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Everything posted by Jojobobo
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3.04? Update on our next patch
Jojobobo replied to Sking's topic in Pillars of Eternity: Announcements & News
Another quick bug, which I've made a report of in the beta subforum too: Bloodlust activates after killing just a single enemy, and not 2 as the tooltip suggests. I'm not sure if it does this every time, but at least some of the time it will. -
Bloodlust activating after killing one enemy
Jojobobo posted a question in Patch Beta Bugs and Support
Barbarian Bloodlust will activate after killing one, not two, enemies. This is in 3.03, but as I haven't seen it mentioned I presume it applies to the beta also. -
For me personally, I go 1 Int just to see if I could yes, just for the weird idea of it - though Arcanum/Fallout-esque low Int dialogue would make it better. I wasn't sure if you were addressing me or the OP. I think Paladins are easily tanky enough that you can get away with a lower Int if you wanted it and go full tank, but the drawbacks of going lower Int on a Paladin are probably worse than a lot of the other classes and would likely make the run extremely boring (sky high defences at the trade off of watching them plink away with a melee weapon, lame).
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I never used to use them until I got to the late game (I think I'm too hardwired into the survival horror genre to expend resources so willy-nilly), but after finally completing the game and using them all the time at the end I'm now using them much earlier on a new playthrough. In my other playthrough I had 100k of gold left at the end (it peaked at 300k), with around 4k+ of hireling fees (I wanted a swanky crew protecting my keep, you can obviously get away with much less) - so money really isn't that important in the game and you can burn through more of it early without feeling the pinch. I was playing solo, but regardless with a party I don't think you'd have an additional 100k expenditure by the end.
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The Forgotten is perhaps the easiest task to miss, only being opened up if you complete a certain Ondra's Gift quest and potentially requiring you to revisit the quest giver if you've already met them (and so it's a curve ball, as you expect people to present you with their task/quest on first meeting). Other than that, as long as you explore maps thoroughly, you shouldn't miss anything - which is a little easier said than done as there isn't any fog of war on city maps making it readily apparent as to where you haven't been yet, and some areas that may look innocuous from an area map overview do actually pack quests or tasks (the one with Gordy is a prime example).
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Frenzy endurance displaying indicator colours
Jojobobo posted a question in Patch Beta Bugs and Support
Copy and pasted from the main patch thread: Something that's not exactly a bug but is kind of related is that for a character using Frenzy their endurance is still colour coded (so the first ? of ?/? - representing the endurance cover up - will represent your endurance in the normal way, light green being 100-75%, yellow being 74-50%, etc.). What this means is that while you don't know exactly what your endurance is, it does mean that you can tell to the nearest quarter making heals easy to time for effectiveness, and in essence more or less defeating the purpose of covering up endurance in the first place. I'm not sure if this is worth it or even desirable to patch in, but it seems to run contrary to the idea of frenzy giving you no knowledge of what current state the character is in. I suppose to a more meticulous extent you could just keep track of the numbers in the combat log to work out health, but as this is extremely tedious I can't imagine people would actually bother. -
3.04? Update on our next patch
Jojobobo replied to Sking's topic in Pillars of Eternity: Announcements & News
I'll give it a try. -
3.04? Update on our next patch
Jojobobo replied to Sking's topic in Pillars of Eternity: Announcements & News
Assuming that this is the place to post bugs still, something that's not exactly a bug but is kind of related is that for a character using Frenzy their endurance is still colour coded (so the first ? of ?/? - representing the endurance cover up - will represent your endurance in the normal way, light green being 100-75%, yellow being 74-50%, etc.). What this means is that while you don't know exactly what your endurance is, it does mean that you can tell to the nearest quarter making heals easy to time for effectiveness, and in essence more or less defeating the purpose of covering up endurance in the first place. I'm not sure if this is worth it or even desirable to patch in, but it seems to run contrary to the idea of frenzy giving you no knowledge of what current state the character is in. I suppose to a more meticulous extent you could just keep track of the numbers in the combat log to work out health, but as this is extremely tedious I can't imagine people would actually bother. -
The 3.04 Beta is Now Live ; Patch Notes Within
Jojobobo replied to Sking's topic in Pillars of Eternity: Announcements & News
I do agree in principle, but I guess that's why they introduced Gyrd Háewanes Sténes - 20% on hit/crit chance is pretty massive (especially with the scepter's insane accuracy), and you only have to use it as a secondary weapon. Still, I'd be all for changing that level of the weapon and making Druid Spiritshift 1 per encounter in the final few character levels. -
If not for her being a Godlike with a freakishly shaped head. I always thought it was a little stupid that things like the Crossed Patch and Arret Munacra aren't wearable by Godlikes. I find the idea that they can't wear helmets a little ridiculous too, even if they can't wear standard helmets someone would be able to smith a custom design that would work for them.
