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Viperswhip

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Everything posted by Viperswhip

  1. The main problem with rogues in this game is that when the party enters combat, the whole party is unstealthed, including you. So, if you'd like to sneak in behind an gank their wizards, you have to start with that attack or use one of your invisibilities to get there and I don't think it counts an attack from that as a sneak attack, but I haven't tested it overmuch. So, ya, I use my rogue for scouting, stealing and to pull, she's now a ranged character (to be fair I mostly built her that way), that can way off tank if something gets by my tanks.
  2. Sorting weapons by type, or even type of damage should be doable as well, this is pretty basic database stuff. Scanning through my stash is hella painful at times.
  3. I use Faun's Share as the main hand weapon on my rogue, although she mostly used a fine warbow until I ponied up 11k for a nice, named one from the weapon seller in Defiance Bay.
  4. I refuse to use guns in a fantasy setting, I almost didn't play this game for that reason.
  5. I've saved all of the once I've run across so far but didn't note where I found them, so this is a useful resource, thanks.
  6. There is a set of gloves in the game, which I just got and gave to my druid that makes your spells do 20% more damage, and boots...maybe that add 20% to AOE, I don't know if that's just area, or damage as well, I have just been cruising through the game not putting too much into the testing.
  7. Pulling is a time honoured tradition in RPGs, I stealth up my rogue, plink the earliest mob I can see, run back to the ambush area and voila. Sometimes the tank has to body pull, like for conversations or when mobs spawn based on your location, but generally, you are good to go if you pull. Some of the bounties as an example, are made much, much easier this way, even if you just side up against a fallen tree or something, you are reducing the ability to surround your party immensely. You really shouldn't have to rest more than once per map. The health pools are plenty high.
  8. I've been playing a Malkavian in Bloodlines lately and I like how you can use your magic in conversations. That would be cool here for certain classes.
  9. Almost every weapon proficiency set has a two hander, one hander and ranged options it, so you can pick. I guess the one with the weapon you most like it is the best one. I can confirm that both great swords and estocs of great power can be bought in game (maybe found, but I bought Pell a two hander that I enchanted up to 12/12 that she just goes crazy with), and there is this beautiful estoc that would make a great weapon except I don't use anyone with that weapon type in my party. Bottom line, because the proficiencies include a one handed and two handed weapon you can off tank, switching to a one hander and shield when necessary.
  10. Oh, I just assumed it went directly into my character's account, I must admit, I don't pay much attention.
  11. Probably this is what happened for people that are saying hard is too easy. I only reload when I die (when the game tells me to), but I am sure this bug has crept in. I will have to check when I get home.
  12. My wizard mostly doesn't travel with my group because he doesn't, until higher levels, feel like he has enough Foe only spells to be worth it. Druids and Priests can go crazy, but really, it's not a big deal, I feel like if you don't go overboard, you should be running out of spells right around the time you need to rest anyway. Many combats don't need a lot of flashy spells to finish up quickly.
  13. Oh, yes, I hadn't mentioned in, my the things I love thread, but yes, it's very atmospheric, I haven't felt tempted to mute it to listen to my own music. I should figure out how to add music though.
  14. Hard is super profitable, all that extra loot...I guess it makes it easier to pay for everything you need to succeed, whereas that's all just luxury on normal.
  15. I only need to rest after huge engagements if I am playing well, that means actually using my per encounter skills each encounter. The AOE buff from Durance and the nice aoe Stun, the knockdowns from Eder, the boosts from Pell. My rogue, who is playing on normal, is ranged, so I have Pell and Eder grab the aggro the rest of us plink stuff to death. If anything gets past the tanks, the druid goes all werewolfy and beats it up. It's tremendously satisfying and I hardly ever have to camp unless my characters are actually fatigued. If you are camping every 3-4 hours of game time you are playing suboptimally or are on that highest difficulty. I am guessing in real life active people have to rest after huge battles as well. So far I quite like the health/endurance system because it keeps me from having to rest too often. Note sure what you are doing wrong OP.
  16. Damage dealers? Really? The paladin has the same base stats as the fighter but worse accuracy, no? They are obviously good at tanking because of that (high hp and deflection + the inherent one). But why on earth would you consider them damage dealers? Because of a single ability that can be used twice and gives the same amount of extra damage as every single sneak attack the rogue makes? Even if we dont think of Rogues, its difficult to see how the paladin could out-damage an offensive fighter for example. That said, paladins are certainly a "support class", but a tanky one. I can tell you that by level 9 Pelligrina is one shotting some enemies, she has a two handed sword that causes knockdown on crits (maybe not every crit, it's hard to tell, she kills really fast), and I enchanted up to 12/12. She is hardly optimally built, and I haven't gone out of my way to manage her equipment, and Eder is wearing the better armor, but she's pretty beastly. I can only imagine what a player built paladin specced to damage would be doing. Still, she's not a true tank, if she gets surrounded her endurance starts to drop, whereas Eder can just stand in the midst of enemies seemingly forever. Still, for the amount of damage she does, and how much tankiness she does have, it's a pretty decent mix of tank and damage, kind of like mercs and two handed warriors from Dark Age of Camelot.
