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Ganrich

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Everything posted by Ganrich

  1. Maybe the other Fighter subclass could be a Reposte type character. It has a few defensive modals (lets say one for Deflection and Fortitude, and another for Reflex and Will), but a slower attack speed, but when the fighter is grazed or missed by an attack against the defensive stat the current modal protects against he gets an attack? Sort of like an Attack of Opportunity or an Engagement attack. You could even increase the accuracy/damage of the attack based on if it is a Crit/hit/graze/miss. Like a fit gives no bonus, but the bonus slowly gets higher if it's a hit, and higher still if it's a graze, etc. It may be a bit to similar to the Black Jacket, but it's a bit of an opposite concept to it as well. It could get a little silly too fast. So these attacks should be limited to characters the fighter is engaged with. Just an idea.
  2. So far as I can make out, companions have a fixed option for multiclassing. Eder can only multiclass to Rogue, Aloth can only multiclass to Barbarian, the stretch goal companion is a cleric/monk, and so on. Only the Watcher and hired mercenaries can choose any two classes. Nope, companions aren't locked like that. As of right now anyway. Eder's Fighter/Rogue thing isn't a multiclass, but that you can select his starting class as either Fighter or Rogue. After that you can choose to multiclass him however you want. Xoti is similar in that you choose Priest or Monk for her base class. I think they intend to let people MC companions however they want.
  3. They are working on a PayPal option. They have said that multiple times. I believe they plan on tying it in to the backer portal. I'd wait until the end of the campaign before I'd give up.
  4. Josh and Feargus both have hinted big reveals for next week. This was JES after he announced in-party reputations yesterday: Yeah, but I'm trying to keep my expectations low, because like Han Solo "I can imagine quite a bit." This is one of those times where my imagination can get pretty grand. I'll probably be excited about what they show, but I get pretty grandiose ideas when devs talk like that.
  5. This seems to be a bigger team than Eternity 1. I wonder how much Obsidian is budgeting for this -outside of crowdfunding. I'm wondering similar things. What kind of overhaul did the engine receive to justify the staff? Is the staff increase so they can more easily hit a Q1 2018 date? Are there amazing things we don't know, yet? The last two are "most likely." I do hope we see some technical stuff that is mind blowing. Not that the weather and all that from the video aren't impressive.
  6. Fergus said on Fig the team is about 50 in number, and that will fluctuate as artists, and animators, and such finish their work. Plus when they start Q and A it will increase. Etc.
  7. There was 5 cRPGs released on Infinity Engine, 4 of which were wildly different (BG1 is very different from BG2, IWD1 and 2 are their own thing, PS: T is its own thing) I enjoyed Baldur's Gate for semi-open world exploration, Icewind Dale 1+2 for fun dungeon crawling and PS: T for excellent writing. BG2 dropped semi-open world exploration from the original and only kept the writing that I perceived as "Meh" so there you go. Luckily, PoE is mostly a mixture of BG exploration, IWD dungeon crawling and PS: T - styled writing, so I'm all on board there. This. I appreciate all 5 games for what they did differently. BG1's open world and subtle story telling (iron crisis being mentioned and weapons breaking), piecing together the mystery of what's going on is well done, and so on The IWD's were great combat romps, and they had simple, linear stories. PST did story incredibly well, and had great companions. BG2 was epic, and I enjoyed it. However, it isn't the be all end all to me, either. It's great, and has more strengths than weaknesses compared to the other 4, but some of the other's weaknesses gave them charm too. The loss of the semi-open world from BG1 was a detriment for me personally. To each their own.
  8. They've said that it will have comparable specs to the first game. It's far too early for definitive specs though. Specs don't usually get posted until closer to release, and they just hit full production a few weeks or a month ago (I can't remember exactly how long, but they've said as much). So, there is bound to be optimizations, and the like. Especially around the time they release the backer beta.
  9. I believe, and I could be wrong, that the Black Isle Bastards pledge add on is happening. This is another way to boost funding. I am still unsure if I can afford to help with this one. I've pledged more than I should, already. We will see. Don't count me out. I'm waiting till we get closer to the end of the campaign to decide.
  10. I was thinking Siren for the Chanter/Cipher combo too, but debating between it and Banshee. But Siren probably works better.
  11. It will be complicated, but I still want to be able to combine subclasses. It would really allow for interesting combinations if the subclasses are varied enough. At least I would wait until we learn about more subclasses before making the judgement. We only know of about 5 of the subclasses: a Druid that focuses on Spiritshift, Assassin (rogue), Black Jacket (fighter), Nalpazca (monk), and the Ghost Heart (Ranger). As we learne more we may find really interesting combos.
  12. Chanter is the Bard archetype too. That's true. It was given summons because of its ramp up mechanics which let them keep people from spamming summons. Which is the real reason people don't like it. The Chanter is kind of broken on most difficulties. Sorry, though. The chanter Definitely has enough dark phrases/invocations and undead/spirit summons to make a Necromancer. You not liking the Chanter still won't change that it is the Summoner Archetype. As someone that hates summoners and likes Bard's, I wish they'd move the summons to another class too. I won't hold my breath on it, though.
  13. Chanter can basically summon stuff but it's not necessary just summoning IMO. To me chanters magic comes from chanting phrases. It can focus on buffs, debuffs, dispell, offensive magic and i think literally anything if you asked me. That's neither here nor there. The class was designed to be a buff bot, or deebuff bot, and be the game's summoner. Most summoner classes in other games don't just summon. They have other magic too. Regardless of your views of the Chanter, it doesn't change what the class was designed to be. Every invocation level has two summons available to it but the 4th, and it still has one. Which means it has 7 summons total that it could cast. It is a summoner. You just have to build it that way.