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Scrolls of Confusion are your friend (or just the spell if Aloth has it), drop one on the group and with a little luck the Blights (who I think are immune to it, to lazy to check) will turn on the Adragans - either that or you'll probably avoid them attacking you (attacking you is a 1/4 chance, as is doing nothing, wandering or attacking their buddies - so you're more likely to get a favourable outcome). Either that, or you can use Arret Munacra to charm two of the three while focussing your efforts on the last one. Or, as others have said, just leave them and come back. Adragans are always a monumental pain, there's nothing wrong with saving them for later.
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I've come to the conclusion that the lists can be a bit fickle, especially if you leave an area and then come back to it. However, on my latest playthrough I got everything I planned for (the good old day 4 at Raedric's Keep, netting you Gloves of Manipulation, Belt of Bountiful Healing and Boots of Stealth) so I don't think they've changed. As digited mentioned on the previous page, your character's name apparently can also affect loot lists - for whatever reason however this almost never happens to me, which is why I think most of my problems of from revisiting areas, etc.
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Scientology and Pillars of Eternity
Jojobobo replied to Jojobobo's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I don't really think I cherry picked, I just demonstrated that a lot of the Scientology principles are represented in some form or another (without I would say forcing the analogies) in the game. This doesn't mean to say the game is inspired by Scientology per se, just that it's coincidental otherwise. I'm also not really talking about the themes running through either, games possess narrative themes that tend not to run directly through an entire religion. If you consider souls and their place in the world to be a theme however, I would say that it's a fairly central theme to both Scientology and Pillars (so long as you approximate a soul as a Thetan, which sound extremely similar) - with Scientology being far more concerned about your soul as a physical entity than a lot of mainstream religions. Their religion focusses on that one aspect to a extremely large degree, other religions though they care about souls tend to be a bit more multifaceted. I also said that I don't see it in anyway agreeing with the goals of Scientology or serving as propaganda (as mentioned Thaos, arguably the pinnacle of what Scientologists would want to achieve, seems hell bent on obscuring rather than revealing knowledge as Scientologists claim they want to do), but you can obviously borrow from a religion's spiritualism (and by spiritualism, I mean philosophical principles of the spirit being a distinct thing and its place in the world) and dogma as a source of inspiration without sharing in its goals. I think the specific links are the whole soul cycle (which could have come from other sources as you say), the ideas that souls can be awakened to gain knowledge of past lives and this knowledge is often problematic (though most reincarnate with no knowledge and live in ignorance), that you can use scientific method and principles to (more or less) cure problems arising from past lives or problems with your soul you currently have for other reasons, that mastering your soul and gaining full knowledge of your past lives produces enormous power (Thaos), and that the chief organisation in the game has a rigid hierarchy where knowledge is actively obscured from members on a need to know basis. Obviously as I mentioned above Scientologists see the immortal part of themselves as an actual race, but taking it for what it sounds like (an immortal thing that reincarnates) it does seem more or less in line with what the conventional notion of what a soul can mean to others outside the religion. I think that's a whole bunch of things that are quite specific, or even if you don't see them as being specific enough, when you take them as a whole there is a large volume there overlaps with Scientology. Obviously they could have pulled the lore from all sorts of myths and fiction as well as other religions, but when there's one religion that encompasses large parts of the game's spiritualism certainly drawing from that one source would be easier. As you say, the game's religion (the created gods, etc.) undoubtedly draws from a different source - but religion can of course be separate from the game's spiritualism (again by this I mean the principle that the spirit is distinct from matter and by extension how it interacts with the world). If the game is anything to go by the literal system of souls being continually reincarnated and being a tangible thing that you can interact with existed before the creation of the gods (the Engwithans used their soul knowledge to make the gods, and did much other experimentation as seen in the Endless Paths plus all their machinery) and so it the game they are somewhat exclusive concepts (the soul stuff is not contingent on the existence of gods), so naturally they can draw from different sources of inspiration. I'm also not trying to claim that Scientology is the game's only source of inspiration, just that for the stuff concerning souls (which is a huge part of the setting) there seems to be a lot of shared concepts and principles. Naturally we'll never know unless one of the writers chimes in, but that's the point - discussing whether the validity that it could have served as a source of inspiration. For me personally, when I first played Pillars or when I was hearing about the setting in the backer process, I had no idea where they could possibly be pulling inspiration from as the whole thing seemed so alien (souls being a tangible physical thing that can be interacted with directly, there being more or less a science of souls in Animancy, etc.) - but after learning a bit more about Scientology many of those extremely unfamiliar concepts seemed to be covered by the religion. -
I've always thought a 1 Int moron build might be quite fun (Int 3 with Ultimate Hat of Alluring Perfection), I guess a Paladin is probably best for the job as with their naturally high defences you're less dependent on Scrolls of Defence (which are worthless with low Int more or less) to get those defences up.
