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CENIC

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  1. I can agree with this. I'm willing to compromise on other formerly universal talents, but weapon proficiency should stay universal. I've been playing a multi-classed Cipher in the beta and I'm pretty happy with the abilities they have right now. Has your experience been different? I think there are other classes that need reshuffled talents more than Ciphers do. See, in my mind, modals are great when you want a low maintenance character. All you have to do is toggle the right modals for the job and let them go to work. I'm actually not a fan of how modals were rolled into weapon proficiency, and I'd rather take other talents than all the weapon proficiencies we're given... I'm trying to find a compromise that isn't "everything is universal." I think some talents do make sense on certain classes when you consider the lore and the class' description. Also - if Ranger is going to have "best class at ranged weapon damage" taken away so ALL classes can be good at ranged weapon damage, they need compensation. In my mind, the slayer talents are a way to do that. I don't think people care too much about losing those... do they? I can agree with this.
  2. Priest? There are too few for priest Because of how many spells you can use per encounter? Or because you can only take one spell per level? Or because Priests of Magran are locked out of Restoration spells? Josh tweeted that he was going to remove the locked out spell types for Priests in the next beta update, so hopefully that will alleviate the problem.
  3. Currently, if you are playing any other class, use melee weapons, and aren't planning to multi-class to something else, there is literally NO REASON to not multi-class with Fighter for Devoted.
  4. We have a lot of threads discussing changes to abilities in Deadfire and whether they are good or bad, but not many threads discussing how abilities ought to be implemented. Everyone has a different opinion on how abilities should be handled, whether making them all universal or splitting them up among the different classes. Let's discuss our preferences here. Myself, I'll list all of the abilities, how they were implemented in Pillars of Eternity, how they've been implemented in Deadfire, and finally, what I think should be done with them. Please feel free to rip my suggestions apart, or offer counterpoints. Two Weapon Style - (Passive) +20% attack speed while dual-wielding One-Handed Style - (Passive) +15% of hits converted to crits while wielding just a one-handed weapon Two-Handed Style - (Passive) +15% damage while wielding a two-handed weapon Weapon and Shield Style - (Passive) +6 Deflection while wielding a shield, and equipped shield's Deflection added to reflexes defense In Pillars of Eternity: These passive abilities were available to ALL classes starting at level 2. In Deadfire: These passive abilities are available to Fighters only starting at level 1. My opinion? Allow a character to select ONE of these at character creation. Fighters will have ALL FOUR in their passive ability tree. All characters will be skilled in a favorite combat style, but Fighters will maintain flexibility. Savage Attack - (Modal) +20% melee damage, -5 Accuracy Vulnerable Attack - (Modal) +5 melee damage reduction bypass, -20% melee attack speed Cautious Attack - (Modal) +8 Deflection, -20% attack speed In Pillars of Eternity: These modal abilities were available to ALL classes starting at level 4. In Deadfire: These abilities were not carried into Deadfire. My opinion? Combine these into a modal for Fighters and maybe Barbarians. Change Interrupting Blows to Interrupting Attack and add it to this new modal. Envenomed Strike - (3/rest) Raw damage to single enemy for 9 seconds vs. Fortitude In Pillars of Eternity: This per rest ability was available to ALL classes starting at level 4. In Deadfire: This ability was not carried into Deadfire. My opinion? Give this to Rogue and maybe Ranger. Marksman - (Passive) +5 Accuracy with ranged weapons against distant enemies Gunner - (Passive) +20% reload speed for firearms and crossbows Shot on the Run - (Passive) +25% recovery speed of ranged weapons while moving In Pillars of Eternity: These passive abilities were available to ALL classes starting at level 4. In Deadfire: These passive abilities are available to Rangers only starting at level 2. My opinion? These need to be available to ALL classes again. If any class can use ranged weaponry and firearms, they deserve access to these passive abilities. Beast Slayer - (Passive) +25% damage against Beasts Primal Bane - (Passive) +25% damage against Primordials Ghost Hunter - (Passive) +25% damage against Spirits Sanctifier - (Passive) +25% damage against Vessels Wilder Hunter - (Passive) +25% damage against Wilders In Pillars of Eternity: These passive abilities were available to ALL classes starting at level 4. In Deadfire: Wilder Hunter is available to Barbarians only starting at level 2. The other abilities were not carried into Deadfire. My opinion? Giving Wilder Hunter to Barbarian and ignoring the rest seems... arbitrary. Give these to Ranger. If a Ranger chooses to spend points to get all of these, he can be great at auto-attacking everything! Interrupting Blows - (Passive) +15 interrupt In Pillars of Eternity: This passive ability was available to ALL classes starting at level 4. In Deadfire: This passive ability is available to Barbarian only starting at level 5. My opinion? Loved this in Pillars of Eternity, BUT... I think it should be reworked into a modal, combined with Savage/Vulnerable/Cautious Attack, and given to Fighters as well as Barbarians. Penetrating Shot - (Modal) +5 ranged damage reduction bypass, -20% ranged attack speed In Pillars of Eternity: This modal ability was available