anameforobsidian
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A ranger with no pet and twinned arrows still plays pretty differently than other classes. They could probably do with some entangle spells, and maybe some traps, but you are going to pick the ranger for ranged weapons over any other class except rogue. Oh, and the dual-wielding was because of Drizzt.
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So many options, here's my list in order: - Underwater. I love Underwater settings. - Industrial Revolution in an industrializing region. Arcanum nailed Tarant, but farmers being squeezed by inventions and violent mine strikes would be great. Add in an Imperialism expansion, and you could have a neat game. - Warring states. I think Obsidian lacks the historical context but could do a great shot with research. The interesting thing about a warring states RPG would be the factions. Not only do you have feudal land-based political factions, but you also have very different religious/philosophical sects like the technocratic Mohism, extremely orthoprax Confucians, and the strange traditional religions. - Cyberpunk in Dubai or another Arabic state. - A setting based off the heavy use of genetic engineering.
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I'm not crazy about the fact that they went to kickstarter while having the backing of a billion dollar publisher, so I didn't back it. I am excited to play it though. It definitely took a good hard look at Pillars during development, but that's a good thing. A new isometric renaissance with several companies picking up each others ideas and pushing them further is a good thing. Maybe Pillars 3 will have a build planner (though it has less need), the way Kingmaker is planned. They don't all have to be the same, but the more people creating similar works, the more techniques get developed to deal with common problems.
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Preparing for a new run
anameforobsidian replied to MaxQuest's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I doubt they're destroyed. Sent back to the wheel more likely. Although that machine probably shouldn't have souls at all considering that it keeps them in bodies creating guls instead of taking them. Galawain offers a wider variety of endings you haven't seen before. I've had luck inviting Durance to the party, talking to him, ditching him in Caed Nua and then coming back and doing it again. -
There have been two interesting points: Castles vs. Beasts - Castles would work fine against terrestrial beasts. Ogres are not that much different from a shielded battery ram. Digging and undermining would be a concern, but that was already a concern in sieges. There were complex underground labyrinths and structured cave-ins for just that purpose. Dragons are a huge problem. But dragons are rare. They're also intelligent and self-centered, so less likely to attack a heavily guarded target if it could result in injury. They're also fairly large, so the danger from a dragon might be solved with smaller chambers and doorways. So, dragons could probably destroy a castle if they wanted to, but would probably prefer to just snack on a few villagers in the forest. Cannons / Guns vs. Magic - This is easier to explain away. If wizards could make magical defenses against cannons, other wizards could enchant magical offensive cannons. We already see magical cannons in Durgan's Battery. Cannons are probably much cheaper than wizards. That means they could overwhelm a highly defended target with continual volleys from cannons. Guns already pierce magic. Cannons as bigger guns could pierce the same magic on a larger scale.
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Steam Achievement Bug?
anameforobsidian replied to Valsacar's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Did that include Calisca and Heodan? I had that problem. -
A little variety can be a good thing. This setting is more like the Age of Exploration than the Middle Ages. For example, on Earth the wheellock was a 16th century invention, which is post-medieval. Pillars in general is post-Medieval, as you point out. Another hint is the way Caed-Nua is called an old-style fortress; fortresses were redesigned to resist cannons. However, as a History teacher who teaches this exact subject to unimpressionable young minds; we have a problem integrating Histories of multiple locations or intuitively seeing history as a gradual change. Unless educated in it, we tend to see history in a linear progression of: Medieval = everything bad (food sucked and plague was everywhere, including in your shoes). Then the Renaissance = Books and **** made people think again and make pretty art. After that the Age of Exploration = Columbus and a bunch of dudes colonized all of America at once and killed the Native Americans with their super-technology. When in reality Shakespeare wrote about colonization in the Tempest; Renaissance militia used a mix of guns and pikes; and that platemail coexisted with guns for a long time. Perhaps most interesting is how violent, superstitious, greedy, and downright medieval most of the explorers were. My favorite primary source of all time is an account of Sir Francis Drake's Journeys where the author talks about robbing churches, eating penguins, and stealing the fire****ter.
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A couple points: - Using the no rest achievement is a complete and utter bull**** metric. It's on the outside of what the game system does anyways, and normally done as a special run. Furthermore, it's easiest to do with a solo / sneaky character and based off skills anyways. Skills are not class-based. Murderbot 9000 is not going to get that achievement, regardless of class. That's why it's an achievement, and not you know, the normal way you play the game. - Yes, Monks have to lose health, but the wound threshold is only 100 points of health; 80 if specced for it. Monks get more far more HP than the average class to make up for it; only Barbarians get more. A level 16 monk usually has 260 points of health higher than a fighter, and far more than other classes with lower health conversion. At that point you're talking about reaching full wounds for 3 fights without penalty. Far more if you build your monk with more Con. - If you want to ignore a highly recommended stat, the game shouldn't go out of its way to support your build. It should allow it to be viable, but yes, build choices have tradeoffs. - There are not one but two feats that allow regeneration of health, that's pumping 60% of health back in one rest. On your average monk that's something like 1000 extra points of health; or full wounds for 10 - 13 extra fights. - It's true that the difference is lower earlier on, however Monks maintain a substantial itemization edge through the game with the potential damage and deflection increase largely nullifying the health drawback. Given this evidence, I'd hardly say that health is the liability you assume.
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There should be one, considering that I put the expansion as an extra charge on my backer pledge.
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Maybe sequential would work better for Pillars II. For Pillars, WM added a needed burst of content. The original game feels threadbare after playing WM; the paucity of content especially shows through. And the battle for Yenwood Field + stronghold additions fixed the problems with the stronghold. Even if Pillars II is great out the gate, adding more places to an open world is hardly a bad idea. The experience cap is a separate problem. They can always rework it to meet expansions. Or they can simply have the expansions accessible from the final places you reach in the game, like BG did.