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Everything posted by Lasweetlife
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playing a priest of Skaen: any differences?
Lasweetlife replied to RedSocialKnight's topic in Backer Beta Discussion
Excellent to know. Hopefully this is an indication that there will be similar unique options for other classes/backgrounds/etc at other areas in the game. Sylvanpyxie also confirmed that there's an extra option for ciphers in the Blood Legacy quest as well. I had only completed that quest as a cipher so I didn't even realize that the option to "delve in" yourself was a cipher-only option. Makes sense in retrospect. -
Sensuki's Suggestions #012: Non-Terrible Main HUD [Mockup]
Lasweetlife replied to Sensuki's topic in Backer Beta Discussion
A 3-section UI with the ability to place each section where you want, even if you are restricted to the 'all on the bottom IWD-style UI', would be great. -
A few things: @Primejunta: most of you're critiques are spot-on. The only points of disagreement off the top of my head is that I think the death godlikes are hella cool, even if their unique ability doesn't feel as useful as those of the fire and moon godlikes, and I really like the fact that the character abilities popped up over the portraits. Though, overall, I think the main UI needs to be more...move-around-able. That way people who want to put the log in the center or the portraits in a BG orientation can do so. @Polanski: I have to disagree (and agree with @Primejunta) in regards to the cipher. I think the cipher works really well mechanically and feels unique and different from the other casters. Where I agree with you is that the cipher's melee accuracy should be raised to match his/her ranged accuracy.
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Talents what would be wanted, and what is needed.
Lasweetlife replied to Ganrich's topic in Backer Beta Discussion
I was thinking of something along these lines but I thought of it more as a fighter talent than a rogue one. -
Talents what would be wanted, and what is needed.
Lasweetlife replied to Ganrich's topic in Backer Beta Discussion
I REALLY like Empathy and Soulstrike. Another suggestion would be to make Soulstrike a modal ability that is mutually exclusive to Soulwhip. That way a cipher could choose between building up focus (plus doing extra damage) with Soulwhip or attempting to confuse an enemy with Soulstrike. -
Talents what would be wanted, and what is needed.
Lasweetlife replied to Ganrich's topic in Backer Beta Discussion
Rather than any specific talent (I have several swirling around in my head and would need to pin then down before making suggestions), I think it would be great if we could pick talents every two levels as opposed to three, and if we could substitute a talent for an automatic class ability at level-up (i.e. If I could chose to have my cipher pick a talent at level 5 rather than a new spell). -
I think a high-Con Paladin with one or two ranks in the 'hold the line' talent and whichever zealous aura increases defense would also be a sweet tank with or in lieu of a fighter, with the added advantage that the tanking ability of any co-tanks or other melee characters would be increased by the presence of the paladin.
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Then let's make suggestions for talents and abilities that will solve this problem (same with the issues noted with the priest, rogue, and wizard classes). I think this is where the talent system can really shine in allowing us to differentiate and fine-tune our characters, if properly implemented (and if we are allowed to pick talents more often, say every two level-ups, and/or in lieu of a class abilities).
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While I agree with most of Sensuki's analysis, the one point that I can't really understand is the criticism of the differences between the fighter class in PoE and the IE games. While I acknowledge that the active abilities that the fighter gets in PoE would naturally lead one to use them in the way he describes, I don't see anything preventing a player from playing his fighter in the different ways in which he was played in the IE games, given the fact that, IIRC, the fighter class in the IE games did not receive any abilities (aside from generally high attack rate and thaco, etc) that made them any more suited to the role of archer or mage-murker than they would be in PoE.
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Do Godlike special abilities scale?
Lasweetlife replied to Quadrone's topic in Backer Beta Discussion
I definitely do agree that the special abilities received by the moon godlike (and fire godlike) appear more useful than those received by the nature and death godlikes. I think the death godlike's extra damage should kick in at 20 or 25% of health and the nature godlike's ability should apply to a wider range of effects (i.e. Other kinda of buffs should last longer on a nature godlike). -
Is the fact that ciphers and chanters do not get any talents a bug or intentional?
