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About JJGee

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    JJ Gee


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  1. I really don't like the idea of having dual/multiclassing in PoE. The classes are pretty flexible as they are, especially disregarding metagaming, and allow for a lot of variety within any given class. I love having a definitive starting point for a character, yet being allowed to develop that character in almost any direction. My main party had a Wizard whose background was Scientist, and her abilities were focused so that she was especially effective in fighting Spirits and Vessels - in other words, she was an "undead hunter", these walking corpses and lingering ghosts being also the fie
  2. I wholeheartedly agree. It shouldn't be too much of a chore to unlock all the existing colors for all races, right? I mean, it's not like they even have to necessarily create new colors.
  3. I was just thinking about this yesterday. I just started a new PotD playthrough, and as I was tweaking the AI options for my party, I thought to myself, "man, I really miss the Tactics system from DA:O". It was perfect for the less challenging, less critical encounters - after spending a fair amount of time fine-tuning the party tactics, in combat you could pretty much just sit back and let the party handle the combat on their own. It made some of the less significant battles much less taxing to undertake.
  4. There's two moments that stand out to me. Firstly, I must praise the conclusion to Durance's questline - Durance is, in my opinion, quite a fascinating character to begin with, but the way his quest ended was, in some odd way, devastating and impressive at the same time. It was one of those "I should have guessed" moments, but it still sort of stunned me in how tragic his tale ended up being. In an instant, Durance expressed a more humble, vulnerable side than he had throughout the entire journey, and that was the icing on the cake that was this interesting, well written character. EDI
  5. I disagree. It's different because they have more spells, it's just not smart to use them. And more importantly, Fighters have significance beyond their special abilities; their placement in the combat situation makes a lot of difference, and they play with engagements and such. Casters are supposed to have a wider variety of options because their placement isn't so instrumental. While the tactical choices with a Fighter or another "brawn" class have to do with movement and location, casters only need to move away from immediate danger, and their tactical depth comes from the spells they use.
  6. I guess... Although I personally don't need them to do anything in the game. I'm fine with them being just cosmetic. I could actually take even more cosmetic features in the game. Some trivial consequence for having a pet like the ones you suggested might be fine, but I'm not really crazy about having them be any kind of a mechanic.
  7. Or maybe have them just run around all over Caed Nua, without manually having to do anything besides placing them in the Stash? It's obviously just cosmetic, and I didn't even think about it before you said it, but it does sound like a neat idea.
  8. I think that's a good middle-ground between the two existing alternatives, and I think it would make a lot of sense. It wouldn't stifle the possibility to mix up your tactics in any given encounter, but it wouldn't let you spam those spells battle after battle, either.
  9. I don't believe changing classes mid-game would make a lot of sense in Pillars of Eternity, considering that it could lead to changing some of the character's background, which in turn could conflict with some decisions already made within the game's story - in other words, you would have been in situations that, considering your new class, you couldn't have been in. So it would sort of break some parts of the narrative. I can't think of many examples, but at least some NPCs react to the player based on their class, so changing the class would sort of overwrite that. Maybe I'm overthinking it,
  10. My first character (which is still my primary one) is a female human Fighter, a Mercenary from Aedyr. That's pretty much as average as possible, which was intentional - before I knew much about the game, I wanted my main character to be something that could be taken in any direction, and with as little about them dictated right from the start as possible. It worked out pretty well, and using that initially generic character I've familiarized myself with most things that the game world consists of. Now it's much easier to mix it up with more unusual or unique characters, since I can already emb
  11. Exactly - you put it better than I did. What harm did choice ever do? If the spells you tend to use the most were the only spells available, then you'd feel like you use them because you have no choice. But having a bigger selection of which to pick your favorites, it makes it feel like you have a little more tactical and creative freedom. By the same logic that there's too many spells, aren't there too many classes too? You can only have 6 members in your party, and there's a concept for an optimal party setup, so why not just have 6 classes available? And why are there 8 companions, plus
  12. I haven't played The White March with a Level 7 character yet, but I'm not sure you need to do that. It's not required for progression, and you can always come back later.
  13. Godlikes are explained pretty well in the game and related material. They're not actually even a species, as much as they're an anomaly that occurs arbitrarily with offspring of all kith. They're often not something a parent wants - not just the inability to reproduce, which is an apparently inevitable part of being a Godlike, but also the fact that they're likely to face some difficulties growing up different from anyone else. Those difficulties might just as well carry on into their adult years. I haven't been interested in playing one, but Godlikes are quite a fascinating element in the
  14. A bunch of people seem to be of the opinion that a smaller number of spells intended for a specific situation is better than having a wider variety of options that may not be as distinguished from one another, just for more choice. I don't agree with that, because that's what a bunch of recent mainstream games does - streamline everything, have as little of everything as possible, and hopefully attract the maximum number of players, none of whom will get as invested because there isn't that much to invest in. If there's three spells that can be used to achieve the same goal, so what? Is it rea
  15. I loved pretty much every track in the original game's soundtrack, and I was taken by surprise by the fact that The White March seems to be even better. I love the boss battle theme, and generally every track just fits the game so damn well. In general, I'm amazed by how the music is so in keeping with the nature of the game; what I mean is, it reminds me of Baldur's Gate and those games, but not like it's recycling the same stuff or anything. It's clearly fresh and original, but it feels like those old games just like Pillars of Eternity itself does. And besides, not a lot of games these
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