
anameforobsidian
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Everything posted by anameforobsidian
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My most wanted ideas for stretchgoals: - NPC creator mod tools. (This would probably be better for game development too, and you know they're going to use this engine for several more years.) - More findable powers, including chants, enchantment recipes, and wild forms. - A separate dungeon-runner dlc. I actually really liked Endless Paths, and the giant statue was one of the coolest and most unique pieces of lore. Perhaps have a couple artists draw different rough pictures and pick the best by backer vote. - 100 tiny encounters. Tiny little vignettes that add nothing to the overall plot. The wizard encounter at the top of the magic store in BG1. Meeting Elminster in BG2. Killing yourself for fun and profit in Planescape Torment. I don't know if Sawyer "gets" little pieces of reactivity like that. I think everyone who talks to you has to be part of a quest to him. Less wanted or plausible: - Sword and Pistol style (with better gun feats than the current ones). - A village made of boats tied together that moves to different places in the world based on a schedule. - Sentient monster races as possible character builds: particularly vithrack, but also delemgan, and xaurip. - Animancer sub-class for wizard. - Biawac spell for druids. - A few well-written random encounters. - A tool for making new maps using existing art assets (you use the backgrounds and playable eras Least Plausible or Wanted Ones - Advanced druid transformation into animals after he's defeated one. - A special mode where almost everyone speaks in their own language, and players have to translate it as best they can. That and a new languages skill. - Pillars 1 ported into the new engine. - A build testing arena mode.
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The comments are a mine of interesting information: Feargus DEVELOPER @Superlovi - I totally understand your concern. What we've done is a couple of things - (1) We merged our universal game data editor into the engine (we didn't have time to do this on Eternity 1), that let's the designers balance things much more quickly, 2) we are starting with a system we already know, we aren't creating it and balancing it at the same time, and 3) We were incredibly lucky to have Dave Williams join the project - he's been a designer in both computer and board games, and was the creator of the Legend of the Five Rings card game. He's incredibly good with big complicated systems.
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Eh, you have space for a tank, off-tank, controller, healer, and whatever with five people. It's not as good as six people, but the fifth person provides space for experimentation. Monk/ fighter and monk/ druid would be on my list of easy multi-classes. More interesting might be Rangerdins. Sworn enemy and marked target could possibly make a nasty stack. Or ranger-mages. You would just need to take enough mage to get alacrity. Same with cipher-mages. Fighter/priests might damn near replace paladins. Chanter mages could probably use combusting wounds and dragon slashed nicely. And I can see a level of rogue being practically mandatory for weapon users. Rogue 1 / Wizard 5 / Cipher 10 could get nasty.
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I will say that xaurip skirmishers are very annoying on PotD, and lethal in PotD solo. However, I enjoyed just playing around them. No spell is an absolutely necessary hit, and you can play the game without spellcasters at all if that's your preference. If your spells repeatedly miss it's time to change tactics or come back later.
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What about Gordy?
anameforobsidian replied to Dr <3's topic in Pillars of Eternity: Stories (Spoiler Warning!)
It's actually mentioned in the end. He can become some type of knight or cut his fingers off. -
I would appreciate it if there were many Priest of Wael dialogue checks with ridiculous requirements, like lore 5+athletics 5+ mechanics 5. Or if they required a counter-intuitive set of choices. Or if being a priest of Wael sent you on a Windwaker style quest with no explanation at the end. Really, quests for the gods or orders need to be better suited to their personalities. Wael's quest should have been significantly more complex and ineffable. Galawain's quest should have had you do the hunting rather than factions, and ended with a particularly nasty beast. I think the expansion did better at this, with a nice balance between Ondra's secrets and Abydon's self improvement.
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The Leaden Key doesn't tell you why they're named the way they are, but the idea behind a Leaden Key is that you stick it in a lock, and then the lock can never be opened again. Because lead is soft and pliable, so it would break. It has to do with them destroying secrets. Key breakers, lock smashers, secret eaters would be appropriate. Thaos actually alludes to this when he says something is "sealed with a leaden key." Grim origin would actually be very inappropriate for the group, for reasons you'll see later.