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Eldram

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Posts posted by Eldram

  1. What is everyone's plans for skill selection? I'm thinking mechanics and lore with a couple points in athletics.

     

    I'm choosing a melee Cipher (Thanks for such a great video on the build Sensuki!) so the scrolls won't be of great use, it's more for the bestiary unlocks and dialog options.

     

    Mechanics for finding hidden stuff and unlocking everything, this way I don't feel the need to bring someone with a high mechanics value all the time. What do you plan on focusing on?

  2. If going with low con like that, it's workable, but you will have to manage the Cipher the whole fight, to make sure they are only targeting engaged units, and are not at risk from enemy archers. Also, a lot of their abilities are AoE, so anything they hit that isn't engaged already is going to come after the cipher.

     

    Melee is a lot tougher than ranged for a cipher.

    Thanks Sock, that's kinda what I was worried about. Maybe Cipher is the wrong pick, I really like the skill set and playstyle though. I have a feeling a melee Cipher will go down tons due to aoe, ranged, etc. And I do want to make use of the badass weapon and armor selections on my first playthrough.

  3. Was looking for some input on a viable character, my ideal class is melee based with a nice selection of active abilities or spells that allow for flexibility.  To this end the Cipher class has been very enjoyable in the beta, I really like the idea of using a 2 handed sword over the reach weapons (personal preference really, I just love the look of the giant 2 handed swords)  for damage/focus generation and medium armor for a bit of defense, but I'm worried playing on hard through the full campaign may give the build a fair bit of trouble.  

     

    I do not plan to take hits but want to be in melee range to generate focus so I plan to drop CON to 3 and max out DEX, INT, and MGT. Will this be a viable build or should I be looking to a different class, such as the Paladin?  I just do not want to have to rely on scrolls to make the class active and flexible.

  4. Thanks Ark Evensong!  Didn't realize Pillars of Eternity Guidebook: Volume one was the same as the Full Color Printed Hardcover Project Eternity Collector’s Book, would have been disappointing when I had 2 copies of the same book arrive lol.  Could not resist the hardcover guide though even though the digital version is already included.

  5. I am really enjoying the cipher class, if you give them a bit of CON and some medium armor they can take a few hits and a 2 hander gives good damage and soul return for spells. Some of the later spells really boost your defenses while destroying your enemy. Defenitly not a tank class but can stand toe to toe with some big bruisers for a time if the right spells are used.

  6. I am having tons of fun with the cipher class, you definetly have to watch your placement but running in with a giant 2 hander to lay the smack down while building your spell pool is an awesome playstyle. Also once you reach higher levels you get spells that buff you dt and defences substantially all while weakening your enemies.

     

    Not casting spells constantly also allows for a bit more armor, I'm running with medium now and as long as a tank character has the enemies focus the slow down seems worth the extra defence.

  7.  

    Yo, Obsidian, Sensuki deserves a recognitioN!

    You walk down a path and find a concerned woman standing near a door to a cellar. When you ask her what is wrong, she tells you she has a bug problem but a passerby offered to help her. She says he went down but has not been seen since. When you ask about his name she tells you he was a young man called Sensuki. When you click on the door to the cellar, you get a message "Sensuki: Don't worry good sir, I got this! Only 999 bugs to go!".

     

     

    So much this!  This would be an epic addition!

  8.  

    Just wanted to throw my 2 cents in the mix about POE.
    I love where the game is going. I am a big supporter of the game. I love the direction that Josh and Adam is taking the game. 
    The game is going to be great. 
     
    I really, really hope the developers don't think that the posts on the Obsidian Forums are representative of the majority of the Kickstarter backers of the game. There's a small vocal minority that seems to post on the forums. I think the majority of the backers are supportive of the game, have busy lives, and they are just waiting to play it when it comes out. 
     
    I backed the game a while ago, and I am relatively busy working. I know the game is going to come out months from now. It's going to take time for everything to come together.
    Therefore, it's not productive, for me personally, to post every day on the forums, because I am busy daily and I don't have anything to complain about. I don't have any negative feedback to give. 
    I really enjoy RPGs but I am not obsessed with them to the point where I am going to hack the game to look at game assets or start stalking which developers/voice actors/artists/programmers joined or left the project or make daily Youtube videos on gameplay.
     
    I trust Josh and Adam. I know they are going to make an awesome game based on the updates. 
     
    All the complaining on the forums, in my opinion, is such rubbish. I honestly just don't care about the minutiae of damage calculations and realtime vs turn-based combat which seems to just go on and on in the forums. It's the equivalent of beating a dead horse. 
     
