Sannom
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I guess I'm really talking about those progression mechanics that I didn't really like in TOW : the fact that weapons had levels and the poor perk selection. I hope that we have a greater selection of unique weapons with unique effects or mechanics, and no levels. As for the perks, I guess there is an easy fix : excise the perks that are automatically tied to skill progression and fold them back into the perk list.
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20th Anniversary Forum Event: Top 3 Dev Questions
Sannom replied to Fionavar's topic in Obsidian General
I find that there is a "music video" effect to many of your recent trailers (the obvious musical one for Murder on Eridanos, the launch trailer for Pentiment, the recent trailer for Avowed), is that the effect researched ? Is there someone in particular at Obsidian who pushes for the one-word titles on your most recent titles ? How large is your QA department ? Do you have to regularly make it bigger depending on the state of your projects ? I've seen that there is someone who's head of XBox research for Obsidian. How do the developers work with that person and their team ? What are the kind of things that Obsidian can ask them/they bring to Obsidian ? -
Portraits
Sannom replied to iscalio's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Yes and no. You do realize I was comparing the two portraits, right? Oh my god. You actually brought up the Bogdanoff into this. The conflict between the two facets of her duty (obedience to the Ducs vs. working toward the best interest of the Republics) was unmistakable, as was the fact that she was a Godlike and this universe's version of an atheist. If it's a retcon, it's one a mostly enjoy, especially the fact that the feathers stand out a lot more on her brow. -
Portraits
Sannom replied to iscalio's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
The straight nose and lighter skin just aren't right. That edit is just as bad as the others. -
The reason it's implemented in this brute force way is because doing a specific UI or system specifically for retraining would be very costly for little to no gain. The current system is just a re-purposed leveling screen. Weapon Proficiencies have been moving away from the BG model for years now, no longer are fighters the class who can get really, really good at using one specific weapon. Instead they have active abilities and they can get better at their weapons of choice than other classes. And I'm sorry, but multiple weapons who can't be used by all classes and have their proficiency automatically unlocked isn't a Carsomyr situation.
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The main problem with priests and druids spells is that you had access to all of them at all times. So you spend time in every fight trying to find the spell perfect for that very situation or if you're in a tight spot you go through all of them to see if one can save your bacon and it's exhausting. It felt like Obsidian got lazy when it came to the spell system for druids and priests in PoE : they just took the spontaneous casting from D&D and said "Let's do that, but with no drawbacks!". Reading all of this, it feels like Obsidian has hit a snag called "class-based character system". They tried to make them more generic in PoE but that goal is now at odds with things like sub-classes, which instead favors specialization. Like, maybe that removing all restrictions on armor and weapons was enough, no need for more generality, especially when that generality seems to only favor spell-casters. All that the people talk about is "muscly wizard", never "spellsy fighter". Also, that fancy quoting interface can go to hell. GAH!
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I must say, when we heard about the change to multi-classing, I was expecting that we would still be able to choose freely one of the two classes for the companions, and from what Josh has said in the stream, I'm not sure I was wrong to think so. It seems that they wanted to create an interface to "force" the player to make a choice when recruiting each companion and that this interface proved to be more difficult than anticipated to build, hence why we will only have three choices per companion now, with three being the optimal number so as to accommodate those companions who could choose between two classes for their base class in the old system, as they can now go full on one class or go for a multiclass of the two.
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There were hard limits on the number of camping supplies you could carry. Are you saying that has been removed for food? I was specifically thinking about food items, heh. I don't know if the camping supply limit has been removed or not., and I think someone said camping supplies still exist. @judas varnas: Injuries weren't removed, they're basically the same as in PoE1. As for per rest, they were exchanged for per-encounter, but you have fewer spell charges per encounter. The one thing that is per rest though are the empowers as they only get replenished after rest. Injuries will be much worse than in PoE. One wound will mean one quarter of your maximum health gone, four wounds and it's death.
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It's so that you google them up and ask yourself "Wait, aren't those two dudes?" But seriously, if anyone's a fan of either property (Naruto for Yakushi Kabuto, Valkyria Chronicles for Lezard Valeth), I really don't think the similarities with the first sketch of Ydwin are going to be lost on them. They're all sort-of mad scientists too!
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Wizards were still limited to four spells of each level by combat though, unless they switched grimoires. Priests and druids could use their whole spell arsenal in every fight (what I call a Favored Soul without the drawbacks). Pillars' wizard was already a D&D Sorcerer, but stronger. With those changes in PoE 2, they've basically become Sorcerers though.