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Doppelschwert

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Everything posted by Doppelschwert

  1. 1. Go to Vektor and get him to trade 2. Drag any item with infinite supply to the trade area of the merchant instead of clicking on it as intended 3. The infinite supply costs 0 gold, buy it 4. Hear everyone in your party complain as their inventory fills with said item 5. Sell the item in stacks of 5 at a time to the merchant and restock from your infinite supply in the stash 6. ??? 7. Profit (infinite moneyz)
  2. I have the problem with the multiple prophiciencies as well, but I don't have the -10 acc on my chosen weapon in both combinations of Monk (Shattered Pillar) / Fighter (Devoted).
  3. Can't download with GOG galaxy :'( EDIT: Sorry, I calmed down - downloading it now from GOG. It works with the instructions, go read them ^^'
  4. I don't quite get what is actually bothering you. You're saying it's bad, but it's not evident to me what exactly is bothering you about that screenshot. The order in which the quests are listed? The descriptive text of the quests? I never had a problem with the quest log; I just do all the available side-quests when I get them before proceeding to the next main quest. I don't think I ever had more than 10 active quests at the same time.
  5. I just started playing D:OS2 yesterday and wasn't really amazed. Clunky controls, too many (useless) items in the gameworld, no proper highlight function, and, judging from the game's wiki, a really boring character system. The talents all sounded boring to me, and attributes are more or less just linear upgrades for really simple things (damage/health) with several dump stats. The game also doesn't care to explain anything - I started as undead and got told to mask myself properly, but how I am supposed/able to do this is beyond me so far. I'm glad I only bought the game via kickstarter and didn't have to pay the retail price; at this rate, I'll just go back to playing something else until PoE2 releases, which looks absolulety amazing in contrast.
  6. Sawyer just tweeted that Bonteru was cancelled; that's a new character called 'Konstanten' (which, btw, is also the german translation of 'constants' and therefore sounds very odd to me ).
  7. I think the point PugPug is trying to raise is this: If you could just use a modal to make the troubadour act like a base chanter, why would you ever pick the base chanter? Therefore, something seems off about the description, since this is surely not the intent. Mageslayer / Devoted might be my opportunity to finally bring the Kensai back...
  8. This. It will have all the expressive power it needs, while avoiding a much bigger powergap between characters.
  9. Here is the obligatory combinations-computation post: Including the base class as a "subclass choice", we get the following: There are 8 classes with 4 subclasses; 2 with 5 and 1 with 6, for a total of 8*4+2*5+6=48 subclasses. You can combine them in 48*48= 2304 ways (counting them twice for now). We need to subtract combination of different subclasses of the same class, which means subtracting the squares of the individual numbers: 8*42+2*52+62 = 8*16+2*25+36 = 214, leading to 2304 - 214 = 2090 combinations. So far, we counted every combination twice, so lets reduce it to 1045 actual combinations. We also need to subtract the forbidden paladin/priest combinations, which amounts to 3+3+2+4+3=15 forbidden combinations (counting from the paladin list): 1045-15 =1030 Here you have it, 1030 subclass combinations for you to play in deadfire. Good news: You'll be able to advertise this game with the possibility of over a thousand classes! Bad news: I won't compute the number for the companions that can have custom classes How many 5 man parties? 10305
  10. What a time to be alive... Why does this post not have more likes? From a logical point of view it makes no sense for NPCs to know what you identify as, so why would they magically use the pronoun you envision?
  11. I don't want to be that guy but what is this referencing? The only thing that comes to my mind is a fable which is similiar but ends differently, afaik.