    The game is in great hands. Josh strikes me as an extremely, extremely passionate and smart developer. Obsidian has a great track record of turning out amazing RPGs. The team will take care of the details and the bugs. 
    I don't think it's right for me to try to micromanage or tell Josh and the development team what to do. They know WAY more about making games than I do. I trust them to make the right decisions. Granted, when the Beta came out, things were a little rough around the edges, but that has all been fixed or is in the process of being fixed. 
     
    Long story short, the game is going to be awesome. Supporters probably don't post more because they see the game is heading in the right direction and that there isn't really anything to complain about. 
     
    One last thing. I really, really hope the development team doesn't get sidetracked trying to please everyone about the game. 
    Some of the posters are, in my opinion, perhaps looking for their marbles???
    Nothing is going to satisfy them.
    Josh has a specific vision for how the game should turn out and I would hate to see it compromised by people armchair quarterbacking in the forums. The development of POE should not turn into something out of the "Pentagon Wars".
     
    I am confident that POE will be an awesome game!

     

     

    Someone give this person a medal!  So much this I wish I could like a post more then once!

  9. What I'm suggesting is to have around 4 talents for each skill. The talents would be tiered 1 through 4 for each skill and require you to pass on a combat talent in order to select a skill talent. This would lead to balanced combat/skill characters who have talents in both areas, combat focused characters who decides to pass on all skill talents in favour of combat talents, or even a character who forgoes most combat (if not all) talents in favour of skills, making them far weaker in combat but more of a non-combat bases character.

    • Like 1
  10. Not sure if this was mentioned in the past and cautious to post anything regarding the skill system considering the rage it tends to generate lately.

     

    What about simplifying the skill talent merger to talent skill tiers. What I mean by this is remove skills linked to talents and simply have different tiered talents that give you access to the skills you want. Such as basic athletics > intermediate athletics > advanced athletics > master athletics. This would allow you to make balanced combat/skill characters, combat focused (no skills) characters, or even a more passive skills based character (with little to no combat talents).

     

    I think it would be simple to implement and allow for varied and flexible builds. Any thoughts?

     

    • Like 1
  11. This discussion has allot of negative posts, granted that is the point of a beta to eliminate bugs and shift around certain elements, even with these issues this is an amazing game you have created so far. I did not think it possible to capture the nostalgia of Baldur's Gate and Icewind Dale while updating everything to a more current system but I must say you really have done both exceptionally. Although some strong issue have come up the art, writing, lore, characters, music, and general feel that a few hours of gameplay for an early beta have displayed are better than several games I have played over the last few years with a much higher budget and timeline! Keep up the great work, these issues are fixable and this will be a truly epic game when released!
    • Like 7
  12. The real question is: Is the notion that might has nothing to do with strength reflected in the attribute checks it is relevant for?

     

    Meaning: Which attribute is checked for lifting a heavy boulder?

    I would say might, why can't a wizard with a high might focus his strength to move a boulder using magic.

     

    I agree that a wizard can be strong, they need strength (or might in this case) to manipulate powerful magic. A weak wizard would not have the fortitude or might to focus massive raw energy to his or her will (similar feel to Richard in the Sword of Truth books), a bookworm wizard would just need to tone down the power of the spells and focus more on intellect to cast more skillfully using less raw power, falling very in line with the attributes in PoE.

     

    This allows you to play a raw power feel the magic type wizard, a bookworm type wizard who knows details of how spells work and how to cast them skillfully, or a combination of both.

  13. I really like the hire adventurer option to pick a new character that may fit your party better but always disliked the idea of no story elements, just a blank slate for this new character.  I completely understand why story elements can't be added for the newly created adventures but had a different idea.  What if every time you picked a new adventurer a random background (related to the class selected) was added to the information panel for that character.  Possibly having backers submit class backstories that could be randomly added to new adventurers you hire.  Wouldn't add story elements but would give the hireling a bit more depth and not just feel like an empty shell.

  14. In most crpg games there is always one or two classes I know I will play as, after playing around with most of the classes in the beta this will be the first time I am at a loss on what class to pick. They all feel great and unique, classes I have never enjoyed playing (such as the warrior) are incredibly fun with the number of abilities now available. Great job! Once the chaos of combat calms down, which I am confident is fixable, the classes and abilities will really shine making some very cool party compositions!

    • Like 1
  15. Anyone know how to do this, used my email address not realizing it would show as the Display Name.  I checked help and the option is not where it should be, unless I missed it somewhere and not sure where to email moderators or if they are the ones that can fix it.

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