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Elite Collector edition and Season Pass
svartelric replied to svartelric's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Oh man, thanks: I can't believed I missed that!
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Elite Collector edition and Season Pass
I searched a bit, but I can't find a satisfactory answer: is the season pass included in the Elite Collector edition?
- A note about microtransactions in our upcoming RPG
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White March Part 2 question
I think you'd have to have finished Part I...
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Can anyone share Durgan Iron Ingots locations?
So, basically we could aim at 10 (maybe 11, if Hyman Hardy's location was not counted before) refined ingots?
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Disappointed with 2.0 Respec
I feel that those NPCs should be static in their stats and class, after all is like asking a GM to change a character he made up because you don't like it - getting a mod seems the solution for your problem, as for me I'm happy to be able to choose between flat NPCs I can roll and NPC crafted to have a story and quest attached to them. I really don't see a reason for your disappointment...
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This is a great game, but ....
I completely disagree; maybe you would prefer watching a movie, if those points you mention (non- isometric view, ful voice, etc) or play DA. The game is what was clearly going to be!
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The White March expansion price revealed - $15 per part, $25 for both
I think that complaining about a 30$ expansion for a videogame is truly the definition of "first-world problem". Besides, I don't recall expansions costing much less than the main games (look at Bethesda's DLCs for Fallout 3 - btw, what a waste of money, and how much was that?)
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So, is it agreed? Rangers are the only class clearly needing a buff?
I found that trying to boost both the ranger and the pet through level ups makes them both weak (obviously) - I thought that investing on the pet paid off better than spending points on the ranger, but as I mentioned that would work in a full group. A solo ranger would probably suffer too much...
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The White March expansion price revealed - $15 per part, $25 for both
Good price, methinks.
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So, is it agreed? Rangers are the only class clearly needing a buff?
The last I played, Druid was the class that suffered the most for me in terms of incoming damage... Disclaimer: I like building my characters in a functional way, but I also like to put in some flavour, which means I don't like to min/max stats and so on; granted, that makes things a bit harder in early stages of the game, still it's just a matter of perseverance and every obstacle can be overcome. I had a good experience with Rangers so far, especially combining them with Cyphers and Priests. I haven't tried to solo the game on any class, though, so I can't really make a class by class comparison. Oh well, just my two cents, I guess.
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Update 2.0 Beta is Live
On gog.com I don't see any news regarding PoE yet, so I guess we'll just have to wait for a rel date...
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Update 2.0 Beta is Live
I can't wait, too bad I'll have to wait for gog... What I heard so far seems really interesting, big hopes guys!
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No room for more tactical combat?
Well action-queuing sounds cool; also, I'm glad to hear that those beetles are off the charts. As for combat being too similar to IE, that's just my opinion, I get that it was a great selling point for most people. Just saying...
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No room for more tactical combat?
I know, I know, this is probably getting old - but still. Is there no way at all that the combat system can become less annoying than it is now? What I mean to say is that it's too similar to the combat in BG and IWD: frantic, hiccupy, and very random. I know a lot of people would argue that strategy is needed, prebuffing, counterspelling, etc, but I still can't wrap my head around the fact that it doesn't look and feel any different from the old system, with all the aforementioned flaws. I remember IWD was a continuous haste-rest cycle for me, to the point that it felt more like a chore than a game, and from what I'm seeing, the "learning curve" (difficulty at low levels) in PoE is in the same ballpark. Also, there isn't much strategy to be had, when a 6-man party is getting minced by a single stone beetle, which apparently shrugs off spells, knockdown attempts and some type of damage (although I like to think that this is a beta related issue). I'm not saying a complete turn-based system would be the ideal solution, but something along the lines of KotOR II would be great, IMO. At least that combat system gave the time to organize and queue actions in a way that would make the flow of the battle a little more pleasant, while still being a RT with pauses combat system.