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Everything posted by morhilane
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Going by Josh's latest tumblr, they haven't decided yet how the Priest and Druid will get their spells. It's in German though, so my googlefu might be misleading. Can't seems to find a way to link directly to that post without a tumblr account too so here is what is says: Hallo. Schöne Benutzername. Wir haben noch nicht entscheiden. Es gibt ein paar möglichkeiten. 1) Wenn sie eine neue Kraftstufe (?? ich weiß nicht die Wörter auf Deutsch) erreichen, werden Priester und Druiden ein oder zwei mehr Sprüche nehmen. Der Spieler kann die Sprüche auswählen. 2) Die Priester nehmen spezifische Sprüche, die von ihren Göttern kommen. UND Druiden nehmen ein paar Sprüche, die der Spieler auswählen kann. Grimoires können nicht genutzt wedern, um Unterklassen-Restriktionen zu umgehen.
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Priest of Eothas
morhilane replied to Haran's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I've had to give up scratching my head because I'm getting dangerously close to boring through my skull from that one. We all know that the Symbol of Eothas in POE1 granting +20 to all defenses (+ burning enemies) was an hoax. -
Druids had a few summons too. People always forget about the Druids. Going by how the Chanter has a summoning sub-class and how in the multiclass video the Druid spell list is basically its POE1 one (at least icon-wise), I don't think anything is changing here. The Wizard Conjurer will focus on the conjured weapons and things (duplicates, tentacles, minor blights) they had in POE1. I suspect abjuration and necromancy was rolled into other schools. The closest thing to necromantic spells in the Wizard's spell book in POE1 were the corrode and the fear/terror based spells. Corrode isn't any different from the other type of damage in the setting, so that's under evocation, while fear/terror are mind affecting spells so under enchanting.
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If that was the case, it would have said the same thing as for Magran. The "sun" spells do burn damage (Druid have no light based spells). We can see POE2 spell list in the multiclass video, it use the same icons as in POE1 with some new additions in the later levels. It's probably all elemental spells because there is a lot less "sun" themed spells in the Druid list than there is fire based spells in the Wizard list.
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This table and video shown in the multiclass II update and a few of Josh's explanations to building a battlemage on his tumblr extremely suggest it. Spells share the same UI and share the +1 per level class ability cost at level up with class talents (and going by the battlemage example, general talents as well, because I do not believe Weapon&Shield is exclusive to the Fighter). That means you can have a max of 20 spells for single classed or 27 for certain multiclassed combo, if you do not take a single talent. Take the Monk/Wizard in the multiclass video: it has 6 monk abilities and 16 spells, so a total of 22 visible class abilities. The top spell level is 7th, that means the character is level 19th or 20th. Wizard have grimoires that add spells (only 4 I believe?). Monk/Wizard without grimoire: 6 +16 = 22, (4)5 other talents were taken Monk/Wizard with grimoire: 6 + 12= 18, (6)7 other talents were taken Cast per spell level was reduced to 2 too, so a max level multiclassed character will be able to cast 14 spells per encounter, while a pure class will be able to use 18.
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If that "pick spells as you advance" means selecting 1 class spells instead of a class ability or general talent*(?), then these casters (priest/druid), instead of having all their tools in every fight like they did in POE, will be very focused in POE2. That means ~2 spells per (spell)level (max of 20). I doubt the rest of the class abilities/talents are useless, so few will actually go for 20 spells. That will lead to either spamming the same few spells or leaving the character on weapon auto-attacks because they don't have spells useful for that fight (last bit affect support more than damage builds). That also means that in POE2, the most versatile spellcaster in-combat is going to be the one that is shuffling through none-customizable grimoires. By the way, this change means the Chanter should get less phrases and invocations and the Cipher less powers. I guess we now know why the party size is 5, that's for the second support character needed to cover all the support and healing required. Saying that, it's a great way of knowing which of the spells/abilities are crap, nobody will use them... *I'm looking at the video and it seems it's only class abilities/spells. So kinda less competition, but still the Druid has 62 spells + 15 class abilities and you are limited to 20 of them...
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After fig campaign
morhilane replied to ericdy's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Once they move the FIG pledges to the backer portal and you fill out your survey. Should take between 2 weeks and a month. -
The first time they announced the setting and the rumor about the "stronghold" being a ship started, I was hoping for Storm of Zephir at sea. Looks like they delivered. I'm happy that they're planning on steering away from that, and keep encounters more unique. To be honest I absolutely hated Zehir, and it was a breath of fresh air when I heard Null say it was not what they were aiming for. I meant in term of controlling an unit on a map as a mean of travel and having encounters (regardless of how encounters are composed). I didn't like Storm of Zehir that much either, I just found the travelling cool. Also, Zephir sound so much better...
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I see. The change seems more about uncluttering the UI by having mutually exclusive modals use the same button to me. You could have all auras on a Paladin in POE1 as well, just later than level 3... It's clear that many things changed here, but I suspect we might have more character building options just not via talents like in POEI. Funny, we kept complaining about graze in the POE1 beta. I don't think anyone liked it because D&D worked fine with hit, miss and crits. It was added to normalize the damage curve and not make you miss as often as in D&D. It ended up competing with high DR and I think that's one of the reason Obsidian added 1 minimum damage on everything but misses in a patch.
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How Afflictions works was changed. They can now be removed by applying the appropriate Inspiration buffs. Josh gave the example of the Barbarian Frenzy now granting the Fit&Strong inspiration (gives con/might bonuses) which can be used to remove Sickened and Weakened afflictions (but those afflictions can also be used to remove Fit&Strong). The change makes affliction immunity a lot less important because you now have tools to remove them. It wouldn't even be surprised me if the Prayer Against X now granted inspiration instead of immunity too.
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For the weapon modal, there was way more weapons (30) than modals (Savage Attacks, Vulnerable Attacks, Penetrating Shot, Dangerous Implements) in the first game. I doubt they made 26 new modals. Saying that, Rapid Shot wasn't in the first game, but it sound like Swift Aim (a Ranger ability). Of course, ti doesn't mean blunderbuss gets penetration shot. It probably makes sit easier to balance that way too. Sound like MMM was turned into its D&D counterpart: MMNM (magic missiles never miss).
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What does this mean exactly? Does it mean that there is around $800k of investment that has to be checked/agreed upon? Checked, validated and maybe even collected. For the Psychonaut 2 campaign, all that was done at the end of the campaign and it took months to collect all the money after the campaign ended. Seems like FIG changed their modus operandi since. Now, if the way the meter increase is based on someone pushing a button at convenient time or just a coincidence.
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It's Health that is going away, replaced by injuries (if they go with their current plans). Stamina is staying.
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Druids can summon blights (Eora version of elementals, classified as spirits) and insects in POE1. Wilder (Ogre) and beasts (Drakes and wurms) are summoned by the Chanter in POE1 on top of their undead friends and a swamp spore (that's a primordial). It was really designed as the primary summoning class. I don't see that changing. Wizard summons weapons, summons are not limited to creatures types... Animated vessels fall into the animancy practice which is more a wizard or cipher thing than something priests would do.