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darkling.lithely

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Everything posted by darkling.lithely

  1. I still think that multiclassing subclasses would be great. A Streetfighter/Assassin could be fun. It doubt that it solves the power balance problem between single- and multi-class characters, but maybe if all characters had to choose two classes it would. Purist could choose Rogue/Rogue or whatever.
  2. Would something as simple as giving single-class characters an additional ability or talent every third or fourth level make it more balanced?
  3. When playing PoE, can anyone comment on how the ultra wide screen will allow you to open the convo/combat log up to the top without getting in the way of the action?
  4. I played through all the NWN 1 & 2 releases several times. NWN2's stories were much better, but my favorite module was for NWN1. I appreciate the improvements that were made to NWN2, but I was disappointed with the difficulty of the toolset. I would still love to tell stories via crpg but don't have the time or energy for learning a complicated toolset. I did much better with the NWN1 toolset but the angular graphics always bugged me.
  5. I haven't seen it mentioned but am curious to about how the game handles ultrawide screen monitors. It would be nice to have all the info on the sides out of the way of the action. Anyone use an ultrawide with PE or know anything about it?
  6. I always build fairly balanced characters. I'll have an attribute or two that are above average but nothing extreme. Now what would be cool is if my high dex buckswasher (aka rogue/fighter) actually appeared to be a very agile person as opposed to a brute.
  7. What would be cool is a spiritual successor to NWN, complete with super-easy toolset, taking place in Eora.
  8. Episodes would be cool. The survey I took today should have mentioned episodes for DLC. I guess it did mention smaller content, but I wasn't thinking episodes at the time. A few years ago when I was enthralled the with NWN module "A Dance with Rogues," I started designing my own campaign of 25-30 stand alone modules that would have told a bigger story when taken together. I'd still love to play something like that.
  9. I'd love to choose my multiclass name as well. In case I go the Rogue/Fighter route, I'm sure my character would not be a Swashbuckler. A Fighter/Rogue might be but not the other way around. A sneaky, two-dagger wielding figure appearing out of thin air is no swashbuckler.
  10. That sucks. I was already looking forward to being extra roguish! Scroll way down to see subclasses: https://www.fig.co/campaigns/deadfire?update=480#updates Rogue Assassin - From stealth or invisibility, weapon attacks have bonus damage, Penetration, and Accuracy. All incoming damage is increased. Streetfighter - Sneak Attack and crit damage increases when Flanked or Bloodied (<50% Health). Recovery is slower when neither Flanked nor Bloodied. Trickster - Gains access to Illusion spells from the wizard list. Sneak Attack deals less damage. I think a Streetfighter/Assassin would be great to play too. The Shadowdancer might be good. It seems better than DnD Shadowdancers. I've played Rogue/Monk characters a lot and love them, but I'm not a huge fan of Pillar's monk.
  11. I saw in the video that when monk is taken for the first and second class, it is called a godandag. Never heard of that before, but I assume this means that multiclassing is possible within a single class. So, a rogue assassin is possible, right? I wonder about doing a pure rogue with a pure rogue. I'd take that every time.
  12. As much as I love to run, WALKING a little bit of each mile lets me go longer distances. Please have a toggle for walking!
  13. That works for me. And, when you choose that name, you get a one time shot at any talent or ability in the game--class restrictions don't apply.
  14. I'm in favor of the sidekicks as they are more than just hired adventurers. If there is an opportunity to rebuild them from the ground up, even if a new class can't be chosen, then all the better.
  15. While trying to compare the progress of this pledge campaign with the original, I put all the number for pledges on a spreadsheet. As expected, the numbers for the first game totaled correctly. The number of pledges and the amount pledged for Deadfire, however, are off considerably. It seems as though there are 440 secret backers that each pledged $2406.50. I am probably overlooking something or missed a post disclosing that all the employees and friends put money up first or maybe Obsidian itself ponied-up some initial bit. Whatever, can anyone fill me in? Thanks. BTW, it appears that while there are fewer backers, the pledges are more than double each on average.
  16. I don't post often, but I like to scan through the development journals that all the regular modders would keep on the old forums. Does anyone know where I can find those people? Also, since no one has post here in about a month, is there another site that's having discussions? Thanks.
  17. I find the wording of "-15% armor speed penalty" confusing. Of course a double negative should indicate a positive, but I was never sure if the speed increased or decreased by 15%. It would be nice if in the character sheet speed were indicated.
  18. I have a similar issue. I only have one hireling. Security and prestige reflect that I only have one as well.
  19. I did the manual download from GOG for only the White March. All my White March areas are pink. Non-White March areas look fine. This happened to me last time too. I reinstalled twice before it all worked. I really don't want to reinstall this game again. And, when I've saved all the files in a folder on my desktop, they've never worked properly--always an install error.
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