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Everything posted by Infinitron
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Rings of Deflection and Protection, Cloaks of Protection, and even the unique Cloak of an Eothasian Priest. I'd be interested in the thought process behind that change. It's not a completely meaningless one; that single point is the difference between getting the full equivalent of a +2 in D20 terms and not getting one. Was a full +2 considered overpowered?
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Uh...no....they increase your reflex, man. You see that +2 to reflex? It makes you move just slight faster when reacting on reflex. The best tread in the world won't do that, that's minor magic. I usually get this item and socket it on somebody while I wait for something better to come along. It's not great, but it's not supposed to be great, it's a lowbie item. Everybody forget that NWN has Boots of Reflex +1? +1 in a D20 system is equivalent to +5 in Pillars of Eternity...
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I'm a completionist. I pride myself on exploring every map, every nook and cranny, finding every secret, lifting every bit of fog of war that I can, looting and pillaging every piece of gear. The Sserkal bounty is the first quest in any game that I walked away from, and is the only quest that I know of in PoE+White March that I didn't finish. A great big nope, not happening. Stun/Paralysis solutions: institute diminishing returns, increasing resistance per encounter, or abilities that allow each class to shake it off (my recommendation). The encounters with multiple enemies capable of stun/paralysis will still be a pain in the rear but now you have a strategic choice: when to use the ability to counter the stun/paralysis. Break Durance free immediately and cast Prayer Against Imprisonment? Break everyone free and hope the ability isn't used again right away? Or you know that further uses of the ability will not affect you as greatly. And any solution instituted for the PCs should be available to the NPCs as well. I'm not asking for a lopsided solution that favors me as a player. I'm asking for a more balanced ability. Side note: love the avatar. Star Control II was an awesome game. Funnily enough, despite the seeming intractability of the Stuns, I ultimately managed to beat that fight relatively quickly. Vithraks aren't very durable opponents. Light your guys up like Christmas trees with generic Will-increasing buffs like Crowns of the Faithful, try to spread them out so they don't get hit all at once, leave Durance at the back to cast Suppress Afflictions, and let loose with AoEs from many directions, and they'll go down pretty quickly. This is on Path of the Damned difficulty. And yes it was.
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What's good about is that it really makes you think "When should I use this spell? When is the most opportune time?". When I played the IE games, I would never memorize a particular spell more than once. It's fun to consider how you're going to use a toolkit made up of disposable one-use tools, and the option to do that is something that's been kind of lost in the transition from Mage to Sorcerer-style spellcasting in PoE. I still think it was the right move for per-rest, but a return to Vancian-style in the more forgiving domain of per-encounter could be very nice.
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In that case, you won't get them until PoE2. Speaking of which, I hope PoE2 starts you from level 8 or something, because starting from level 16 (or however high you'll be at the end of White March Part 2) seems way too high. If you're playing the same character from the first game, handwave it by explaining that you've been soul-drained or something. (Just like Baldur's Gate 2 except with an actual in-game effect!) lv 3 per encounter are @ lvl 14. So already in the game. Uh, look at the post I replied to.
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OK, seriously now. Cean Gwlas don't usually paralyze you for that long. Usually no more than 5 or so seconds from my experience. They can be a problem if there's lots of them, but that short duration puts them not quite in BG2 territory IMO. The real BG2-calibre cheese battle in Pillars of Eternity? The Vithrak bounty, where you can get mass-Stunned for 20+ second durations. And there's no direct defense spell against Stunning, either.
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In that case, you won't get them until PoE2. Speaking of which, I hope PoE2 starts you from level 8 or something, because starting from level 16 (or however high you'll be at the end of White March Part 2) seems way too high. If you're playing the same character from the first game, handwave it by explaining that you've been soul-drained or something. (Just like Baldur's Gate 2 except with an actual in-game effect!)
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OK: http://www.filedropper.com/86c6fe26022149408bb744934e5373f415542177elmshore It's in Elmshore, right outside the cave. Go inside, fight the ogres, there'll be music. Then load your autosave and attack them again. No music, neither background nor combat. I believe the cave in Northweald exhibits the same issue, and probably others as well.
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Repulsing Seal is quite OP. In a dragon fight, its main advantage is that you can cast it while the dragon is still prone from your previous casting and it won't go off until it tries to get up. You can chain together a bunch of prones and the dragon will never have a chance to get back up before you've killed it.
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Gameplay Suggestions for PoE2
Infinitron replied to Shevek's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
At every stage of the game, instead of offering quests and encounters meant for a variety of levels within the player's expected level range, design all encounters for the top of that range. For example, Defiance Bay in Act 2 seems like it was designed for characters in a wide range of levels going from 3 all the way up to around 7. That means that completionist players who mined Act 1 for experience points are finding many of Defiance Bay's encounters too easy (you know you're over-leveled when your spellcasters already have level 4 spells and you're still defeating enemy parties whose wizards have grimoires that only go up to level 3). Which really sucks and gives the most hardcore segment of your audience a poor impression of the game. They would have been happier if the entire city was designed for level 7 or so. Now, on the face of it, it seems like it makes sense to offer content for a variety of levels. In reality, however, a main part of the challenge in these games has always been learning to even the odds against enemies who are fundamentally tougher than you. So let players struggle a little, finding that one tough encounter that they can still eke a victory out of, until they finally pull themselves up to the top of the expected level range for the area. Then repeat for the next area. If anybody has a problem with that, they can always go back to an earlier area of the game and do some more quests there that are designed for a lower level. -
Sky Dragon Quest Glitch
Infinitron replied to Heijoushin's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Related: http://forums.obsidian.net/topic/81579-the-nest-above-the-clouds-quest-doesnt-end/