  12. I didn't play Tyranny. Why does it matter? Pillars of Eternity and White March had plenty of interesting weapons that are fun to use. The real question is. How many of those interesting soulbound weapon did players miss out on because of the focus system? The point is to reduce that conflict of "do i try this weapon or do i stick to my +15 bonus?" Tyranny has a usage based weapon system. Each weapon has a governing skill which is responsible for the accuracy of the weapon, and the skill grows by using the weapon type against enemies. This is more or less what you are suggesting, as it replaces the weapon focus talents. Tyranny has it's own share of problems, but it's closer to PoE than most games, so maybe you'd like to give it a try to experience the system for yourself. Having played both PoE and Tyranny, I don't think it makes a difference which system you use for the reason I pointed out - once you are in the endgame of Tyranny, there is no way you can get a second weapon skill as high as the one you used throughout the game (assuming you play normally and don't exploit mechanics to grind, which you seem to be agreeing on), and you'd be gimping yourself as well until the new skill is on an appropriate level. You can switch during early and midgame, but by the time enemies grow scarce, it's a heavy trade-off. On the other hand, even if you don't want to respec in PoE, you can just learn a second weapon focus as well to cover more ground - I usually run out of mandatory talents by the end of midgame anyway. Last, it seems you are not aware that any weapon focus already applies to all soulbound weapons in PoE, so the conflict of soul bound vs +15 to hit is mechanically not in the game. The game does a poor job on explaining this (it doesn't), but you can verify it by looking at the ingame stats, and it's intended by Josh exactly for the sake of not having this conflict in the first place. EDIT: If you look at Josh's tumblr, he answered a question about proficiencies in Deadfire which implies that they are binary and merely unlock the modal ability, so proficiencies shouldn't really lock you out of using any weapon you find. https://jesawyer.tumblr.com/post/162992926786/hi-josh-was-wandering-about-weapon-specialisation https://jesawyer.tumblr.com/post/162997737386/some-of-those-abilities-dont-necessarily-sound
  13. Given the choice, I'd rather metagame than grind; the former at least respects my time. Besides, you get more proficiences while you level, so you can just put the next proficiency into katana once you find a cool one. If you find a shiny Katana by the time there are no more enemies around in a usage based system, you're locked out of any advancement as well, so both systems ultimately share the same problem. Have you played Tyranny? If yes, did you change your weapon when you found a cool one of a type that you didn't use yet? I played it, and I never had any incentive to abandon my highest weapon skill.
  14. The question about the monk/kensai came from me, and it was all about being good at being unarmored, which Josh clearly denied - I don't think the kensai has any armor limits. The kensai got turned into the Weapon Master prestige class in DnD 3.X, which doesn't care about which armor you wear either, and just gives you massive boni while using a specific type of weapon. I'm sure that this is the only aspect he meant, being particularly good at using a single weapon. I think the downside will be at least about sucking at other weapons and/or getting fewer proficiencies, which, as MaxQuest already mentioned, is neglectible if you play your cards right. This is also true for the weaponmaster in DnD 3.X, as you can just carry around specifically forged versions of your weapon of choice for every situation. I do hope unarmed will be available for the devoted, but I could imagine that it is not as well. I'm thinking about combining the shattered pillar and the devoted now.
  15. Will there be a (monk) subclass that is closer to the traditional DnD monk (or the BG2 fighter kit kensai) in that it focuses on wearing robes/light armor in melee while not getting hit in the first place? Although playing this fantasy archetype was possible in PoE, there was nothing that supported it which would not be better with armor, and so the concept was neither very fun nor rewarding (even though it was viable with additional effort).
  16. Just to reiterate that AD&D dual classing being a possibility is neither a secret nor betraying what they already said, the corresponding SA-post: Well, what would you like out of multiclassing? We can regulate multiclassing in a much cleaner fashion if you're willing to give up flexibility. Multiclassing at CC (AD&D style) would be relatively clean and easy because everything could be advanced according to a simple formula. We could also do something where you always start with a base class and then at a specific level, you gain the option (only then) to multiclass, progressing the joined classes in tandem, e.g. fighter into battlemage, so there's a heavier emphasis on the fighter side. I don't have any particular attachment to this system. I made it to give players a lot of options while addressing one of the major shortcomings of 3E multiclassing. That said, ProfessorCirno is correct that synergies are the things that can make individual combos insanely good or relatively bland depending on how the mechanics work together. E.g., no, Carnage won't ultra-boost Focus, but cipher self-buffs combined with barbarian powers could still be extremely strong. I'll point out again that Josh uses multiclass at CC synonymous to the system in AD&D where there is a fixed progression to follow. There are some obvious benefits for the developers to constraint the free picking of classes each level. Fixed progression automatically solves any issues with level dipping and the combinations to check for QA are reduced tremendeously. I think this is a very real alternative, and I wouldn't be surprised if they end up chosing something like this - not that I overly care, since I can build fun characters either way. If someone has a social media account, feel free to just ask josh directly about the issue.
