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Tamerlane

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Tamerlane last won the day on November 22 2013

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About Tamerlane

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  1. Two small things. Second one's probably been reported already. The first was a weird case of friendly fire. I was in the crypts beneath the temple of Berath in Neketaka. Met a dargul marksman and tried to kite him back a ways. He only followed for a little bit, then got distracted by... a risen armsman? They exchanged a couple arrows, and the dargul killed the risen. You can see the combat log in the lower right of the first screenshot. Undead rivalry or bug? The second one is simpler: Xoti's "Eder doesn't like me very much" dialogue references Maia even if you haven't met her yet.
  2. I mean, it is kinda "a little more like D&D". D&D has never been consistent on what multiclassing actually means. I prefer multiclass on character creation instead of at level 2 because it allows me to start with a more realized character. If I envision my character as a fighter/mage, it feels kind of silly to me to spend a level as only one of those two things.
  3. Vessel is just "thing that has a soul that shouldn't".
  4. Heya. Either the fury's storm blight form has some weird static electricity/magnetism stuff going on, or turning it on in the paper doll screen and pulling out a weapon causes the weapon to just kinda... hover there. Swapping weapon sets also takes you out of storm blight form, even though the button to turn it on remains toggled. Given what it looks like in combat, the weapon should probably just get removed from the paper doll, right?
  5. I think Obsidian has generally done a pretty good job of responding to concerns raised and incorporating feedback from here, SA, Twitch streams, and other places, on a wide variety of topics. But one area that's seen a fair few complaints but no real acknowledgment (that I'm aware of, at least) is the character creator itself. Complaints about the character creator typically fall into two categories: it's a pain in the ass to navigate, and it doesn't give you as much information as it should when it asks choices of you. The navigation problems mostly relate to character cosmetics and customization. A character's cosmetics are bookended: gender and race up front, and all the other stuff at the very end. It takes 16 clicks minimum to get from gender selection to head selection, and another 12 to go back to gender. That's a whole lot of clicking when I just want to check out the difference between male and female island aumaua heads. The customization options being split up like this didn't matter so much in the first game when 1: there were far fewer things to go through in character creation, and 2: you could click on any section of the character creator to jump to it. The Deadfire character creator has all these little symbols at the bottom of the screen that you should be able to click on to jump to a different section of it, and they even make a sound when you mouse over them to indicate that they're interactive, but... nothing. Then there's the issue of information. Most of the complaints I've seen (and occasionally made) have been in relation to the weapon proficiency page. Telling players what the modals do before they choose them is all well and good, but when you're asking a player to choose between weapons, you should probably also tell them what the weapons themselves do. What's the difference between a sword and a sabre? Or a flail and a mace? Hell if I, or any new player, knows. But we get to choose between them now, apparently. But there are vagueries elsewhere. The character creator tells me that pale elves are resistant to Burn and Freeze damage. By how much? The Darcozzi Paladini cast Flame Shield whenever they use Lay On Hands. What is Flame Shield? Then there are more minor complaints. Culture gives an attribute point, but choosing a culture doesn't actually change the attribute display in the character creator. Kind of confusing. Class and background both give skills, but they're separated by multiple other important choices, and there's no way of seeing what skills your class gave you from the background page. Stuff like that. I've grumbled about these things for a while but figured they were probably internally-known and low-priority issues that would be dealt with later on. I know other people have complained about them sporadically. Several backer updates later, I'm still hoping the creator sees some improvements before the rapidly-approaching launch.
  6. Definitely an annoying oversight, and probably quite confusing for new players. Weapon names are a bare minimum, but I'd certainly like to see some weapon stats as well. It's silly to ask someone to specialize in a couple of weapons when they don't know what any of them do in the first place.
  7. 1: The description of Mule Kick just copies whatever ability you looked at most recently (see first two pictures). 2: The mohawk hairstyles don't fit most heads. They look fine on pale elves, but there's this weird gap on the other races (see last two pictures).
  8. They're a bit... rigid and narrow, aren't they? A hunter, one would presume, would know a fair bit about traps and such. That's mechanics right there. And survival of course, that's in. Good chance they know a fair bit about poison, so you've got your alchemy. And stealth is very important, but oops, we've hit the cap of 3 bonuses per background. Oh, and what about athletics? Same goes for dissident. History, intimidate, stealth, sure, all fine choices. But what kind of bomb-throwing anarchist wouldn't have, say, explosives and philosophy? It'd be a bit much to expect every background to give out a +1 to every skill that could vaguely be related to a background, but I think it would be Cool and Good if each background had, say, a half-dozen or so skills associated with it, and we got to pick 3 of them. It's a pretty minor thing - it's just a couple +1s, after all - but I think it could go a long way towards making character creation feel good for a lot of people. It's also more-or-less the model that every remotely modern D&D game has followed, for what it's worth.
  9. Yeah, games generally have the problem of any sort of in-universe warning of danger being meaningless. Like, yeah, no **** that cave is super dangerous - that's why I, a player character, am going there in the first place! Oh wait, you meant the kind of dangerous that's actually really dangerous to me, oh...
  10. Sorry, where can you read what those racial abilities really do? Its not shown in character creation at all and the in game descriptions are not really helpful. I found a thread with a list of racial abilities, but its just the in game description which does not help that much. https://forums.obsidian.net/topic/94587-racial-traits/?do=findComment&comment=1953437 Basically, it down-shifts afflictions by one tier. So for a wood elf, paralyzed gets turned into immobilized, immobilized gets turned into hobbled, and hobbled does nothing.
  11. Indeed. This makes us assume that fire godlikes sleep on stone beds without pillows. Ha! Let the devs explain how they deal with ordinary daily stuff with all those flames constantly errupting from their head! :D I think the description of Godlikes during character creation specifies that the fire on their heads doesn't produce heat ordinarily.
  12. Strongest Build: https://forums.obsidian.net/topic/94692-the-strongest-beta-build/ Racial Traits (and an explanation of affliction resistances): https://forums.obsidian.net/topic/94587-racial-traits/ EDIT: Oops, Strongest build is already on there.
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