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Belsirk

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Everything posted by Belsirk

  1. On the second part? Probably to represent how useless it would be for the Watcher to try to revive Iovara's apostasy movement. All the time I tried this approach, most of the NPC just treats him as a crazy watcher saying lies. Only the companions from the first game reacted differently. The gods truly won their battle against the Apostasy. At the time of Iovara? Probably was the bigger menace for the gods objectives. A good way to consider the use of the souls. However, the game gives some indications why that would not be possible: 1. The gods were not a powerful soul that absorbed all the others, but a fuse of the souls chained to one ideology. 2. Thaos only stole a single generation from Dyrwood, a small country. While each one of the gods were created from full nations. There was enough power for Woedica to break the balance, but not more. 3. The watcher with a single soul awakened was becoming crazy. Now with a thousand of souls probably it would be much worse (This is debatable, after all you can fuse a small amount of souls into you at some point). The watcher with a single soul only because it was awakening was becoming crazy. Now with a thousand of souls probably it would be much worse (This is debatable, after all you can fuse a small amount of souls into you at some point of the first game).
  2. I try that with the french version... and not sure. The immersion was not that good... Even towns were with different names and the audio still on english. At the end I felt I was not enjoying it at all
  3. I was with the impression that souls coming back constantly eventually they become too broken to be useful. Here we are speaking about souls that got fragmented (as the Hiravias) multiples time after thousands of lives. And therefore, the best option is to eliminate said soul. Of course, I have not been reviewing this world lore for some time, so I'm rusty, Another way to see the purpose of this god is the fact he can bring the end to everything on Eoras. Not even Woedica or Eothas with the new body may be able to avoid it. Therefore, it may be the final triumph of the mortals: Even the inevitable end, entrophy, is now under their control.
  4. Yeah, but from the PoE1 context sounds more that liches are something new (or something rediscovered recently) Yeah, it may be possible. After all between Caed Nua and the creation of the gods a lot of time passed. And Cabrio could consider to be on the climax and didn't care any more about improving the stuff. Two or Three Llengrath's lifetime . If I remember well from the dialogues. The previous incarnation of Llengrath knew Concelhaut when he was still a normal mortal (or, his words could have been intentionally not clear enough to hide Concelhaut's age). Another possibility is that Wael's cult erased the second lich from history. But then, how is that he is still able to roam Deadfire so freely ? But, again, if he predates the gods it could explain it. (Still, then it was a good lich who only care about living without interfering with exterior world until some hobbos entered his cave and slaughter him)
  5. I may be wrong. But I was with the impression that Concelhaut was the first successful lich in Eora. In part that is why his disciples were able to do things that even Cabiros (the fampyr at Endless Path lvl 8 that had all the Engwithan skills used by Caed Nua and an eternity to improved them) was unable to do (like improving the guls). And this also why other arch-mages were so worried about him. So, who freaking is that random Lich that you can find at PoE2 on the flooded cave? A random hidden mini-boss battle was good, but it feels like breaking the lore of the setting.
  6. I'm not saying the game is trash . I'm saying that I'm disappointed with Obsidian work. With this thread I discovered that Obsidian screwed their battle mechanical at the very end of their support. It was not bugged like this before of it. That is just... special. Anyway, the conclusion for me is very simple: Not more support to Obsidian from my part: not pre-order, not crowdfunding backer. And just buying their games with discounts if they are of my interest.
  7. Ah no. That is still going to happen. But, now that you make the question. It's bizarre, who is still working for RDC at that point ?
  8. On my opinion Maia's personal quest is super buggy. I delivered all the missives but at the end I had to kill everyone at RDC with her on my team, and she didn't even protest. On the final battle she was more than happy to kill his master Atsura without protesting. So... probably you don't need to worry too much.
  9. At the time they introduced the turn-based model they broken the original one.
  10. And yet they bet by adding the turn-based based mode which screwed the original one permanently in the process. If they invest like that after the support lifetime, they should at least guarantee the original mode was free of new serious bugs. And PoE1 & PoE2 were lesser risk as the main financial come from crow-funding (probably more the first one as I remember they were saying they had already a big save for the second one ).
