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Everything posted by Doppelschwert
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They still lead in the secondary defenses, don't they? I think they are quite versatile with the orders and buffs, which is a nice thing as well compared to other classes. I guess they are the best counter class for casters and CC in a defensive sense. The best counter to CC is still to kill or otherwise lock down the source, and paladins aren't great at that. Could be I'm being pessimistic - I think someone did solo triple crown with a non-tanky paladin. I was just very fond That's true, but you didn't ask for something integral they excel at. pigeons r pretty smart tho That's actually pretty interesting, thanks.
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white march news
Doppelschwert replied to Gromnir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I guess the problem is not the delay but the total lack of new information. If they said the expansion will take at least another x weeks, I would be more relaxed and focus on other stuff in the meantime. This way I expect them to just release the add-on anyday now, especially since I'm in dire need for some distraction from work recently. I know its stupid, but hype works that way. -
For Baldur's Gate Fans: New Expansion
Doppelschwert replied to Omnicron's topic in Computer and Console
Wrong forum. I'm sure there is already a thread about it in the computer and console forum. -
white march news
Doppelschwert replied to Gromnir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
First white march is late, then suddenly russia invades sweden and germany. Well, that escalated quickly. -
So, I'm a bit confused about things affecting speed. I always thought that none of the positive effects on speed were working so far, e.g. no speed bonus from dexterity and no speed bonus from the speed mod or the talent for dual wielding, but penalties from armor and dexterity. Does that mean that only the speed mod is broken now and that dexterity does indeed work? It's not like I was dumping dexterity because I never min/max in PoE, but I never considered making a character with high dex before because of this.
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It's one of the toughest fights in the game, especially in PotD, so I would advice you to hit the level cap first, regardless of which strategy you want to use. Even then you will need some good advice which I probably can't give to you since I had trouble beating it on hard with lvl 12. In tried to use the bottleneck to the bottom right to my advantage by placing all the ranged characters on the circular platform, but without buffs and CC my frontline broke down pretty fast.
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Pre-2.0 save question.
Doppelschwert replied to Gary1986's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
There was a statement by the devs that they will be looking into making such a reset of talents/abilities available for the release of the expansion, but they didn't promise anything since they weren't sure whether its actually doable or not without spending too much ressources on it. -
Ok, so the pattern so far is that every multiclass talent covers a talent / a spell that is available to the corresponding class at level 1, apart from the wizard where we could argue that Arcane Assault is too heaviliy tied to the grimore in the lore. So assuming that what we know so far is true, e.g. - Barbarian: Frenzy - Chanter: Summon Skeleton (If their Bones Sleep Still Under that Hill, None Can Say) - Cipher: Charm (Whisper of Treason) - Druid: ? - Fighter: Constant Recovery - Monk: ? - Paladin: ? - Priest: ? - Ranger: ? - Rogue: Sneak Attack - Wizard: Blast then what is left could be Druid: Some first level spell / Wildstrike (Spiritshift should probably stay unique) Monk: Unarmed Damage (Wounds should probably stay unique) Paladin: Lay on Hands, Flames of Devotion (Faith/Conviction would be a no brainer, should probably stay unique) Priest: Some first level spell / Holy Radiance Ranger: Wounding Shot / Marked Prey Personally, I think blast should just be available to everyone and wizards should give arcane assault as a multiclass talent, so that everyone can shoot some magic missiles. Unarmed Damage and Constant Recovery would also seem a bit boring to me since if these talents are weaker versions, they are not very attractive. The normal Unarmed Damage barely keeps up with enchanted weapons and constant recovery can be gained from equipment as well, which does not stack as far as I can remember. Anyway, we'll see.
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So what luckmann implied in his explanation but did not state explicitly is that if making something damage proof, the multiplier gets applied to the constant +3 from the damage proofed DR as well. That is, Burn would go to (12+3)*1.00= 15, Shock would go to (12+3)*0.5=7.5 and Slash would go to (12+3)*1.5 = 22.5 . Which is kind of bad IMO, because there is a diminishing return in balancing the low DR while its most effective on the high DR you don't really need that much more from. The implication of this system is that it is more efficient to balance low DR by DR granting items in another slot instead of the proof enchantment.