  17. But that's only an assumption. Nobody said that. In former explanations Josh always gave examples of characters who advance in both classes individually so that you could end up with 19 fighter/1 ranger and so on. His statement (if he really meant it this way) can also mean that you only have to decide on your multiclass combination at the start of character creation - so that it's clear what special class(combo) you are throughout the whole game. His statement says nothing about class level advancement. I doubt he changed the whole multiclass mechanics. And I would be angry if they change multiclassing in such a bad way. Maybe it's easier to react to the character in dialogues properly if you already know he's going to be a priest/fighter for example. May help with that strange thing that some people have with these games. "Immersion" or what it's called. It's not an assumption on my part, he DID ask whether people prefer the AD&D or D&D3 approach, and linked them explicitly to the time where you pick the second class: https://twitter.com/jesawyer/status/826978554973859840 I'm also pretty sure he said somewhere (maybe SA), that he doesn't mind either way, so he'd like to have some feedback on this. Just because he used the most general examples for explaining the framework doesn't mean he can't use the framework on a restricted progression - the math would stay the same. I'm not saying that the interview proves that they will use the AD&D approach, but neither should anyone assume it is confirmed that we will get the one from D&D3, because afaik, it was never explicitly confirmed since he asked those questions.
  18. My point is that josh mentioned some time ago (I think on his tumblr, or twitter), that he is not sure yet whether you should decide on a multiclass at character creation, with a fixed progression throughout the game, or if you can just take levels of a second class whenever you want. Just to be clear: the first option means you advance in both classes equally (think dualclassing of AD&D / BG), while the second option means you can decide each lvl which of two classes to take (think multiclassing of D&D3.X / NWN). My impression was that he described the first option in the IGN interview, which seems like a huge loss in build diversity (I'd actually prefer that, since it would probably balance the dual classes much much better). EDIT: http://www.youtube.com/watch?v=eebUV7hJswk&t=4m45s
  19. I'm wondering because no ones seemed to mention this, but didn't josh more or less say during the E3 interview with IGN that you choose your multiclass at character creation now, instead of opting into it later?
  20. I hope we can expect the 25% release-discount on the GoG version when it releases there.
  21. Sent my submission as well, and I'm with the others in appreciating what you are doing!
  22. So, uhm, what are the versions and their prices actually going to be? Talking about the base game and the obsidian version is nice and all but I can't seem to find a listing of the prices or content of either one, except for the number 25$ of which I'm not even sure to which version it applies. I won't get the game on steam but might consider GoG if the price and content of the base game are in a fair relation to each other. After all, I already own all the physical base sets...
  23. Whether you hoard enchanted items or hoard the means to enchant them yourself makes ultimately no difference, in the end the developers will still limit you to what they deem appropriate for where you are at the game. I also highly doubt that it will be necessary to carry crap around; josh already said that old equipment just won't cut it anymore once new stuff is around, so there won't be a point to keep stuff around forever, and I highly doubt that it will be necessary to complete any part of the game; I neither used unique weapons nor crafting in PoE and was able to complete the game just fine. There is a sliding scale in customization - PoE also limits you in what you can craft just by existence of crafting materials, and a lot of unique enchantments were not available as options either. Deadfire making the crafting options more limited is the natural reaction to all the complaints that crafted weapons were superior to soulbound ones. I get that this is annoying to people who like to min/max their game, but personally, I think making unique items actually desirable is more than worth it.
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