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About Srex

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  1. I think the god challenges are a cool idea, but I haven't tried any of them yet myself. I think making sweeping changes to strategic aspects of the game is the way to implement more challenges going forward. I would like to see more challenges like these: all per-encounter abilities become per-rest empower disabled resting only allowed in rare "safe" zones, inns, etc pillars 1 style health/endurance system all "supernatural" type mobility abilities disabled (martial class teleporting, dashing through things, etc) I will probably never play the magran challenge, the abydon challenge could be cool (but it looks like it could also just become tedious, like weapons breaking in bg1), and the skaen one sounds fun but not that difficult. I will definitely play the berath one.
  2. Understood and fair. I was trying to address criticism from the first game that combat music was too in your face, too repetitive, too attention grabbing. It's a process, maybe next game will strike the right balance. I haven't gotten to play deadfire yet because I'm still replaying the first game, with, uh, two different parties. But one thing that's stood out to me recently in playing pillars 1 is how jarring it is to be running around listening to the lovely ondra's gift theme and then suddenly get blasted with the combat music, which is waaaaay louder than the walkabout music. I usually have to change the music volume slider during and after every combat to rebalance the sound. I like the music itself, it's just too loud relative to the rest of the tracks, so thank you for addressing that. I'm interested to hear how it all turned out once I hit the deadfire.
  3. Steam. Right click game in library, click on properties, go to the betas tab.
  4. It stands for crowd control, which basically means aoe disable. To stun them, petrify them, put them to sleep, turn them into sheep, etc.
  5. I can confirm this also, I've gotten the Maneha/Caroc "your hands remind me of an old lover" banter 4+ times in a row. The Sagani/Caroc banter about snares has also played over and over again, just not consecutively.
  6. I've noticed a couple minor things in 3.0/3.01, but nothing serious. I think the game's in a pretty good place. They do have version 3.02 in the works, and probably more after that.
  7. Happening repeatedly in the Valewood, both the xaurips and the bears have run to melee with me and just kept running in place, never attacking. Did not happen with the wolves or bandits. If I move, they seem to find their footing and start attacking. Dropbox link to dxdiag, savegame, output.log, and screenshot of the combat log showing only me attacking for the first few rounds of a combat: https://www.dropbox.com/sh/qvh8039k5tjmaag/AADOSp3Y4H42Os6FYokTX8yka?dl=0
  8. I thought the Wiz8 level scaling implementation was excellent, and I'd be happy to see it in poe2, but from what's been said so far the White March one seems like it could be good too.
  9. US, regular edition, envelope, box squished just enough on one side be disappointing, but no crushed corners or anything.
  10. lol @ shivv'ass & beerdfolc I do see your point about the linguistics, but you have to keep in mind that if they made everything plain English (Duke vs Duc, etc) loads of people would complain about just how BORING and BANAL it all is, and how they've done all this BEFORE, and why couldn't obsidian be more CREATIVE? I agree it's hard to have memorable place names when the names are in Engwithan (after 90 hours in the game I couldn't remember any of them just now when I tried to), but I've also never heard any of those words before, ever. I probably didn't remember Umar Hills that well the first time, either. For me the linguistics is window dressing, and I think it's fine either way. I have to agree with some others that while a few parts of the game you mentioned could be improved (stronghold, enchanting, crafting), this is just a first iteration on them, and I'm glad they're in the game now, because that means they'll hopefully be refined in the future. I did enjoy the stronghold and mega dungeon a lot, though, and thought the crafting and enchanting were, for the most part, good enough.
  11. In about 90 hours I only found one bug I would consider significant, and it was fixed in the first patch. I did have the issue with save/load times taking longer and longer, but that seems to have been fixed in the second patch. I can't remember finding any issues in the ~15 hours I've spent with the latest version
  12. +1 He first complains that the races/classes/defenses/etc are too much like dnd, then later complains everything is not enough like dnd. Considering how incredibly long the review is, it's pretty amazing he never manages to back up any of his points with anything other than some hand waving and his own, poorly-explained opinion. He never bothers to cite specific mechanics or designs that are superior to the ones in poe, or talks about ways to improve the systems, he just hand waves that "in good games, xyz is not like this." The game isn't perfect, but it is a good game, and in many ways is better than any of the IE games. I actually like the codex well enough, for what it is, but reposting this review here seems like a child whining for attention. "I'm mad and I want someone to notice and/or agree with me!" p.s. couldn't stop laughing at the DoW2 portraits
  13. I thought both the big cities were pretty well designed, and nicely distinct from each other in feel/culture/appearance. They weren't perfect, but my preference for more content would be to add more village hubs (Dyrford, Friendly Arms Inn, Beregost), smallish areas with their own plotlines (Gilded Vale, Umar Hills, Windspear HIlls, Trademeet), or expanded faction and/or stronghold quests.
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