  11. Erh, this is PoE1 question Anyway, for PoE1 a good cleric spell of low level for halting negative spells is Suppress Affliction (2nd lvl). One to reduce the time of hostile effects is Minor Intercession(priest 6th lvl too) The first one has the benefit that is relatively common to find rings which 2 uses of it per rest.
  12. A little late. I played this game for the first time this year. I tried first without the DLCs. The history added by them are almost irrelevant for the main campaign. Two of them have an impact with extra options at the end (one being very similar to that [in]famous Mass Effect 3 DLC ) . However, the resources that you can get from the DLCs make more easy the preparation for the mega-bosses encounters. In short, I would recommend play first without the expansions and then add them to see what they truly added to the experience.
  13. First, and most important. Sorry for my long silence > The Zamar quest line can be solved differently as well. If you simply accept to help him you can deal with the baddies any which way. Yes, That quest can be solved in any way. However, AFAIK it's only offering diplomatic approach for coercing and an aggressive approach for protecting. You don't have a rational, passionate, cruel or even neutral approaches. It sucks if your class can be affected negatively by those approaches This didn't happen that easily on PoE1. Uh ? Truly?! I didn't show any non-reachable conversation options But then, that is good to know On my next run I'll analyze that quest on more detail Yeah, and this is truly annoying
  14. To be honest, It's more amazing that Maia accept to kill everyone at the HQ without protesting
  15. sure, but you don't leave the battle mechanics broken at its core. Not be able to drink potions is just too big to let it pass. It's not an uber spell or an ability of a class that is broken. It's something that affects all the long battles for all the characters. And as far as I can see on the forums, those bugs were known before the last patch done by Obsidian (E.g. Aloth's quest). As I said originally, with mods from the community most of those things will be mitigated. But the decay from PoE1 to PoE2 was amazing for me. Obsidian had a safety net from the successes of the crowd-funding for developing the game, yet it seems they never focused too much on this game. Thanks! It seems to be a very good starting point to see for options for future replays Yeah, I had a similar impression due the last patches are only for consoles.
  16. TL;DR: This is going to be a rant that basically is focused on the lack of polishing on the finished product for PC from part of Obsidian. I'm a backer who felt greatly satisfied with PoE1. I have more of 7 characters on said game and had tested multiple variants for some of them. I consider the final version of PoE1 enough good to play it mostly on the vanilla version. I was more than happy to support the crowdfunding for PoE2. Yet, I was unable to play it until this year. And to my surprise, the current version of the game (V5.0) feels unpolished as if Obsidian just did not have cared about this game after its initial release. I will try to elaborate my affirmation on three aspects: Dialogues, companions’ quests and the battle system. Dialogue options are written poorly Early quests at PoE1 were beautifully written and you had multiple alternatives. E.G. Raedric’s stronghold. However, this doesn’t seem to be the case for PoE2. Once that you leave the first island the quests have issues. A good example is early in the game with my Paladin from the Shieldbearers of St. Elcga order and Zamar the shipwright: I can use diplomacy to coerce him into accepting the principi's control over his trade. I can make an aggressive act to protect the merchant from the principi (thus failing my vows). Therefore, early in the game I was forced into getting an aggressive reputation because there were no more alternatives through the dialogues for favoring Zamar over the principi (not even something like “I just can’t let you do that”). Eventually I even got a second point on said reputation, but I don’t have any idea when it was, so it’s not relevant. Another notable example of poorly written quests is at the end (WARNING: SPOILERS AHEAD): I had Tekehu, Pallegina