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Attributes
rjshae replied to thorbjorn.carlsen's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Whoops, double-post -- sorry. -
Attributes
rjshae replied to thorbjorn.carlsen's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Hmm, this topic has already been heavily debated with little consensus reached between the two sides. The main concern seems to be that dealing direct damage is the only way to build a good Wizard (or a good Druid for that matter). This is simply a false assertion. However, I do think it's incumbent upon the developers to make it possible to build a Wizard that can inflict direct losses on the enemy forces without the need for a high Might score. That might require things like providing more longer duration spells that apply damage over time. For example, maybe your wizard will need to exchange a Fireball spell for a Pool of Fire spell. -
It might be easier to implement the reverse: have individuals who express a preference for a particular race and gender. That way the developers only have to code for one possibility rather than many. "Well, since you're a... one of those... divinely touched, I'll even throw in an extra 100cp to appease the gods. Blessing of Magran upon you, brother."
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When you say "you", presumably you mean 'you' rather than 'us'. I usually don't track the battle logs in cRPGs in enough detail to notice what difference the attributes make, but the differences are still there in terms of the raw data. You would normally notice the stats in D&D because of the skill modifiers. In PoE, you notice the attributes during the scripted interactions.
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Idk why you've put Llengrath to easy ones, for me it was the hardest (solo) Phantoms in Caed Nua - only few of classes can beat them solo, better to stealth out. I think he meant lagufaeth, that being the Pillars equivalent to the sahuagin, instead of Llengrath. I think those were pretty easy to beat myself. It depended a lot on your level. For me they started out being quite a challenge, and by the time I'd leveled up a bunch they were trivially easy.
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No, pumping up both stats creates a versatile Wizard, just like pumping up Cha and Dex creates a versatile Rogue in D&D. You don't need a high Mig to cast deleterious alacrity of motion, expose vulnerabilities, confusion, dimensional shift, slicken, curse of blackened sight, bewildering spectacle, merciless gaze, &c.
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Modding scene videos
rjshae replied to rjshae's question in NWN2: Technical Support (Spoiler Warning!)
Here's NWN2 Plug #12: -
This isn't true. Compared to D&D, they've actually expanded the range of possible Wizards. You can now have a stupid brute who can cast targeted damage-causing arcane spells in a powerful manner. This just isn't possible with a game system where arcane magic is entirely dependent on Int. You can still play a physically weak but mentally powerful Wizard by focusing on AoE spells and non-damage spells. In many battles, a larger area will more than make up for a diminished damage rate.
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Might in PoE isn't anything except a representation. One may choose to intepret it in a certain way, but it isn't defined as a specific physical property. I choose to interpret it as muscle power that serves as a magical capacitor; you choose to view it as a property of the mind. Either way works; they both could be wrong.
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Gen. Michael Hayden: N Korea will make nuke capable of hitting Seattle! Situation will be dire as soon as they can hit a city worth saving. — Ann Coulter (@AnnCoulter) April 6, 2017 Disregarding the pure evil nature of her statement, implying that an opponent can strike a U.S. city without repercussions will encourage that opponent to do so. The only logical position is to say that a strike on any U.S. city is a strike against the entire country, be that city Seattle, Detroit, New Orleans, or M. Coulter's kitchen.
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The end of the game is the point where your character is supposed to be at their highest level, and accordingly the items are among the best you're likely to obtain. It wouldn't make sense to put them earlier because they'd let you plow through any battles. An alternative would be to have upgradable items and make the best upgrades available toward the end.
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Bring new meaning to the term 'spanner'...
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Well... they're not Christian, so the religion is entirely different. They are also a colonial power, which is behaving more like the Western European nations of that epoch. (Presumably then they don't own a spice trading monopoly?) But otherwise yes, they are deliberately modeled after Renaissance Italians. To me that's a break from all the masses of fantasy works based off English culture.
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Tile use made sense in NWN because of the primitive graphics requirements, restricted number of tile variants, and limited walkmesh flexibility. But increasing area design flexibility requires an exponential growth in the number of tiles needing to be developed. There'd be no reasonable way to, say, make a Fallout 3/4-style area map using tiles because the memory requirements on the end systems would quickly become prohibitive. Exterior area tiles are not going to cut it; they only made some sense for interior areas of NWN2, and in many ways they are very limiting for game design. Ideally, for maximum efficiency, you want to make repeated use of each tile, but what this does is produce repetition and tedium. NWN areas all end up looking pretty much the same, like an enhanced version of a GoldBox game.