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New hairstyles for other characters and Godlike variants. That is awesome! Thank you for replying in this thread. I understand there are a lot of things to do and this is not a priority, but I appreciate that you are considering our suggestions and opinions.Please keep the death godlikes "weird." I've fallen in love with my big-backwards-horned-death godlike character and would hate to have him "pretified" in the final game.
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I'm definitely in the more abilities camp. However, I think with a class like fighter, more of these abilities should be optional. That way a person could choose to build a high-maintenance fighter or a low-maintenance fighter. Personally, I think the bigger problem, through no fault of PoE's, is the fact that it will be designed and balanced around having a 6-person party. Even in the IE games, I always used a 4-character party because it was easier to control. With the more (potentially) "active" fighters in PoE, I think I will most definitely be sticking with a 4-character party just so I am not overwhelmed. I just hope the game is balanced in such a way as to make that viable.
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Then you've had access to W2 for a few months now. My W2 key was included with my Torment pledge and I got my key a while ago from inexile.
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Beta Access Purchase
Lasweetlife replied to Jajo's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
This functionality has now been added to the pledge manager. I just added the beta key to my preexisting pledge. -
I think they decided to scrap that actually. We are crazy close to the end now, literally 5-6 months tops and last time I looked at my pledge it was locked and no longer editable in any form. Which sort of sucks cause I wanted to up my pledge to go to a higher tier but I am not going to rebuy my previous tier to do it. Right. Once it was finalized with Kickstarter (long long time ago) I lost the ability to edit it. I got stuck in a position that if I wanted to move to a higher tier I had to rebuy, I couldn't just up my pledge and pick a new tier. We're still working on adding that ability. I apologize about the time it's taking but it's something that we are working on. For the time being, you can email support@obsidian.net and we'll be able to cancel your order so you can go through the process. I think they decided to scrap that actually. We are crazy close to the end now, literally 5-6 months tops and last time I looked at my pledge it was locked and no longer editable in any form. Which sort of sucks cause I wanted to up my pledge to go to a higher tier but I am not going to rebuy my previous tier to do it. Right. Once it was finalized with Kickstarter (long long time ago) I lost the ability to edit it. I got stuck in a position that if I wanted to move to a higher tier I had to rebuy, I couldn't just up my pledge and pick a new tier. We're still working on adding that ability. I apologize about the time it's taking but it's something that we are working on. For the time being, you can email support@obsidian.net and we'll be able to cancel your order so you can go through the process. Any update on this? I would like to be able to add the backer beta to my pledge before the 18th comes around.
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I also find the low-res model jarring because everything else looks so wonderful. I would've preferred a drawn paperdoll with worn items represented as boxes containing the inventory icons. Agree. That would look better, and would fit better with the rest of the game. Also a solution would be to have your toon image on character creation and inventory be as small as in the gameworld,and viewed from the same angle, like in IWD2 the inventory paperdoll was.The way it is now it just draws attention to it and stands out as bad because the rest of the game is beautiful I don't really see the CC model being that big of an issue. It gets the job done and, over the course of a 50 hour game, you'll be looking at it for 15 minutes. Given the amount of work it would take to up-res the textures for all combinations of race/sub-race/class/sex/culture, I think it would be a waste of time and money for very little payoff. Furthermore, any switch to a handrawn image or a paperdoll or a tiny model would all be regressions. At least any such switch should leave the option to keep the current system as shown in the demo.
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am suspecting we played a different d&d than did you. the following is gensai that josh mentioned. the original aasimar and tiefling were more subtle, but by 4th edition, the default tiefling were looking a bit like dragon age qunari heck, even 2nd edition tieflings were tending towards exotic so, am gonna need call foul on your claim. HA! Good Fun! Touche. That is fair. I guess the planetouched were more "out there" than I remember them being.