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I don't think it's that hard to resist to powergame. Most of the stuff you mention didn't even feel like a handicap when I did it, it is just an byproduct of being lazy / unoptimized on purpose to not abuse everything. If you want to create normal characters, just distribute the numbers 8,10,12,14,16,18 on the attributes. If you want to have balanced characters, additionally group them so that each defense is the same, e.g. might+con=dex+per=int+res=26, although there is some RP value lost in the process of adding these constraints. Otherwise, just use the games companions without resetting them in the options. That being said, the attributes are just a small tip on the scale of balance. Being used to hoard everything in RPGs, not using any consumables saved me a lot of time on management and was straightforward and giving everyone armor just makes sense RP wise. If you want the game to be harder, you can also just do without most stuff from caster classes. No CC from the wizard and letting priests only heal for example will change the game a lot as well. I did most of this on hard, and could still beat the game quite easily by building all the characters towards being passive, low maintaince, the only exception being the last boss and the optional boss in the mega dungeon. I guess this shows both that the game is balanced and unbalanced at the same time, in some senses at least. The real issue is: If you feel the game is too easy, skip a lot of optional content. You will have less experience and less gold, so handicapping yourself that way makes a bigger difference. Just skipping the bounties changes the pace of the game by quite some margin later on.
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Pretty much agree. I think a monk which uses the implement modal to generate wounds would be a pretty cool character concept based around an obscure synergy if implements were made stronger. If they were single handed, dual wielding them to generate wounds faster would make for some unique ranged character. BTW, how do you know blast is a multiclass talent, gromnir? Is there an announcement i missed?
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Hard copy manual
Doppelschwert replied to GuyGibson's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I think on the german retail box it says there would be a manual inside, but you can check this easily by looking at the actual box. Why don't you consider having the pdf version printed? If you want a printed manual that bad, it's certainly cheaper than buying a new copy all over again if you already have the digital version. -
white march news
Doppelschwert replied to Gromnir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
"Obsidian Entertainment to host unique panel at San Diego Comic-Con! Join the award winning team at Obsidian Entertainment, Eric Fenstermaker, Josh Sawyer, Jorge Salgado, Kaz Aruga, and Bobby Null for a unique interactive experience where you, the audience get to participate in the process of creating part of the upcoming expansion for Pillars of Eternity: The White March - Part II. Obsidian is going to make you, the audience part of the design process and walk you through what they do to create something in the game itself. This is a unique fun, opportunity for anyone who loves video games and wants to take a peek behind the curtain and help make the magic happen. Saturday, July 11 • 7:30pm - 8:30pm Room: 7AB SDCC: http://tinyurl.com/ndurgxh " HA! Good Fun! -
This just in: Obsidian Entertainment to host unique panel at San Diego Comic-Con! Join the award winning team at Obsidian Entertainment, Eric Fenstermaker, Josh Sawyer, Jorge Salgado, Kaz Aruga, and Bobby Null for a unique interactive experience where you, the audience get to participate in the process of creating part of the upcoming expansion for Pillars of Eternity: The White March - Part II. Obsidian is going to make you, the audience part of the design process and walk you through what they do to create something in the game itself. This is a unique fun, opportunity for anyone who loves video games and wants to take a peek behind the curtain and help make the magic happen. Saturday, July 11 • 7:30pm - 8:30pm Room: 7AB SDCC: http://tinyurl.com/ndurgxh
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I guess if there is enough exp to raise from 12 to 14, then this means more than 7 to 9. 12 to 14 should be about 25k exp while 7 to 9 is only 15k exp. Then again, I think the maingame has some excess exp after reaching 12, so that may be needed as well to get to 14. I guess the main problem with the optional scaling of the expansion is that it sounds like we can't get the companions of the expansion on a low level for the base game and then do the high level scaled expansion at the end of the game.
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white march news
Doppelschwert replied to Gromnir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Is that why they're the only good entries in the EU? Myself being german I think germany is quite a good entry in the European Union. Your mileage may differ, of course.