  17. Other than for RP reasons, you really don't want them to, you get far more loot if you kill everyone.
  18. I think it's quite clear from the first quest the actual Knight commander gives you that he doesn't want you fraternizing. However, you can easily accept quests, do all the dirty work, but not turn them in until after you get the invite. That's what I did on my paladin. The downside is that they are literally the last faction you run across, so if you just complete quests as they come, you are screwed. That probably needs to be changed, so that instead he says you will be kicked out if you continue to fraternize instead.
  19. Roleplaying I suppose, it would be neat if you could end up recruiting them or something.
  20. Well, I am finishing up what I would guess to be act 2, have done every side quest, and finished level 8 of the dungeon (holy wonderful armor batman). 1) You can alt tab...oh ya, some games still have a hard time with this, Pillars does not, kudos 2) No crashes, none, no hint of lag, no memory leaks, good job. 3) Fun and variable character builds. I have played to level 5ish, with 4 different characters so far, it's my ranged rogue I am playing though the game with right now. Nobody seems to be stuck in the role of Tank/Healer/DPS, so that's nice. 4) I like the companions, they seem well written, and the stories are good. 5) Though I don't click on every yellow named NPC in the world, I do sometimes, and appreciate the effort put into filling out the world with some interesting NPCs. 6) There are definitely challenges in the campaign, even on Normal, and it's easy to see how you will have to really employ strategy on higher difficulties. 7) The story has been interesting so far. I like the scenery and the graphics, some of the armors and weapons have really nice skins, the afore mentioned armor sparkles quite nicely. No real complaints so far, some suggestions though. 1) I do feel like the towns could be a bit more vibrant, more populated, but then I suppose some people are still running with 3 gig of ram. 2) I am not sure on modern systems we need loading screens, I mean, you transition from cutscene to world without one, why can't everything be that way?, it may also be related to the 3 gig of ram folks, but when can we leave those guys behind. Gal Civ 3 is doing it. 3) Please let us name saves, or better yet, have a different save file for each character, like in some other games. 4) More companions please, I find two tanks to be quite necessary, but at this moment my rogue, who is a bit dastardly, has to run with a noble paladin. I know I can make adventurers, but I like the companions a lot
  21. There is this system in gaming generally, or there used to be, where balance was not necessary, the game I am most familiar with is Diablo 2 in this regard. In that game I only play hardcore, so you die, it's over. The grand majority of my time was spent there before respecs were available. You could make an Amazon, you could make the ultimate fighter, a Zon with 20 in Charged Strike, 20 Lightning Fury, a strong valk, with Witchwild String on switch, and clear an 8 player game yourself, or you could build a Spearazon, and have a way harder time of it. I don't remember a lot of whining about how the Spearies were bad, just some builds are more effective than others and you get to pick what you want to do and how easy you want the game to be. I played a Speary through Hell/Hell, solo on players 3, and it was torture. This game has a lot of variance, and a lot of ways to build your party; I never hired any adventurers, but you can, and your game will be much easier for it. I don't want all Paladin builds to be perfectly balanced, all I want is for them to be viable. So, there is a bit of a bug with double click equipping items (something I hadn't tried anyway), I can tell you that while Pell, who is hardly optimally built, is not quite the tank Eder is, she is a beast. Balance, balance, balance...yuck, I just want viable, and then variance beyond that.
  22. Isn't that pretty much the definition of meaningful roleplay, staying true to your character even if leads to a suboptimal outcome in the game? Sorry, I wasn't very clear - what I'm saying is it's too suboptimal. For the most part I'm roleplaying my character quite happily and not worrying about negative consequences, but I feel like losing access to many special/unique items takes it too far. As far as I can tell, nothing is timed in the game, wander around a bit until you raise enough gold to buy the gear, make sure you pick up and sell EVERYTHING. Hmm, I haven't yet researched if enchanting or crafting an item raises its value beyond what the components would sell for, but that's a though.
  23. I know it wasn't made by Obsidian but this was an issue with Dragon Age as well, if you were a city elf, there were still very few interactions in the game after the intro, where that seemed to matter overly much, and you couldn't play a racist city elf, because they hadn't written the text for that outside of a couple interactions in Ostagar. It's disappointing when they don't take something like this, or the Godlike, as far as we would enjoy, but given the massive dose of text in this game...well, I can't fault them for it. Maybe it can be modded in. As to the helmet thing, I have found any enchantable helmets yet, the odd magical one, but nothing I'd think is unbalancing, mind you, I am just wrapping up Defiance Bay.
  24. You get +2 security for binding him, don't feel bad, he was a **** You get +2 prestige for letting him go, but prestige without security is no good. I don't know what the third option does.
  25. I did it with Edar and Kaloth, I survived with 1 HP and Edar had 15 left. Bottom line is Edar was not as tanky as I had hoped. Thanks for the vid. Of course, I didn't use fan of flames because I assumed it was all friendly fire. Ahh.
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