.

     

    All this talk of single classes feeling narrowed down, made me think of something:

    Wouldn't it be preferrable if subclasses, rather than being mutual-exclusive choices at character creation, were implemented as ability trees? Think of Tyranny: picking an ability in one tree did not exclude the abilities in other trees, but true specialization was only possible for one tree.

     

    I've never been a huge fan of BG2's kits and therefore wasn't very wild about the subclass announcement during the Fig campaign. The general consensus amongst beta-players in this topic only seems to confirm my feelings. When it comes to classes (or character building in general) I much prefer to have my versatility along the way rather than only at the start, and therefore really liked Tyranny's take on this.

     

    Of course this wouldn't be possible for all classes. I'm mainly thinking of mutually exclusive subclasses such as priests and paladins in particular, but I'm sure versatility could be introduced for these classes in some way.

    • Like 4
  7. I still haven't played Stick of Truth but I read that it would be included with the sequel so I was waiting for that to release (I know it was included with the pre-order but I have a solid distrust for pre-ordering things).

    I can't find anything about it on Steam though. Can anyone confirm?

  8.  

    So you are one of those weirdos who have never seen The Godfather or The Wire and whose duty it is to be constantly reminded of this particular failing of their life.  

     

    Well, at least it's something that can be easily remedied. :grin: I'm also pretty slow on watching TV shows so I still haven't seen The Wire.

     

     

    Whoever hasn't seen The Wire needs to stop wasting their time on whatever other inferior shows they are watching and start with The Wire right now.

    It literally is the best television ever created. The only bad thing I can say about it is that no other show afterwards will ever compare.

    I still can't believe why Breaking Bad rates higher at imdb (well actually I can, it's because of people downvoting The Wire even though they've never even seen it, just so their favorite BB would rate higher). I thought BB was fun for sure, but The Wire is on a whole other level. It's reality disguised as fiction. It's an indepth social analysis of the struggle between the individual and the system. It's absolutely essential for anyone with half a brain.

    • Like 1
  9.  

     

    5 Party member cap will be an improvement. I haven't seen any good arguments as to why having 6 is preferential.

    Meh I want no cap at all. Every joinable PC should be able to be in my group at the same time if I want. Why do we still have to tolerate this artificial and arbitrary cap nonsense when technology makes it obsolete?

     

    But what can you do?

    Because it was never a technological limitation?

     

    “One of the responsibilities I think we have as designers is to protect the player from themselves” - Sid Meier

     

    I never liked the idea of people joining you, moving into your house and sitting on their asses waiting for you to take them along for a walk. I much preferred Baldur’s Gates’ “here are companions, build a team from them and this is what you get. Come back in next playthrough and try the others!”. I am pretty sure KOTOR was the first to do it but it worked due to your “base” being a ship. Should work the same for Deadfire.

     

     

    I didn't like this idea originally either, until I got a job and was no longer willing to invest another 100 precious hours of my life on a new playthrough.

    Now I am very grateful that I can enjoy all companions in a single run.

  10. I'd prefer it to not allow any changes to both sub and original class, and that is the most likely scenario, as changing classes in the middle of the game kinda breaks immersion. 

     

    Please see:

    I'll admit that it might not always make much sense roleplay-wise, but iirc the design philosophy was "if the player can justify it to himself, he should be able to do so".

     

    You wouldn't be forced to use the option. It's one of those simple cases of "if you don't like, don't use it."

    Anyway, PoE1 allowed stat-respec for the player character. Isn't having your character go from 9 to 18 constitution immersion-breaking as well? I never used the option myself but I have no problems with it being available.

    And speaking of immersion-breaking, iirc you can start your imported PoE1-character as a completely different class in PoE2. "Can" being keyword; if it bothers you, you can just keep your PoE1 class. Don't see much difference with an option to respec in-game.

     

    Class-respec could also be included as a separate option, next to the skill-respec option. I'd even pay more gold for it (always thought respec was too cheap anyway). Just give me the option.