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Worst game balance ever
Jojobobo replied to TheDave's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Agreed with Boeroer, the game gives multiple ways to complete many of the areas of the game without conflict (even Llengrath) so I don't really get the issue. If you do want to kill the Dragon, there are plenty of ways and builds that will let you do it, even on solo. I killed the Alpine Dragon solo PotD in around 3 minutes no sweat, it really is just a matter of tactics and buffing. I would say Llengrath, on the other hand, is a pretty challenging fight with no easily exploitable weaknesses - but that still doesn't mean it's not doable. I for one, really enjoyed all the main boss fights. They were a definite highlight of the game for me. -
No I think their fine, their defences are good so they're capable at tanking what solo PotD has to offer them. I think on the whole they can play a little bit blandly however, a lot like a Paladin, so I'd have a look at the different builds in the archive at the top of this sub-forum and select one made with a particular interesting quirk you like the sound of.
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Scientology and Pillars of Eternity
Jojobobo replied to Jojobobo's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I don't know, I think it's mainly the specifics, like empirical approach to working with the soul and especially what Thaos can do when he unlocks his soul's potential (which I do think are quite specific to Scientology). I guess Plato's Immortality of the Soul philosophy does also seem to share a lot with the spiritualism of the reincarnation cycle, and there's a lot of other religions with a reincarnation cycle too, but that there was more to the comparison I made. Scientology is almost certainly a mishmash of other ideas, but it has been shaped into some with its own characteristics which are distinct from its inspirations - at least to me. From what I've heard as well, most religions with reincarnation believe in karma weighing them down - which from my understanding works as a negative force that determines what the reincarnate as or affects their life. By contrast in Pillars and Scientology it seems like baggage from past lives is a material negative experience that can be corrected or treated, and not a negative energy that effects your life. It's again a more quantifiable and physical interpretation of what can come out of a past life, as opposed to a rather abstract sense of karma (the difference between here's a thing that happened and I can remember from past life and I can treat it, compared to bad things are befalling me though I have no recollection of what I did in my past life that caused that to happen). Personally, I've also never heard of anything espousing the spiritualism (in fiction or otherwise) that is found within Pillars, except Scientology where it does seem to be pretty similar. While it can be influenced by other sources, and I'd be interested in hearing if this particular brand of spiritualism is present elsewhere (i.e. the soul cycle, and that you can physically deal with souls, and that you can master your soul and more or less unlock your potential in a manner linked to past life memories), to me Scientology does appear to be something that encapsulates these ideas specifically and so can very likely have been a source of inspiration. -
So I watched the live-screening Louis Theroux's documentary on Scientology last night (it was okay, not great), but what did strike me is there seem to be a lot of parallels between Scientology and Pillars of Eternity. My Scientology knowledge has been pieced together from the documentary last night and through a bit of lazy reading on the internet this morning, so if anyone has more expertise on the area or want to mention where I'm misinformed about Scientology please do. This also isn't a thread to criticize Scientology in any way, just to draw parallels with its spiritualist outlook and what is presented in the game (before people claim I'm some sort of religious bigot). Here go my complete lay-man observations: 1) Scientolgists believe that every person is an immortal Thetan (a race of supremely powerful beings, but also more or less the soul itself), who dies, undergoes assumption (reincarnation) and then dies again - repeating the process ad infinitum in ignorance of their past lives (unless you of course adhere to Scientology). This spiritualist viewpoint to me seems identical to how it works in Pillars, with people dying, being returned to the Wheel, and being reincarnated - often with ignorance of their past lives, or when they do have knowledge of their past lives it is often harmful. From the UK Scientology website, "It is a fact that unless one begins to handle aberration built up in past lives, he doesn’t progress. In Scientology, one is given the tools to handle upsets and aberrations from past lives that adversely affect the individual in the present, thus freeing one to live a much happier life," sound like the Watcher much? Or indeed anyone we found who has been awakened most of the time in the game, Mahena, etc. 2) Thaos has all the hallmarks of an Operating Thetan, both in terms of personality, powers and more or less by literal definition. Operating Thetans are supposedly fully aware of their past lives and are an actualisation of