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Heijoushin

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Everything posted by Heijoushin

  1. You have a point there. The melee classes have so much synergy, but the spellcaster tend to work in isolation. Perhaps we need a few more general spell-caster talents that work across spell classes? I wouldn't mind the slow speed if spells were more powerful overall. Also, damn those Lagufaeth who always paralyze dart my wizard whenever he starts casting anything...
  2. Actually, I'm short like an orlan but want to be tall like an aumaua...
  3. I agree that this makes melee casters less viable and that is unfortunate. But I beg to differ on the roleplaying front. This has been discussed many times before on this board, but the in-game Might dialogues were always written describing physical strength. In terms of roleplaying, I hated seeing my petite wizard lady hurl people across the room with her rippling muscles or headbutt people into submission. And I don't think that this one little change will make Deadfire "just another offbrand D&D game". It has a lot more going for it than that.
  4. How about Darkest Dungeon? That's a fun way to kill 100 or so hours.
  5. Well... the human/elf ones are a little obvious, yeah. But I like what they've done with the nature godlikes and more exotic ones. And at the end of the day, more choice is always better.
  6. They've already worked guns and bombs into Pillars, so making a new Arcanum should be relatively easy for them. But I can't find anything else on the interwebs?
  7. Seriously!? Source please!
  8. I got that yesterday but can't seem to recreate it today Wanted to try a few triple classes...
  9. The summon skeletons spell used to give me good human sized skellies. Now I seem to get miniture halfling / orlan skeletons.
  10. Not all the writers, just the guy who wrote Durance and Grieving Mother
  11. I'm not sure to be honest. I was trying to make a rogue/cipher and was going back and forth in character creation adjusting things and somewhere along the line fighter got added on as a freebie.
  12. I just rolled my first fighter/rogue/cipher. You guys might want to look into that
  13. Devoted bug is not fixed (annoyingly) and general talents remain unchanged. Although I think a couple of abilities have been added, like the rogue's smoke bomb. (Or was that there before? I forget.) I really appreciate that the shop now sells all weapons and armour. Makes it easier to create a full party.
  14. On one specific note, I love the new portraits and faces! EDIT: For those who don't have the beta, the new portraits are: Males - 1 x coastal aumaua (chanter) - 2 x dwarves - 1 x wood elf - 2 x pale elves - 1 x fire godlike - 3 x nature godlikes - 5 x humans (2 with hoods, 2 in armor, 1 cipher) Females - 4 wood elves (1 looks like a druid, 1 a ranger, and 2 mages) - 3 new orlan females A lot more males. I wonder if there will be more females released later? Or if there were just more male backers buying portraits? Humans now have 3 faces to choose from, one of which is all scarred and badass.
  15. That all sounds amazing! Thank you so much! (And I enjoy the term "affable gamer")
  16. That's a major bummer. Perhaps in the expansion set? Oh, nothing special. But each class got a few class specific items (example: voodoo mask for the witch doctor, scythe for the necromancer) which boosted class skills instead of general attributes. As MaxQuest suggested, instruments for the chanter would have been really nice.
  17. Welcome to the forums. As you may know, rogues are kind of fragile damage dealers in PoE. So ranged "sniper" rogues (with either guns or bows) work well since they can comfortably attack from the back, out of harms way, allowing you to focus on attributes that will improve your damage (might, dex for attack speed, and perception for accuracy) at the expense of defensive attributes (con and res). But if that's not your cup of tea, an "up close and personal" dual wielding rogue is also very viable. It's just that a slight mistake can get you knocked out. For them, you really need to coordinate well with your other party members. (Example: Let the fighter engage first, the wizard cast a status debuff, and then jump in with the rogue). One other idea might be to instead play a fighter but give him "apprentice sneak attack". The result is a slightly tougher character who can also get in a few dirty sneak shots.
  18. Sure dude, no worries. We all have off days. Though, uh, finishing your apology thread with the same spam is kind of like apologizing for burglary and then pick-pocketing the officer's notebook on the way out.
  19. I think racial traits are still in the game, they're just not currently showing up in the beta character creation screen. I would argue for more interesting racial traits though. Some of the current ones are a little boring IMHO.
  20. Hmmm... I hear what you're saying. The difficulty and mechanics should primarily be aimed at party play. But if you want a game to have replayability, it's a good idea to accommodate a variety of playstyles. Also, keep in mind that solo characters aren't necessary 6 times weaker than a party. They suck up all that EXP, so they should have some advantages in that they get advanced abilities earlier.
  21. Haha, sounds awfully "diablo-y". Grimoires are pretty functional items, so I hope that the other classes will also receive something useful and not just thematic "placeholder" items.
  22. Since we already have a monk that gains "wounds" by hurting others, having a Cipher with an alternative charging mechanism seems reasonable enough. However, "passive regeneration" doesn't seem too interesting. Won't most fights be over before he can regenerate?
  23. The wiki seems okay to me? https://pillarsofeternity.gamepedia.com/Weapon Granted, it was never the most detailed wiki around but...
  24. The easiest is just to cheat to give yourself lots of gold and then hire adventurers at the tavern. The problem is that there isn't a good equipment shop available to outfit them. Though perhaps you can use cheats to create weapons too. No idea why they decided to only allow recruitment of adventurers at one level lower. I suppose it's like raising pokemon. The ones above your level won't listen to your commands...
  25. Yup. I feel like a lot of information is left out of spell descriptions, especially at character creation. While an information overload might be confusing to new players, it would be nice to be able to "look under the hood" if you want.
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