    • Like 1
  11. I guess one of the main reasons I'm asking is that, because of all these different character customization options these games provide us with, I tend to suffer from decision paralysis. At level up, I always thoroughly compare every available ability, and even after having finally made my decision I often doubt it, wondering whether I should've picked another one instead. Or I might read on the forums that an ability could be used in a way I hadn't thought about.

     

    Respec fundamentally changed the game for me. It allowed me to make decisions without worrying that the choice I didn't make would have to wait for another playthrough for which I simply don't have the time. I could just try (mostly) everything in a single playthough.

     

    I fear I'll face the same indecisiveness when having to choose a class for the companions. Being able to change it - whether because of a bad decision of for re-balancing the party after swapping companions - would be a welcome option.

     

    So I definitely believe it's a question that deserves being asked.

  12. Respec means to re-do all the leveling from level one. 

     

    Does it?

     

    I'll agree that's how it was in PoE.

    Should it also be so in Deadfire?

     

    Imagine if the original multiclass concept (à la D&D 3E) were kept. That likely would've allowed for class respec, if not for the class at first level, then at least for the classes picked at all the following levels.

     

    I'm actually really curious about this. If anyone could pass this question on to Josh's tumblr/SA, that'd be much appreciated.

  13. ^Whilst that absolutely makes sense, and I could live with not being able to change the player character's class (seeing as - unlike the companions - the PC has no class restrictons whatsoever), I would much prefer being able to completely respec the companions (within their class boundaries of course). 

     

    Respec is probably the addition to PoE I loved the most, even though I never expected I would.

    It allowed me to swap my companions regularly, thereby changing the party dynamic once a certain composition got a bit boring, whilst still mantaining a good balance of skills and abilities within the party as a whole. That would be even more so with the option to respec companion classes. Decided to make Xoti a single class Monk because you already had Tekehu as a Druid for support, but are now switching Tekehu for Maia and thereby without support class? Solved by being able to respec Xoti into a Priest.

     

    I'll admit that it might not always make much sense roleplay-wise, but iirc the design philosophy was "if the player can justify it to himself, he should be able to do so".

  14. Are the classes we choose for the companions fixed for the entire game, or will we be able to change them in a respec?

     

    I'll take Edér as an example. Can I respec him:

    • from Unbroken (Fighter) to Devoted (Fighter)? (changing subclass)
    • from Fighter to Rogue? (changing class)
    • from Fighter to Fighter/Rogue? (adding a class)
    • from Fighter to Rogue/Ranger? (dumping the original class and taking on a multiclass of two other classes)
    • from Fighter/Ranger to Fighter? (from multiclass to a single class, keeping one of the classes and removing the other)
    • from Fighter/Ranger to Rogue? (from multiclass to a single class, removing both classes and taking on another class)
    • from Fighter/Ranger to Fighter/Rogue? (from multiclass to another multiclass, keeping one of the classes and changing the other)
    • from Fighter/Ranger to Rogue/Barbarian? (from multiclass to another multiclass, changing both classes)

     

    Edit: the same question could be asked for the player character, actually.

  15.  

     

    Hi guys, quick question. How exactly do you reach the Bastard's Wound area? I read somewhere else that I'm supposed to get a missive, but even after doing some quests I still haven't gotten anything. I'm on the Disfavored path and currently in the Stone Sea. This is my first time playing Tyranny so I have no idea when Act 3 starts, but this should still be Act 2 right?

     

    Also, even though I definitely installed the expansion, my game still says v1.0.3.0031, while the expansion .exe says 1.2.0.0079.

    Help?

    There was a bug in this version (fixed in v.1.2.1.0.0121). I suggest to update the game (GOG version, I assume?) or to read https://forum.paradoxplaza.com/forum/index.php?threads/bastards-wound-quest-not-triggering.1043001/

     

     

    Fixed it by downloading and installing the most recent base game.

     

     

    Just tried applying the latest patch and I'm getting the same problem. Patch says it installed correctly but game menu still shows previous version.

    Anyone know of this issue?

     

    Downloaded the patch after I encountered a bug in the Jaspos / Reef-Talon quest which I can't seem to finish.

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