Jump to content

jones092201@gmail.com

Members
  • Posts

    115
  • Joined

  • Last visited

Everything posted by jones092201@gmail.com

  1. oh, my fault- they must not have used bold font when they said everything, multiple times. I would have noticed it then.
  2. I have asked this same question (will single wield be worth it) about every RPG of this nature since Dragon Age: Origins. Honestly, I doubt the answer will ever be yes. 1. you'd have to build animations specifically for it. (but seriously-- no fencing style in a game about pirates?) 2. you'd have to give a bonus which is more interesting than +ACC and miss to graze.
  3. In the fallout games, you can find books that bump various skills. That could utilized here— especially with an overland map and more passage of time. (Book takes two weeks in game to read) Some cap on it, of course— ex. not all books can raise a skill passes a certain threshold. Like how reading high school history text books don’t provide the same amount of knowledge as more focused works of scholarship...and also, some books couldn’t be read without already having a certain skill level already.
  4. in the first game, that second set would be visible on the character. Have we had any word on whether that will happen again? Maybe not because scabbards stay visible when not in combat now? Hope they can find some way to do that, though. I always liked it.
  5. I think the point is that some people, for RP or technical reasons, wanted a melee focused ranger, one that didn’t require multi-class, and didn’t feature a pet. The subclasses seemed to suggest that the option would be there. In this iteration, it is not quite there. On that subject, why not build a subclass where the pet empowers the ranger rather than vice versa? Some kind of support pet the buffs/debuffs.
  6. Im a little confused by this example you can have each of these they are separate skill buckets. The lower skills are just for lore/roleplaying in dialogue and other such actions. You make is sound like they are competing like in POE1. Breckmoney beat me to it. The lower skills are just for lore/roleplaying in dialogue and other such actions. You make is sound like they are competing like in POE1.The lower skills are just for lore/roleplaying in dialogue and other such actions. --- this being the case, why limit our ability to use them with MC? Maybe give more pips from background, culture? something like that-- it obviously won't make a difference on the high end skill checks, but for the smaller ones, which relate mostly to world building and lore, players who like to see that information would get a chance to. point is-- I can't see a reason why my rogue would spend a point in religion or metaphysics, because functionally bluff or diplomacy would work better for me. At the same time, I as the player want to be able to follow those threads without playing the game three or four times through. As much as i'd love to, I just don't have the time anymore. I feel like Tides of Numenera did this well-- adding the points you could use to raise skill check percentage a certain times per rest-- effort, I believe it was called-- since the overland map is tracking time, and we're moving longer distances, a resource that replenishes even once a week could be used to get some of these cheks.
  7. I definitely want a ranger class without pet-- always have. Ranger as a class in BG was interesting. Ranger as in Aragorn/Drizzt (yeah, he has the panther), is interesting. just give me a quick moving striker that flow from ranged to melee, and can function as a tank when required (channels the soul of it's dead bear pet, or something). Let wizards be the pet-master. A great subclass would be a wizard who has reduced spells, but gets to build and customize an Animat, and empowers it through a fight while casting a limited selection of skills when it can.
  8. Particularly for the second set— things like history, streetwise etc. generally, that stuff opens up better narrative strings in dialogue, allows players more options for conflict resolution, and grants a stronger understanding regarding lore and world building. Maybe give higher intelligence scores a bonus? Or, on initial stat selection, give a bonus to relative skill/attribute combos— intelligence =history, constitution = athletics, resolve= diplomacy, et al. Understanding the need to reward players who invest in this or that, why create these interesting dialogue options that increase interest/immersion and then gate them?
  9. Stalker is a weird title for that class- It makes me, at least, think of bg2 kit- light armored melee striker with added stealth and a few spells. Here, it is a beast link tank class?? Why not call beastmasrer? Or something that more adequately reflects the function. Agree with previous posters though, nothing too interesting in current subclasses
