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Hamenaglar

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About Hamenaglar

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  1. Yes, I've taken Psychovampiric Shield, also Mindblades. So, I need to choose a lvl 3 power. edit: I ended up taking phantom foes, but it's bugged and enemies lose flanked debuff. Grrrr. Now I'll have to reload and pick something else, probably mental binding.
  2. Okay I started with a wood elf cipher. Attributes: 17, 12, 15, 10, 10, 14. I've just reached level 4 and need to choose a power. I can't decide between: 1) Phantom foes (aoe enemies flanked) 2) Mental binding (used to be great, but now circumstancial, average casting time, short duration) 3) Amplified thrust (good damage) 4) Whisper of treason (slow casting, but long duration). 5) Soul shock (aoe decent damage) Mental binding used to be such a great spell but now it's kinda meh, but I can see it being useful against single enemies that deal heavy damage. I'm leaning kind of to
  3. Hi, I would like to make a swordspell build. I'm using 2.03 version but not white march. I will be using a high elf (sub-optimal choice I know). I'm planning to use either a single sword (no shield) or a two-handed sword (no weapon summoning spells). I can't decide between cipher or wizard so any advice is appreciated. I would like to make a build that is a front liner. Ideally he would get hit rarely. So basically I'm wondering about attribute spread (I don't want to dump stats) and which class to use. I was thinking of (for roleplaying purposes) 14 Might, 8 Con, 15 Dex, 15 Pe
  4. How would one go about building a gish char in Pillars of Eternity. Wizards have poor accuracy and deflection and all the buffs seem short duration, also there is no pre buffing. Ciphers seem kinda gishy, but they have really low endurance and no way to buff their defences. Any advice? Which class to take, which attributes?
  5. How are keys being distributed? E-mail? I haven't received anything. Thanks. edit: Nevermind, found my way on backer portal.
  6. They don't just seem identical when the next map has the remains of the skeleton I killed in the previous one. Didn't think of using wilderness lore though, even if I have it on one character. It's a skill I actually need to actively use? Lol, I'd give it a go but already cheated my way through. there is typical 3 paths leading out from most maps. some exits will send you backwards. is simple breadcrumbs solution. use fallen skeletons garbage gear to mark which entrances/exists is dead ends and which is not, and have one other bit o' dropped gear to identify if you is on map 1-4 (or
  7. In my opinion, the term degenerative gameplay hasn't become so vilified (spellling?) here because it's a bad term, but because of the way Josh goes around creating convoluted fixes that create different opportunities for degenerative gameplay. So let's take the rest spamming. Obviously the issue was that you could rest after every little fight and constantly be in optimal shape. No resource management in terms of HP or Spells. So how does Josh goes around fixing it? Let's create a complicated health system, one being a long term resource and another an encounter system. He also
  8. It's a Role Playing Game. The attribute system is supposed to allow and enhance that. Allow people to play the roles. It's supposed to be grounded in realism. They allow people to use the in game mechanics to describe their characters. It allows the game world to recognize that character. Forget about combat. If I want to build a strong character, game world should recognize me as strong. An NPC would say, hey dude you are really strong, help me move this cart. Or a mutant challenges you to arm wrestling and you beat him because you are stronger (and pumped with stims). I want to be an int
  9. In IE games I loved to issue commands at the start of the fights and only tweak as fights progressed. For tougher fights, I would micromanage much more. It was a good design/system with lots of fights that didn't require micromanagement (but still reguired you to use your wits) and those that did to break the pace. One thing I disliked about Dragon age: Origins, was the amount of micromanaging I had to do (tactics were useless), even on easy fights (particularly during later games).
  10. Nope. Never had that problem in IE games. Quite the contrary. Also I don't see anything wrong with enemies trying to bypass the front line to get to the squishies. It's quite common military strategy (breaching through flanks or center to attack targets behind enemy lines). Hell it's the whole point of the defensive line in American Football. Not to mention that I was always looking to attack enemy spellcasters first, and only then melees. But no I never had an issue with an opposition melee guy targeting my wizard if I positioned my party correctly. More options. Apparently al
  11. True. But there is a good argument to be made that PoE isn't improving, but actually regressing. I don't consider myself a fanboy of AD&D (actually I prefer 3.5 significantly), but a lot of the changes that OE is making from IE games I don't like.
  12. There is nothing wrong with might except maybe the name. I bet if they renamed it power or potency then less people whould whine about muscle wizards. No I wouldn't because strength is would still be missing, you can not have a bow that requires a strength to pull it back or a proper ecumbrance system, and kills role play. This game is supposed to be a spiritral successor to the BG series but the might attribute is more akin to a tribute to world of Warcraft. There could never be a way to allow bashing in of doors or chests. Its flawed. It allows the most powerful or mighty wizard
  13. Okay, so how do I make a buffy muscle wizard? Or a weakling barbarian? How will the world know if I'm a weakling or a powerhouse physically? Not to mention, according to your explanation a massive 2m tall guy pounding you with his fists will actually do less damage than a weakling wizards hitting you with his fists. According to you, a stat that has been a core stat for almost all cRPGs in the last decade and a half (since I remember), doesn't have a representation in this game, meaning it doesn't exist. Oh, and where does it say that Might is actually Soul Strength? I've never e
  14. Standard D20 attribute names, actually. Not D&D. Those are freely available for anybody to use. The issue is that PoE would edge dangerously close to being mistaken for a D&D setting(especially with the BG/IWD/PST connection), while Star Wars clearly is not one. Also, legal troubles doesn't equal that their legal opponent actually has a valid case. Lawyers don't work for free, after all. And you didn't just ask for the names, you basically asked for the entire core attribute system to be used. There's actually D20 rulebooks for Star Wars, though they don't fully fit in with Kot
  15. Sword and spell - You sacrifice one or multiple spells for a bonus to Attack and Damage (maybe also deflection). Duration is affected by resolve. Requires free hand to be activated (or free hand halves the activation time). Improved version does not require free hand. Game implementation would be something like a metamagic from NWN games. You choose the ability and then you choose spells to sacrifice. Another option: Offensive spelldance - same as above, affecting only Attack and Damage. Defensive Spelldance - defensive version. Affecting Deflection and other defenses (unnece
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