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Everything posted by rjshae
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Xoti respec?
rjshae replied to rjshae's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Yes, it's always possible the developers will limit which classes a companion can take (as in NWN2), in which case I'll just have Xoti take priest class levels. I just didn't want to miss out on the interaction possibilities because of a character's class choices. Thanks everybody. -
I don't particularly enjoy playing with Monk characters. Will there be a way, I wonder, to respec the priest/monk character Xoti and yank out the Monk class levels? Or are we stuck with that?
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Grappling with a Message Issue
rjshae replied to rjshae's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Too bag they aren't using Bugzilla. Thanks. -
Andromeda Galaxy: Home of Skeletor...
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Speaking of irrational...
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To me, the PoE healing system worked well to train the player in how far to proceed into a dungeon before restocking. Over time it tended to incentivize continuing until you were almost out of supplies before returning to the Inn, especially when you found extra camp supplies in containers. (It would have been nice if the resupply activity had actually meant something besides just a restock.) I'm not sure what injuries added, other than providing a little color and increasing the incentive to rest.
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Anyone can disarm traps. I regularly have parties in PoE that don't include a Rogue or Cipher and I just pick someone else and pump their mechanics and, at worst, there is the occasional trap I can't disarm and am forced to trigger. What do I lose from this? Some health and a little bit of experience that I really don't need. The idea that a Rogue or Cipher is mandatory is just rubbish. Isn't trap/secret detection being switched to use Perception in PoE2? Thought I read that somewhere.
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I think higher level Rogues should be capable of being more disruptive in combat. Fighters have Knock Down, Into the Fray, Clear Out, and Charge, all of which can heavily disrupt the enemy battle line. Rogues should be able to cause trips, tumbles, unbalancing, distraction, and entanglement.
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What needs fixing: I'd like more things to spend money on than I can possibly fund. Toward the end of PoE I had a ridiculous amount of money and nothing worth buying. If the game isn't going to provide super-expensive magic item goodies, then perhaps it needed virtual assets to purchase that would improve relations, enhance prestige, subvert something, or just to feel good. &c. Why couldn't I fund a new hospital wing in the outer island colonies and get a nice thank you for it? Maybe a mention of it in NPC conversations?
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Yeah, but we've seen this in other cRPGS as well. It takes resources to develop NPC reactions based on race during conversations, and most times implementation of racial reaction is probably toward the bottom of the priority stack. The godlike are otherwise mostly fine as an alternative race and they provide a lot of color and variety to the setting. However, they are supposed to be rare. There were too many of them present in PoE, I think in large part because of the backer NPC selections. We may see fewer of them in PoE2. I think you missed the point. The point is that Obsidian wasn't committed to fully implement the god-like plausibly, and thus they shouldn't have implemented them at all. The godlike would've been fine as and alternative race and they would've provided a lot of color and variety to the setting, if Obsidian had been committed to implementing them properly. I didn't miss the point. Your concern just seems pretty minor to me. I've seen D&D cRPGs that allow Drow PCs. Players think that's pretty cool and go play it, even though it's completely ridiculous for a Drow to be strolling around in civilized lands. Do the NPCs respond to it? Not really, but people play them anyway. If you don't like the god-like characters, don't play them.