  10. none of the classes (and this is initial reaction, only) really offer the thematic qualities to make me want to role play them. Also the bonuses never seem to outweigh their penalties. In BG2, which used kits with penalties and bonuses in a similar fashion, I can always build a concept for a character, and know that functionally that class can work. A swashbuckler/mage in elven chain mail, a fighter/shadowdancer-- the gain and loss for taking these combos is very clear, and it changes how you would play the character--what role they take in the party, how they function in combat. Here, (and again at first pass), the sub-classes feel very restrictive. They take away more than they add. Some of them have interesting ideas behind them: the drug-monk works for me conceptually Ghost Heart is an excellent idea. wizard and priest are functional i guess, but there doesn't seem to be much creative about it. maybe for people who really theorycraft, there is some good synergy behind the choices, but for me-- who just wants an interesting concept, i can't say there is much to recommend them. I'm sure that opinion will change though.
  11. Would be kind of funny if Eder had some line about it when you found it again, since im willing to bet 90% of people who used him also used that shield. And, since apparently bashing didn't work, there could be some humor there.
  12. I'd like to see a very reactive villain as the stretch goal, who plays into the narrative of your companions and has significant reactivity to choices, and also appears throughout the game- Jon irenicus and bohdi are good villains because they are more active throughout the story than most any newer rpg villain, the same way Darth Vader, the sheriff of Nottingham, and similar characters in various media are. Thaos was interesting, but we rarely interacted with him, and thus he was never the vehicle by which we saw the progression of our party. I'd like a henchmen we actively work against, meet and fight multiple times, and perhaps get a chance to sway later in the game Edit-- eders brother, were he to be alive still, would work perfectly in this role
  13. Mechanics to allow higher tier grenades. That way, you can't just spam grenades.
  14. I like this idea- new PC interacting with characters from previous game would allow so interesting commentary on choices made in first game
  15. So, I like the flexibility this idea gives us. however, do we think we will have different attribute set ups for a character depending on first class choice? Or, can anyone suggest a better way?
  16. This is a good idea. Fits with the setting, and I like the idea of turning unused traps into bombs- but maybe only certain characters can use them---otherwise,it'd be very op.
  17. A little of topic, but my hope is that the ship could actually generate some income for you, rather than take all your early coin for upgrades...
  18. Tyranny had some kicks and stuff, and I'd love to see the carry over for any class that takes. Would also love to see some per encounter attacks with more elegant animations open up after taking a weapon style...like the per encounter smash on abbydon's hammer.
  19. Agree wholeheartedly- that helmet that cast simulacrum, perma invisibility staff-- I love items like that. i don't mind finding some things early and using the whole game. Now, with games like skyrim/fallout 4/da: inquisition, I have to spend most of my time searching for components to upgrade some item by a minuscule degree, and I almost never get to use the stuff in boss drops on PC, because my crafted gear is stronger.
  20. With a system revamp, I'm fine with the level one start...but since I've spent countless hours building and rebuilding characters and run them through a hundred hour game, I'd like some functional recognition of that...maybe a few extra attribute points for my battle-hardened (read: full play through) watcher. Or a free talent or two at level one. Add; the annoyance will come when four characters who have killed multiple dragons and defied gods get wiped by wood beetles.
  21. 1. love to see a setting that was more multi-cultural in landscape, lore, and architecture. (something like the 15th century Mediterranean, and the conflicts between the western nations and the ottoman empire would be cool. Some middle eastern flavor to the lore would be interesting, or really any eastern culture.) 2. I'd love to see the changes in technology (the introductions of firearms, etc) reflected in game play. maybe involve more weapons that are period specific, and also change the tanking dynamic, so that not every front liner has tower shield/plate armor. 3. Strong holds are fun, but most every rpg gives you one these days. I'd love to be on the run, or something like that. And if we do have a stronghold, make it a bandit camp, or a ship, and let us decide if we want to become blackguards or robin hood style heroes (obviously that suggests a certain narrative approach, but the gist of it makes sense, right?) 4. In KOTOR II, obsidian included the jedi saber styles, which gave different bonuses based on style- i'd love to see something like this for melee characters, complete with animation changes. 5. brace o pistols 6. pirates! 7. love to see a rewrite to rogues to make them more control/DOT oriented. Think caltrops, choking gas, poison darts, smoke bombs... and then give them huge burst damage based on afflictions..... anyways, just bored at work. Going to be happy with whatever comes our way.
×
×
  • Create New...