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Longknife

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Everything posted by Longknife

  1. I have read several of these posts and I have come to the conclusion that I am incredibly bored.
  2. I do have to ask, Obsidian.... I've read the Polygon article and..... One question is on my lips much like in Pillars itself, and that question....? That question is why, if you guys have read all the forum discussions about the topic, did you not just...yknow, talk to us? Why not talk to us? Why run off to Polygon? Assuming you're as informed as you claim to be, you must know Polygon is a big no-no for a huge chunk of the anti-censorship crowd. Why not talk to us instead? Why even bother with them? I've said this a dozen times: communication works wonders. When you say nothing, people think you've something to hide. When you don't clarify, people twist words to their own desires. When you don't speak with people, they're less likely to personalize you and more likely to demonize you. When you have a bunch of people who hate Polygon all complaining about the limerick being pulled....why the HELL do you go make your case via Polygon? Even if they approached you for the interview, wtf just make your case here and let them report on it by copy-pasting what you said. That, I would love to hear an answer to.
  3. But I'm pretty sure most people are more than happy to stick to the disposition limits of those two classes, so negative rep is not a very realistic worry with that in mind.
  4. That's honestly pretty poor design, imo. It means it's impossible to get a Paladin or Priest at the top of their game without making them the player character....and since there's TWO classes like this, it's impossible to have a topped-out priest and paladin in the same file. I can imagine there'd be a lot of players who'd want crusader-style parties, and this might be another reason why fighters are curbstomping Paladins as tanks: because NPC Fighter vs. NPC Paladin is a much larger gap. Perhaps it'd be wise to tweak it so that NPC paladins and priests naturally increase their faith with levels? Or alternatively, make their faith reflect your own reputations?
  5. I like Expert mode EXCEPT the AOE tooltip being disabled. It seems unequally harsh vs classes like Wizard and kinda discourages their use whereas classes like Rogue and Monk are perfectly fine. Even Cipher is fine ffs. The other things, such as inventory chest not being accessible outside of towns, no maimed status and no alerts as to what dialog is (which reputation) all make the game more challenging in ways that feel fun and make things more interesting and diverse. The AOEs lacking a little size tool however just seems needlessly annoying.
  6. TF are people doing to get EXP? I've never passed level 9. :C
  7. What happens to their faith? Is it just the default level and you can't really increase it? Cuz dat would suck. :C
  8. This. Pallegina is his waifu and therefore she gets her own unique armor and race.
  9. I looked it up: Doesn't seem worth it at all, tbh. To be honest they should tweak it to make it more tempting.
  10. I tried it for what was essentially my first playthrough (first to go beyond Act II) and beat it. But for that playthrough, I did just the main quest and any sidequests that were located not far from "the main road" so to speak. I didn't touch Od Nua or bounties or anything like that. Now that I wanna go back through and experience content I've not experienced before though, it's like lolwtfbbq I have no idea when to do this stuff and it always screws me over.
  11. I'm addicted to Trial of Iron. This is something that began ages ago with other games. I simply enjoy the extra tension and the extra sense of satisfaction when you complete a game without dying, with no reloads or do-overs neccesary. Sadly...this does not seem to translate into this kind of game well. There's two things about Pillars: 1) You cannot know how over-/under-prepared you are for a fight in advance. 2) You cannot run from a fight. (you can theoretically, but even accomplishing that in and of itself is a feat) Basic things like "stick to the road and don't wander off anywhere you haven't been told to go" can help....to a degree. But you're bound to go exploring Od Nua a bit further or do a quest just a bit early or get handed a quest you've never done before and have no idea how to size it up, and then ta-da: you're dead, with no realistic chance of winning that fight, let alone running away from it. I've probably lost three game files now to simply encountering fights I didn't anticipate and didn't realize I was not ready for. On the opposite end of things? Tough fights are fun. The fights you win with only two party members left standing are some of the most fun.....but when you're discouraged from walking off the safest path so strongly, you tend to play it safe and overshoot. Then you've got absolutely nothing to challenge you and it's painfully obvious you're too strong the moment the fight starts. That's...disappointing. My question is: wat do? I'm just a little frustrated cause I'm sitting here wishing this game offered some form of disengagement for when you come across a fight, your tank takes 2 hits and has 10% HP left, and it's crystal clear it's not winnable and you WANT to run, but the moment ANYONE in your body dies within range of an enemy and you lack means to lure enemies away (a summon), you're done. Are there any tips or tricks to circumvent this? Or is Trial of Iron playstyle just going to remain disappointing for me with this game?
