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PK htiw klaw eriF

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Everything posted by PK htiw klaw eriF

  1. Yes, seems like it, I've made a lvl 1 character with the same dmg modifiers as my lvl 20. The result is that carnage dmg with the same weapon is definitely different. I wonder how exactly does power lvl affect this ability, maybe the developers could provide more information in the description (like they do for sneak attack for instance). They should, but atm it's not clear that Carnage does Raw damage instead of a weapon attack. Ideally almost every active and passive martial ability would benefit from higher PL and show the degree in the description, but right now that isn't the case.
  2. Mirke is in Ft Deadlight and you have to do the quest first.
  3. Why should any class used by adventurers be mundane? Adventurers aren't civilians, they're highly skilled individuals with skillsets suited to combat with magical creatures and similarly skilled individuals. If I'm going dungeon delving I'm not going to take everyone and their brother, I'm going to take guys who can handle themselves and this isn't going to be a couple of dudes who just picked up a sword. D&D had to introduce NPC classes to separate adventurers and civilians, so the precedent for your characters being a cut above mundane regardless if warrior or mage has already existed for well over a decade. Thanks to splat books, EVERY SINGLE (base)CLASS in D&D could use magic as well. PoE didn't invent the precedent of magical warriors with no sorcery training, it just cuts out the convolution and builds the option into the base class. You don't have to go very far out of your way, Barbarians and Rogues can avoid a magical active ability at every power level except for 9th while Fighters have non-magical options at every power level. Outside of active abilities there are a number of appealing non-magical passive abilities to take instead, so you can easily avoid the sonic yells and teleportation if you so wish. Meanwhile Wizards have at least 7 overtly magical abilities at each power level, which shows a significant discrepancy in the amount of magic between these martial classes and the one you claim no longer makes you feel special. That's obviously not true, highly skilled adventurers can use magic of one sort of another, and that is a far cry from everyone and their brother. Furthermore such weeabo fitan magic is distinct from Wizards and their spells, which are far more supernatural both in terms of breadth and magnitude. Your original argument is built on a faulty premise, because not only are Wizards still Wizards but the martial classes are far from magical powerhouses indistinct from Wizards.
  4. Not everyone and their brother are innately able to harness soul power, all the classes imply levels of training that would take time to complete. If everyone and their brother trained as a Barbarian, Fighter, or Rogue they could harness some aspects assuming they didn't get killed by Xaruips as low-level scrubs, and even then what they are able to harness is clearly different from what the Wizard is able to pull off. Wizards clearly exist in PoE per the class description. "The masters of academic magic, wizards are students of arcane traditions that stretch back beyond the boundaries of recorded history. Wizards are a highly organized group, often forming academies or guilds devoted to research and development in magical studies, and tend to favor environments where inquiry, experimentation, debate, and the dissemination of knowledge are encouraged. Many accomplished wizards eventually become known for their eccentricity, their egos, and their unquenchable interest in all things arcane and occult." https://pillarsofeternity2.wiki.fextralife.com/Wizard https://pillarsofeternity.gamepedia.com/Wizard Looks close enough to what my first Wizard pnp character did, so not only is there such a thing as Wizard but it's close enough to be similar to 3e Wizards. Comparing the PoE Wizard to PoE Barbarians, Fighters, and Rogues shows Wizards have significantly more supernatural abilities both in terms of breadth and magnitude, to the point you can completely bypass supernatural abilities and roll a martial character whose only magic would come from equipment. These classes clearly aren't Wizards even with magic as there is nothing any of them have that remotely resembles Concelhaut's Corrosive Skin, Wilting Wind, or Gaze of the Adragan.
  5. Cipher, dual pistols and cc. Pretty good for this, and Cipher powers early is nice. Witch would be good assuming Soul Whip affected Carnage, but with the changes to Carnage it's just not as good in theory. Could probably benefit from the Cipher steal-buffs and increased hp from Barbarian. Obsidian wanted every class to have a single class option with Companions, so Serafen got stuck with single class Barbarian. Imo they should change Serafen to Cipher or Mindstalker or Witch and introduce a Dwarf Barbarian from Naasitaq in dlc.
  6. From what I can tell carnage only inflicts a third of base weapon damage as raw damage, no special effects from weapons or abilities seems to affect it barring barbaric Blow and maybe Heart of Fury(the latter which I haven't tested). This means it's a lot less valuable than the PoE carnage(in addition to being unable to see the radius like you could in PoE), and I think they should change carnage to be 50% of weapon attacks using the attack role and any modifiers so it takes into account lashes, ability use, etc. Especially considering the new armor/penetration system is theoretically a lot friendlier to lower damage attacks like Carnage than PoE's Damage Reduction.