Thetan race that lies dormant in the rest of us, attributed such powers as projection out of their body, telekinesis and the ability to control others - sound familiar? In terms of the personality traits, Scientologists believe in a Reactive Mind and an Analytical Mind. The Reactive Mind stores experiences (both of past and present lives) that debilitate people in their remembrance (called engrams), where as the Analytical Mind serves consciousness. Scientologist undergo auditing, which seems to be a variation of mindfulness, in order to neutralise feelings towards these engrams and allow the Analytical Mind to operate - with a larger view of restoring your inner Thetan to its power. As you can imagine, this can make Scientologists aloof and confident, as well as giving them great mental fortitude and the ability to create mental barriers. All of these Thaos also has, acting extremely disinterested in the Watcher, and being extremely difficult to crack into as well as inscrutable (Lady Webb barely gets anything out of him). Thaos seems to be more or less an Operating Thetan personified. 3) The Leaden Key seems to have more or less the structure of the Church of Scientology, with the lower members kept in more or less total darkness to the massive secrets known only to the top tiers. In Scientology, from what I can make out, this power structure is maintained to protect less enlightened members from knowledge that may overwhelm them. I guess the difference here would be Scientologists purport to want to enlighten people, whereas Thaos quite clearly wants people kept in the dark. 4) Animancy in general seems to have a distinct Scientological vibe, the ability to improve on the immortal soul through empirical and practical methodologies instead of souls being approached with mysticism. This very practical approach seems extremely contrary to most real world faiths' beliefs on the soul, and yet meshes very well with that presented by Scientology. If anything, you could argue that Animancy is more or less Scientology in the game - whereas the conventional gods are a distraction from this truth (and arguably, a means for Thaos to keep people away from this level of power that he and the other Engwithans originally obtained). Thaos seems like an Operating Thetan and Suppressive Person (i.e. someone who wants to keep the Thetans down and not allow people to realise their inner potential) all rolled into one - which I guess is heretical from a Scientological stand point. -------------------------------------------------------------------------- And, that's about all I've got. I guess I'm not trying to say that Scientology is anything to do with the religious aspects of the game (e.g. keeping people ignorant, creating gods, etc., which seem very dissimilar to a Scientologist's ideals) however in the practicalities of spiritualism and the nature of the soul in the game, and the power granted by having full awareness of everything your soul can do as well as the burdens past lives can create, seems extremely similar to a lot of what we find in the game. Any thoughts?
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I know playing as an Wild Orlan in White March at some point someone (Cevestin, I think) called me a "hairy little cat****er," which I think has to be a first for any game I've ever played. I think also the Fampyr group in Russetwood has a lot of unique options, with the same Orlan their leader mentioned boiling off my fur so they could eat me and someones mentioned that by playing a Berath priest you can get them to ally with you and take down some ogres. A very nice list, thanks for sharing.
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I would go for Bear's Fortitude over Body Control, I'm reasonably sure most Stun (and Paralysis and Petrification) attacks target Fortitude anyway (things like Physic Backlash target Will, but they're pretty damn rare) - so you're looking at a universally applied +10 defence over the situational +10 defence (I was faced with this same choice on my current character and picked Bear's Fortitude when I realised Body Control only offers 10 and not 15 or 20 defence against the attacks). Other than that, nice update on a new alternate version of the build.
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I think any class should work if you try to build them like a tank with moderate endurance, some classes are still interesting to play as tanks (Chanters, Rogues, Wizards) while some are a little less interesting (for me, Paladins). In terms of a pure tank Rogue (spoiler tags so the post isn't so lengthy)... For a Chanter, you will want high Int. Just build them tanky and let the Dragon Thrashed do all the work, it really is that simple.
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I think you're more the exception than the rule, but yes I think your opinion on it is well reasoned even if I don't necessarily agree with it. I don't think balance would really be affected, as the Cipher is already using these strong buffs on other party members. I'm not really sure what combo people necessarily would think would make the Cipher loads better if they had access to these options. Beyond a balance point, I think for consistency's sake it would be better - it must be confusing for new players when Priest and Chanter spells affect themselves and others where as the Cipher's don't because... reasons?