and Maia on the party for the final quests with the trade companies and the huana’s queen. With the VTC, Maia protested and I refused the offer. This choice would break my relationship with Pallegina, but I would discover that until I sailed on my ship, not that bad. The problem is with the events with the RDC and Maia: once I refuse their offer, I’m forced to kill everyone with Maia on the party; zero dialogue from her part at all before or after that battle. I had to kill her brethren on self-defense and the only one who had something to say was Tekehu. This behavior with Maia is even worse on the last battle of the game against Atsura. I was expecting her to betray my party at that point or refusing to help me in the battle. But, nope, she is silently helping to kill her great mentor without any single protest before or after. It would be a big surprise for me that after installing the DLC I would discover the problem: I never speak with Maia between the events at RDC and the final battle. Even when there were no indications that I had to talk with her... Companion quests are buggy The quest for Aloth is forever stuck for me. Why? Because I explored too much before his quest started. After only speaking with VTC and the principi, I went to Crookspur and cleaned it from slavers. Suddenly the RDC got control of that island. I would discover much later that this chain of actions would become an automatic fail for talking with the Wahaki's leader. And because the quest with Whakai failed, once that Aloth’s quest was finally available to me it was too late. AFAIK, this is a bug know from early as V2, and it is still in the game. I even got a buggy situation on the last DLC where I only battled once with the Wael's oracle and I had conversations with NPCs that were not on the screen. First time playing the DLC and I screwed it, just because I didn't pick a single item from a shelf… There are more quests with bugs easy to trigger or big inconsistencies, but those two bugs are the best representatives of this issue. The battle system has serious bugs I’m not speaking about the battle mechanics per se. Moving from PoE1 to PoE2 is like moving from D&D 3.x to 5.0. That is all. I'm speaking about proper bugs on the battle system. I personally prefer real time approach over turn-based one. And, I also play on Path of the Damned setting. Eventually I started to try my luck with the mega-bosses and then I discovered it: Potions are bugged, they just don’t work on battle if an A.I. is active. Plus, your characters can get stuck in an infinite animation in the middle of the battle randomly. Probably I fell victim of those bugs on previous battles, but I was able to mitigate it. Still, at the end, I was forced to make strategies for mitigating the bugs… yey! Conclusion On brief, quests are poorly written, they have serious bugs and the battle system is strongly bugged. Frankly, I suspect those bugs will be left unsolved, thus I lost my respect for Obsidian. Not more support from my part to them in any form. Sure, PoE2 main bugs can be solved with mods created by the community. Yet, Obsidian ended its support for the game with serious issues in its core and even with simple bugs that were known from long time ago. P.S. Of course, If I’m wrong and Obsidian eventually fixes the bugs, at least the battle system, I would consider my words. But it’s not going to happen, they will release some more patches for the Nintendo Switch console and that is all.
  17. Thanks Karanith! Indeed, once I disabled the IA the potions were being consumed without issues.
  18. Ok! I had the most basic IA (just attack) but I'll try by fulling it disable it. But man... those type of bugs can destroy my estimation for Obsidian
  19. Hi! I'm trying the mega-boss battles, but I have noticed that my main tanks are having problems with the healing potions. Once the waiting action ends the animation of drinking the potions occur. But, after that there is nothing in the logs suggesting that they were interrupted or consumed at all. The number of potions on the quick slot is unchanged and of course the curative effect didn't take place. Is there any known restriction for drinking potions? Such as they don't work if chanter's healing chant or lay on hand is in action?