  7. If you think PoE Wizards are indistinguishable from PoE Fighters, Barbarians, and Rogues then you've been blinded by butthurt. The weeabo fitan magic given to martial classes doesn't compare to the supernatural **** Wizards (or Druids or Priests or Ciphers or Chanters) are able to pull off. Feeling like your meteor-slinging Wizard isn't special anymore because the Fighter can telekinetic pull enemies 5m away is like feeling your car isn't a vehicle anymore because a kid down the street has a bicycle.
  8. On level 20 Battlemage the 1st level Fighter ability was lost.
  9. Well this ****ing sucks, Bourdain was a cool guy and I learned a lot of **** from his shows. Reddit makes me want to kill others, namely redditors.
  10. Bumping this thread to share this mod for anyone mad at WotEP after 1.1. https://www.nexusmods.com/pillarsofeternity2/mods/75 Would be a better solution that the original behavior as well imo.
  11. IIRC it's the upgrade for Flames of Devotion that gives +10% damage as burn for a duration after using FoD. I never though to check that out and if it holds through the DLCs I may do an Arcane Knight instead of a Warlock.
  12. Why not? This is fantasy, there isn't an intrinsic rule that says only skinny nerds in a dress can use magic while everyone else is stuck with hitting stuff with a sword.
  13. He got hit by a bug that removes blue orlans, he'll be back after the next patch hits or someone releases a mod.
  14. If I can, I prefer to be the support / tanker / debuffer actually. Since I've been the DD for the first 2 runs and I think it could be more challenging and fun if I had to use my team to deal damage. Fighter will be the tankiest, Paladin will bring support, Monk brings plenty of tanky and some other stuff.
  15. Any really, Wizard self-buffs are the best in the game imo and work well with martial classes. Are you looking to be a frontline character who supplements with magic or are you looking to boost your casting?
  16. Factoring in weapon recovery times, casting isn't too much longer. To deal with it I usually stick casters in the back row.
  17. So do we get the additional blessing point if we already did Bekarna's Folly?
  18. I actually think it'd be really cool to do something like that, but with a connection between protagonists--with the second game starting off with you being Awakened as the reincarnation of the protagonist of the first game, and the third game having you Awaken with the the past lives of both the second and first protagonist. Not the same person, not at all...but with the same soul. I was thinking something similar, but I either want it to be more low key or really tie into it, like you're hunting down the same person or conflicting with the same organization. Mostly though I want to see Eora evolve beyond the current setting and showcase the world changing. And also do weird stuff like beating up scabs with a Brawler or foiling a megacorp's plan to make a god out the board of directors or fighting an undead fleet in space.
  19. I think the Watcher's story is done, and would like to retire them or maybe do an expansion where you kill the gods or something. Getting knocked down to level 1 again would be dumb. I'd like to see a trilogy that goes from Wild West/Industrial to Modern/Near Future to Space Age settings within Eora, all with different protagonists who don't necessarily have anything to do with one another and adjusting mechanics to accomodate new technology and the changing setting.
  20. I liked it a lot more than I liked PoE at launch, hopefully it improves in a similar manner. Will probably go achievenent hunting with new dlc for berath blessings, but won't start a proper new game until DLCs and patches are released. Issues Main Story is ok, but easily overshadowed by the other **** to do. Doesn't really seem connected other than the factions wanting to get to Huana El Dorado. No game breaking bugs, so far only had some visual and audio issues. Still annoying. Party assist for checks needs review, it's dumb my party members can't give me a hand with certain interactions when they're right there. Balance needs a major overhaul, as I'm sure all of you are aware. Party reputation is weird and there's some headscratching incidents. I like the idea in theory but in execution I'm not convinced. Lack of sea monsters, 1 kraken battle is a shame. Sources of inspirations/afflictions seem all over the place, would be nice to see more sources. Empower and Power Level favor offensive casters, ideally all abilities should be influenced by them. As is I'm not empowering melee attacks or buffs and using it only on spells or to restore resources. There's a lack of information on the proficency screen and not a good dispersement of unique weapons, this means that without metagame knowledge it's possible to build yourself into a corner. In DLC I'd like to see underrepresented items get some uniques and through patching be able to see base damage, abilities, etc. for weapons in proficiency selection.
  21. Yeah but that's with buffing Int, assuming the user doesn't have high int or ability to get it the cone is fairly lackluster. If don't use IwVE on my battlemage with 14 int the cone is a little underwhelming, but still good for close quarters.
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