  12. Hehe the clip itself, no, cause it shows heavy cheesing for the sake of victory. That he could even make it to that battle however is what I find worthy of mention.
  13. Between this and AngryJoe, you'd think people prefer having reviews screamed at them in an overly-enthusiastic tryhard tone or something.
  14. I LOVE these guys! They always have the most apt and appropriate criticisms of the world around them, and dozens of times I've seen such videos and thought "WTF just let Taiwan handle journalism from now on." And today I've learned "Bubbles" in Taiwanese is "mo-ren-pao-pao."
  15. This was attempted in Fallout 3 by Bethesda at demands for harder enemies. It's ****ing awful. It can often lead to little to no options on how to approach the situation. Certain Super Mutants in the game could two shot you because of this, meaning that your approach was always to cower behind a wall as your companions handled it, or you absolutely positively needed to aim for their gun and shoot it out of their hands ASAP. I would not recommend it, cause it's more frustrating than challenging to see all your stats you've acquired not matter and then have every character forced to use the same strategy.
  16. Another snippet of evidence Monk is OP. Monk joins Cipher with classes responsible for Triple Crown Solo Victories:
  17. Care to back up that claim at all or just gonna leave it at that? Do you care to back up yours? Fighter brings, what ... Engaging extra enemies? Worthless. Defender? Pretty good once you take the child talent, but monks and paladins both get similar tricks that can be used with Cautious Attack.. Constant Recovery? I'd rather just avoid taking damage. Vigorous Defense is pretty good, sure, as is Critical Defense, but they're kind of it. Unbending and Unbroken help a bad tank, I guess. Defenses are the most important part of tanking, and paladin has them in spades Fighters essentially get +10 to +20 (deflection, and I think the Fighter can even +30 that) to all defenses permanently and engage more enemies. This is WITHOUT the temporary Vigorous Defender, which can be used whenever +10-20 isn't enough to make everything jump up to +30 or +40. Aside from this, a Fighter can both Prone enemies (thereby stopping that enemy's damage output AND increasing the likelihood of teammates hitting the enemy) and "GET OVER HERE" enemies that are going for squishies, better serving the job as tank when it has superior control over what comes after it, which ties in well with it's higher engagement. Lastly, the Fighter is constantly able to heal back up, with high level fighters even being able to revive themselves should they somehow manage to die. Comparatively, a Paladin gains at best (aka this depends on dispositions and must be built up) 8 deflection and 16 of every other defense while housing no natural endurance regen ability. While the Paladin has plenty of other support abilities, only one of them (defense aura) is focused on doing any sort of tanking, and Lay Hands On is inferior healing (for tanking) than any self-healing that Fighter can do. How can you argue Paladin is the superior tank when the numbers are plain as day and it's clear the Fighter's are higher?
  18. Care to back up that claim at all or just gonna leave it at that?
  19. Let's call it pill. What could go wrong?
  20. It's a country....or whatever the hell people in the Pillars universe have. It's a field or something where a bunch of Orlans and humans dance around naked, farming and ****.
  21. The issue is that to make it happen, you need to get some talents focused on damage dealing instead of tanking. Fighter is undeniably the best tank in the game, so it makes little sense to commit anything to damage instead of defense when it's much easier to commit that offense to your Rogue or Wizard or the like.
  22. I like to think OP is really that adorably naive and had this big happy "what could go wrong? " smile across his face when making this thread.
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