to ALL characters starting at level 4. In Deadfire: This ability was not carried into Deadfire. My opinion? So, Savage Attack for ranged characters? Make corresponding ranged modals for Vulnerable Attack, Cautious Attack, and Interrupting Attack and give it to Ranger. Bloody Slaughter - (Passive) +20% of hits converted to crits on enemies with low (<10%) Endurance. Crits done this way have +50% crit damage multiplier In Pillars of Eternity: This passive ability was available to ALL classes starting at level 4. In Deadfire: This passive ability is available to Barbarian only starting at level 3. My opinion? Pretty okay with Barbarians having this, actually, but give it to Rogues too. Hold the Line - (Passive) +1 Engagement limit In Pillars of Eternity: This passive ability was available to ALL classes starting at level 2. In Deadfire: This passive ability is available to Fighters only starting at level 3. My opinion? Fighters deserve this one. Maaaaaybe give it to some of the other "Defender" classes too? Would provide more flexibility and options for tanks. Might be cool if it stacks for a multi-classed dual "Defender". Snake's Reflexes - (Passive) +10 Reflex defense Bear's Fortitude - (Passive) +10 Fortitude defense Bull's Will - (Passive) +10 Will defense In Pillars of Eternity: These passive abilities were available to ALL classes starting at level 2. In Deadfire: These passive abilities are available to Monks and Druids starting at level 1. Rogues get Snake's Reflexes only starting at level 2. My opinion? Giving these to Druid seems... arbitrary. I guess because they are named after animals? It's fine on Monk, but give it to other "Defender" classes too, like Fighter, Paladin, and Barbarian, for the same reason as Hold the Line. Rogue... I'd prefer to see this replaced with other talents, see below. Graceful Retreat - (Passive) +12 defense against disengagement attacks In Pillars of Eternity: This passive ability is available to ALL classes starting at level 2. In Deadfire: This passive ability is available to Monks only starting at level 2. My opinion? This is fine for Monks. I'd like Rogues to have access to it too. Mental Fortress - (Passive) +10 defense against Charmed, Confused, Dominated, Frightened, and Terrified Body Control - (Passive) +10 defense against Paralyzed, Petrified, Sickened, Stunned, and Weakened Unstoppable - (Passive) +10 defense against Blinded, Dazed, Hobbled, Prone, and Stuck In Pillars of Eternity: These passive abilities were available to ALL classes starting at level 6. In Deadfire: Body Control and Unstoppable are available to Fighters at level 4. Mental Fortress is available to Paladins at level 4. My opinion? I think Fighters should have all three. Maaaaaaybe give all three to Paladins as well. Superior Deflection - (Passive) +5 Deflection In Pillars of Eternity: This passive ability was available to ALL classes starting at level 6. In Deadfire: This passive ability is available to Fighters only starting at level 5. My opinion? Not much to say here. I think Fighters deserve a bone or two thrown their way. Fast Runner - (Passive) +1 to movement speed, and +5 to defense against disengagement attacks In Pillars of Eternity: This passive ability was available to ALL classes starting at level 2. In Deadfire: This passive ability is available to Barbarians only starting at level 2. My opinion? Another favorite of mine from Pillars of Eternity. It's unfair that Barbarians get exclusive access to this when they already have Wild Sprint! Give this to Monks and Rogues too. Scion of Flame - (Passive) +5 burn damage reduction, and +20% to all burn damage you deal Heart of the Storm - (Passive) +5 shock damage reduction, and +20% to all shock damage you deal Spirit of Decay - (Passive) +5 corrode damage reduction, and +20% to all corrode damage you deal Secrets of Rime - (Passive) +5 freeze damage reduction, and +20% to all freeze damage you deal In Pillars of Eternity: These passive abilities were available to ALL classes starting at level 2. In Deadfire: These abilities were not carried into Deadfire. My opinion? Give these to Wizards and Druids. I really, REALLY want Priests of Magran to get Scion of Flame at level 1, but there is nothing corresponding to give to the other Priests! (I can't be the only one who liked giving this to Durance, right?) Quick Switch - -1.5 weapon change recovery, -4 grimoire cooldown In Pillars of Eternity: This passive ability was available to ALL classes starting at level 2. In Deadfire: This passive ability is available to Fighters only starting at level 4. My opinion? This is kind of the Black Jacket's shtick, right? Let Fighter keep it, but if it is going to affect grimoire swapping speeds as well, give it to Wizards too, since switching grimoires is going to be even more important in Deadfire than it was in Pillars of Eternity. Wound Binding - (1/rest) 40% self-healing of Health over 9 seconds Field Triage - (1/rest) 20% healing of Health on ally over 9 seconds In Pillars of Eternity: These per rest abilities are available to ALL classes starting at level 2. In Deadfire: These abilities were not carried into Deadfire. My opinion? Give these to Fighters. Throw them a bone. Deep Pockets - (Passive) +2 quick item slots In Pillars of Eternity: This passive ability was available to ALL classes starting at level 4. In Deadfire: This passive ability is available to Rogues only starting at level 3. My opinion? I never used this talent, so I can't speak to what classes it would be most suited for. From a lore perspective, it's fine on Rogues. Arms Bearer - (Passive) +1 weapon set In Pillars of Eternity: This passive ability was available to ALL classes starting at level 4. In Deadfire: This passive ability is available to Fighters only starting at level 4. My opinion? Again, this is Black Jacket's shtick. Let Fighters keep this.