  20. I have played the game with a Paladin (before the third patch come out) and a Cipher ( after the patch 1.06) in the latest difficult setting, using the official NPC and everyone at level 12. So, this is not a topic about how to beat Thaos and the statues, but how they work with the game mechanics (WTF happens in that battle). The 3 entities are able to regenerate by means of spells, seem you can't destroy the statues as Thaos will restore their energy with a special spell, the statues protect Thaos with a special sequence, yet is possible to kill him before the special event trigger (happened to me with the Cipher). However, this bring my questions , 1- Thaos is a cleric with unlimited use of spells (This was a general issue but I though was fixed with a patch) which is problematic when you tactic is surround him with summons (or with anything) as he will uses the pillars spells always, seem that the only viable option there is to knock/paralyze/terrified him, but I have notice that the knockdown and the special fighter talent Clear out never hit him, with my cipher game Durance was able to use Repulsing seal with him, yet with my paladin game Thaos always resisted it (Same might attribute, but different intelligence). 2- Thaos resistance is something weird, he only has 15 universal (I think a little more with electricity but lower than 20) yet he survive more than the Adra golems from the endless path with higher DR (Eder alone is unable to defeat him even with a weapon with the kith bane property, yet is my favorite against the adra golems). By survived more, I mean I took me more effort to bring him near to Badly injury or worse. 3.a - Point 2 could be explained if Thaos has a lot of HP, but don't seem to be the case, in the first 6-9 rounds, I'm able to surround him, using Durance to buff the party and using my paladin or summons (with the cipher) for distracting the statues (after that, Thaos already debuffed me, and begin to kill my party). when I'm bringing down Thaos (he is badly jury or even near to death) the statues many times are able to heal him before my 4-5 NPC defeat him, restoring him to injury state, but sometimes Durance fire seal (or the auman fire chant) can immediately trigger the sequence (that is, I injury him severely, the statues heal him, come the spell and the sequence begins). 3.b Wit the Cipher game I did all the damage I could in the short time possible: the druid 6th-level raw areas spells, the cipher 6th-level raw spells, Aloth 6th-level raw damage (once Thaos was badly jury) and the venonm attacks from Eder (or Pallegina because both of them have the talent) usually can't bring him quickly down before the statues heal him, yet in my sixth , due good luck with two consecutive critical hits from Eder and Pallegrina, togheter a seal fire, Thaos die even before the first sequence, but I'm not sure if that was a (blessed) glitch in the game or not. 4 - Thaos uses the highest cleric spell for ending the offensive status quickly, and each of the statues seem able to cast similar spells, my paladin (and Pallegina) have the talent Deprive the Unworthy to disable any positive magical protection, yet when Thaos cast again the protection (or the statues) seem to override the duration of the talent (I based this in the fact that in the first seconds Eder and Pallegina are able to make more damage). 5 - Some of the area spells of Thaos seem to be too much powerful, yet don't have special visual effects, Durance bring the special light armor with the property to resurrect , Eder bring his own armor and my cipher/paladin bring the other heavy armor with the same property. Yet, there is a special area attack of Theos, which not only can kill quickly them but again after they are resurrected, even before they can drink a potion or get healed. This is a standard cleric spell? (If it is I'm not using correctly the poor Durance). 6 - The statues alone are a big problem due their constantly prone area attack, but I only have one single question about them, are they vessels creatures? Actually this bring another question, anyone know the exact statistics of them ? I know that Grieve Mother and my cipher can hit them (Thus generating focus point) but not with Thaos. In general, with my cipher the strategy was repulsing seals plus a lot of raw damage, but the suddenly Thaos death helped a lot. With my paladin (second in deflection after the adra dagon) was to distract the statues with the paladin and focus the other members in Thaos (plus Repulsing seal, but less efficient), in both cases debuffing to Thaos is happening from Aloth 4th spell or from the paladins or even Durance 6th level spells.
  21. What does any of that have to do with this game? There's nothing that says I can't go back to my keep and finish clearing out the basement. Actually, there is a warning. When you begin the conversation for jumping/descending to the last dungeon there is a warning saying this is not returning point. Anyway, that is why there is a special save slot in that point, if you check your saved game you will find "Burial Island (PRE-END)"
  22. Having exactly the same problem. This is my second time with the game, first one (finished before the 1.05) everything was fine. I did the quest before duc meeting.
  23. I don't find many problem with the spells, after all here the things are different than in D&D. The spells from wizards, chantiers and ciphers affect the souls or the energy around the soul. The undead are souls, the elemental are souls, the bat fire is soul. So, yes, if the spell blind the soul, then everyone can be blinded by the spell, if the poison is against the soul, then yes, is raw damage to everything. The ozee become knockdown? maybe the hit was enough for dispersing (now, this is debatable) and as other already say it, you can knock an ogre, but good lucking doing it.
  24. Yes, I had a similar issue with this quest, after closing the game the next time is just "tVisitor", however the rooster still shown the NPC assigned to it and can the quest can terminate without problem.
  25. I have the same, though was with another effect (I think was the maggots from the druid spells) the former eventually dissapear or become "surpressed" but the blinded remain. Similar to other people, got after battle were multiple spells were casted and the priest spell that suspend was casted as well.
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