  14. The Chanter is the summoner class.
  15. @KaineParker - I've seen that theory about priests and pallys, but Im going by the update page. There they say each class will get 2 subclasses, and the priests and pallys already have 4-5 orders/dieties. So, I don't think they are the same, but we will see.
  16. Will do. I added that they are more durable than PoE1, and will try to keep any other core class details up to date so that we have something to compare the subclasses to. Thanks.
  17. Nalpazca. It was in the first update on the Fig page. The one place I didn't look. Lol. I'm an idiot. Thanks!
  18. Yes! That's it, and now I got to find the name, or what site the interview was from. Thanks Gromnir.
  19. So, I wanted to create a thread to consolidate all the subclasses we know about, and a brief description of them. I plan on keeping this updated, but I'll rely on you all to give me links to sources I may have missed. EDIT: $2.8m stretch goal is adding a 3rd sublcass to each core class. So, I am adding spaces accordingly. Even though Priests and Paladins are using Deity and Order as their subclasses I'm still adding a 3rd slot to them for the time being. Barbarian 1) Corpse Eater is one subclass for the Barbarian. 2) 3) Chanter 1) Beckoner is the subclass focused on summoning. (Mentioned in Twitch stream on last day of campaign) 2) 3) Cipher 1)Soulblade is a melee-oriented cipher subclass. They gain additional Soul Whip damage with melee weapons and defeating an enemy with a melee attack boosts their Max Focus and grants Concentration. The tradeoff is that their Max Focus is lower by default, meaning their starting Focus is also lower. 2) 3) Druid 1) (No name) A Druid focused more on Spiritshifting. 2) 3) Fighter 1) Black Jacket - a fighter with lower accuracy, but more weapon specializations. He gains damage and penetration when using a weapon that his enemies are susceptible to, and has quick swap. 2) 3) Monk 1) Nalpazca - gains greater duration from consumables. While their wound threshold increases which makes them slower to build their resource while under the effects of consumables. 2) 3) Paladin - (they will be the choice of an Order, but we don't have details) 1) 2) 3) Priest - (they will be the choice of a deity, but we don't have details) 1) 2) 3) Ranger 1) Ghost Heart - Animal companion is a spirit trapped in the Between, and requires summoning. It won't suffer from Spells such as Charm Beast, but it will now suffer from Abjuration and skills that harm Spirits. 2) 3) Rogue - more durable than PoE1. 1) Assassin - squishier rogue with great damage potential. Requires positional awareness. 2) 3) Wizard 1) 2) 3) This article covers the Ghost Heart, the Black Jacket, and the Assassin: http://www.mmorpg.com/interviews/pillars-of-eternity-2-deadfire-new-info-including-release-window-1000011527 PS - I feel like there was one I missed, but I can't find the article mentioning it. So, any help would be grateful.
  20. I expect Wizards pick spells that they can cast at level up, and they have access to these regardless of Grimoire. I expect they will pick less spells than in PoE1, but we will see. It seems more like Sorcerers in BG2, but with these added Grimoire mechanics. Grimoires are supposed to still come with some spells, and you will still be able to swap them out. This makes grimoire switching a thing, and will give wizards a way to slightly change what their spells at later levels and mid combat. A little more versatility, if you will.
  21. Yeah, my favorite infinity game feature. I abused Melf's acid arrow and archers against casters just because interrupt was so good to stop them from casting anything. Yup, but with interrupt being more intentional, and probably attached to specific abilities, it will be less easy to abuse in this game. Not saying casters in the IE games didn't need to be as shut down as they were. They needed that level of interrupt to be happening sometimes.
  22. Josh talking about interrupt changing. He said it will now cancel instead of delay the action. I wonder if, seeing that everything is per-encounter now, it will now remove the cancelled ability from the cast bar. So, if you only have 1 use per encounter, and you're interrupted, it will consume that cast and you can't cast that ability. So, an interrupt is much more devastating to the one being interrupted in PoE2.
  23. Chanter can summon phantom, undead skeletons and will-o-wisp and make corpses explode in POE1. Some of the chant are related to death as well, one chant improve ranged skill too. Few people realize the creepiness level of the Chanter chants and invocations I think.In POE2, the Ghost Heart sub-class (Ranger) pet is going to be long dead and you'll be able to summon it in combat as a spirit. Chanter is really the perfect necromancer type class. Summons undead and spirits? Check. Has Auras and spells that cause fear, reduces damage, reduces concentration, etc? Corpse exploding? Check. Ice spells? Check. Has good starting lore so you can fill the gap somewhat with scrolls? Check. Phrase that gives lifetap to all allies? Check. And a few others. Also, add that Ranger subclass, and it would be pretty legit as a necrosis archer type. However, those debuffing phrases would require tough positioning if you want to hang back. You would be a midranged archer. I've done something similar in the first game, and it works ok. It could be better though. Subclassing would potentially make it better.
  24. Josh has already said he doesn't want subclasses to make base classes obsolete, but to give a few different flavors of the class. So, don't expect brokenly good subclasses, but a nudge here or there to make them stand out.
  25. I knew I forgot something! Ugh. Sorry. Yeah, I would bring fighters/Eder a lot. Knock down is useful, but yeah no rogues. I agree with their lack of disable too. However, the lack of AoE on these two is noticeable. At least with Rangers you get the pet, and that makes things interesting.
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