  5. I don't think it's too harsh. If I roleplay as a game designer and look at the Fighter and Ranger skill trees, they look pitifully empty next to the other class' trees in the stylish new format. They needed something quick and easy to throw in there to fill them out a little bit. I simply don't agree with how they did it.
  6. Same - Eder was a staple in my party. But I'd never make my Watcher a Fighter, and I don't spend much time on my Fighters in combat. This isn't necessarily bad... it means I can focus more on making my Rogue and Wizard do cool stuff! Fighters don't do cool stuff currently. They are reliable and low maintenance. Obsidian basically recycled a bunch of talents and redistributed them instead of making cool new active abilities for Fighters and Rangers. That's lazy and a slap in the face to fans of those classes.
  7. If Fighter/Ranger's "shtick" is nothing but "really good with melee/ranged weapons" that's a design issue. That's Obsidian's problem, not mine. Again, design issue. Debatable. Except those perks didn't "belong" to them last game. There is a precedence now for any class being able to take those. Breaking precedence is not a good idea.And again, if Fighters/Rangers are fundamentally "boring" they should be redesigned from the ground up and given new talents created specifically with them in mind.
  8. Because it's a different game. The first game didn't have subclasses or multiclassing either Don't get me wrong, I'm super excited about multiclassing (my rogue from PoE will be a rogue/cipher in DF) but when you have to multiclass to Fighter or Ranger to be superior at handling melee/ranged weapons there is a problem. Those benefits should NOT be class gated.
  9. In the first game you didn't have to trade anything. Why does this game have to be different?
  10. I wish I could get Fast Runner on my Mindstalker. It's gated to Barbarian now... even though they have Wild Sprint already.
  11. The rest seems like a bit much to me, but since general talents were removed I don't see why this can't be folded over into the Ranger passive tree. EDIT: Maybe make the passives that improve guns/ranged weapons available to all classes, and give these "favored prey" passives to Rangers, since they seem to be a low-maintenance class.
  12. I didn't get into NWN2 in time to enjoy co-op and it's one of my great regrets. While I'd love the opportunity for co-op in Deadfire, I'm not sure it is built to support it. ...and I wouldn't have anyone to play with anyway, all of my friends only play DoTA2 and CS.
  13. Is this the biggest size you have? Here are two versions of my fumblings with them: Thank you so much! If it helps, I do have the original image I cropped to make that portrait:
  14. What about adding "Elementalist" as a Wizard sub-class? More damage and shorter cast time for spells with elemental keywords, and some sort of penalty.
  15. Wow! You did an amazing job! I'll be hitting you up once I get home and can upload my portraits!
  16. Oh god, I couldn't even figure out how to prestige properly without spending hours reading guides! But no game since then has come close to capturing the epic feel of Lord of the Rings for me. Well... maybe Pillars.
  17. It would be cool if that was an option for him but was dependent on you choosing the ending in PoE where he joined the underground Eothas sect.
  18. I was under the impression when multiclassing was announced that we would be free to multiclass our companions as well. Obviously... that has since been refuted.
  19. Some people prefer classless.Those people scored a victory with this update. It's okay to be upset that the game isn't what you wanted, but I think proponents of classless systems outnumber you by quite a bit.
  20. Josh has spoken... https://twitter.com/jesawyer/status/933088736954408960
  21. Interesting! I added the companion portraits to the player selection so I could use them for hirelings and noticed that they are much crisper than my custom portrait. Maybe this would fix my issue.
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