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rjshae

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Everything posted by rjshae

  1. I'm expecting that PoE2 will do at least as well as PoE, especially if they clean up some of the elements that were panned in PoE. The console edition of PoE seem to be getting well received. It wouldn't surprise me to see that double the total from just the PC sales.
  2. PoE has five skill types; it looks like PoE2 has 17. More skill types equals greater flexibility with character builds. You can probably build a character closer to what you want to play.
  3. I have this feeling that spell restrictions in PoE2 are going to take the place of limited skill types in PoE1 as one of the most disliked features about this release. Hopefully I'm wrong.
  4. Presumably they'll have talents that allow you to expand your spell selection range, if you want to build for maximum flexibility.
  5. How about a reverse dungeon? It can be a dungeon that's been mostly cleared out beforehand, but once we reach the end it turns out there's a vital reason why we need to keep it out of the hands of other potential adventurers. We then need to go around fixing the trap machinery, adding barrier puzzles, bringing in denizens to guard the levels, and generally making life miserable for all who follow.
  6. It's funnier after a few beers...
  7. I have to say I'm enjoying D:OS2 more than I did D:OS. There's a bit of a Divine Divinity vibe to it and the game play keeps drawing me back. There's less goofiness and more of a heroic role-play feel this time around.
  8. I sense the answer's right here... Or perhaps a simple business reason like they made the best offer.
  9. Yeah, sorry, I should have said rogue/paladin multi-class, which seems like a weird combo anyway.
  10. It'd be good if one could "pray" for a different set of priest spells when spending a camp supply.
  11. Does this (somewhat) nerf the rogue class, if you multi-class priest/rogue?
  12. Presumably if and when they increase the level range to beyond 20, multi-classed characters will eventually have access to the more powerful abilities now available only to single-classed characters. I'll be curious to see if they ever explore "epic" level campaigns. What would happen, I wonder, if this system were adopted to allow a player to select a second class at a higher level, adopting the same progression scheme? Would it lead to unfavorable character designs?
  13. Pillars 1 established that necromancers and animancers are distinct from each other, so I'd expect that to remain the same case unless they're planning to retcon that bit of lore. That there is a demonstrated difference wasn't clear to me; they may in fact just be two sides of the same coin. Anyway, one can perhaps build a Wizardly necromancer out of a Transmuter sub-class, as it effectively eliminates the two non-necromantic spell types of illusion and enchantment. Perhaps there will be a few Necromantic talents to help in the process, like an alternative Form of the Fearsome Brute? They could have Vivimancer and Necromancer tracks for the Transmuter.
  14. They could have called it "cool down", but then certain people would freak.
  15. I don't think we were supposed to notice... Perhaps it's just a particular of this soul-based setting? Animancers taking on the role of Necromancers, for example. I wonder whether the metaphysics skill provides Animancy lore?
  16. In the second pick, the sub-classes are guaranteed to be independent of each other. Hence, if there were 3+1 possible base class/sub-class combinations for each class, the total would be 55 * 4 * 4 = 880.
  17. Very nice, and logical. The expanded class concept allows players a much greater chance of realizing their character concept, as well as providing greater flexibility in play. But why isn't there a necromancer sub-class?
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