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Everything posted by Heijoushin
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So, here I am, making a character for the 100th time and listening to the voice sets and well...they all sound the same! I mean, they have different lines, but noble doesn't sound particularly noble. Sinister doesn't sound especially sinister to my ears. Nor does smooth seem overly smooth. The only voice sets that really have "character" are the Vox Machina ones. Those are awesome. Although it annoys me slightly that they mention names of pets etc. in those voice sets. Makes it hard to apply them to new characters. I just seem to recall that back in Icewind Dale, the voice sets were a lot more differentiated. The fighters sounded very fierce (some were just grunting) while the wizard voices sounded more educated. Thoughts? Any particular voice sets that you like?
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Welcome to the Internet. Is this your first time here? I think there is an seat open over there.Oh so you’re admitting that you’re confusing opinions with facts? Very cool Achilles, bro, I know you're going for the whole 'deadpan snarker' thing, but don't you ever get bored of walking into threads and shutting people down? Try to lighten up a little.
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44 hours in total now. I do admit though, building GPs is getting really old.
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Just want to jump in here and say: Two Point Hospital. Okay, maybe it's just nostalgia talking from playing Theme Hospital in my youth, but I think it's a really awesome game. How is it that they get a Theme Hospital remake right on the first try, but no one can do a Dungeon Keeper remake properly?
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While I agree that OP's complaints were pretty vague this time (--> The main story and quests were bad), isn't the whole point of being on this forum to discuss our tastes? I agree with others hoping for a more-structured, lower stakes story. Unfortunately, PoE2 ended on a note that demands a 3rd God-centric sequel.
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Many of the quests are interrelated. You just kind of approach them from different angles depending on which faction sends you. I think I like the Principi best, for the reason you mentioned: their digs. Exploring a pirate city like Dunnage was loads more fun than wandering around the other factions' buildings in Neketaka.
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I don't think it's vastly different to other RPGs out there. I think more abilities would definitely help. Maybe also less transparency. I know that sounds counter-intuitive, but since the whole ability tree is visible from the beginning, it makes each new level less of a surprise. Maybe this is nostalgia bias, but I remember unlocking a new round of spells in Icewind Dale to be a big treat. But in Deadfire, I know exactly what's coming, so it's less of a big deal.
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Even the name "enchanting" bugs be to be honest. Look at the DnD definitions of the schools: Abjuration: Blocking, banishing, protecting Conjuration: Producing things/creatures out of thin air Divination: Understanding the past, present and future Enchantment: Entrancing and beguiling people/creatures Evocation: Harnessing the power of the elements Illusion: Deception and trickery Necromancy: Dealing with life, death and undeath Transmutation: Changing energy and matter It was sort of the "beguiling" school. In Deadfire, it's apparently the "enchant your own body parts" school. I like the idea of a spell triumvirate (although I'd maybe make it: elemental, summoning creatures, weapons/buffs, as boring as that is). Or maybe base subclasses on something else entirely. Maybe make it a cultural thing. Like the Huana mages specialize in water spells (Tekehu's class), maybe you could have Aedyeran mages and Vailian mages with their own specialties.
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I sympathize, but I don't think tweaking POTD is going to help. You can only shove so many monsters into each encounter. The truth is that Deadfire is never going to be difficult with the per-battle abilities and infinite resting. Like Diablo 3, they've made it so convenient that it's sapped the difficulty.
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It's interesting to look at. For one thing, it makes you realize that the illusion school gets the short end of the stick. I agree about the role definition. For example: Blast of frost, freezing rake, and freezing pillar are all from different schools, but they're basically all offensive ice spells. Maybe they did that on purpose so that each school can stand on its own. But wouldn't it make more sense to say, bring back abjuration for all the defensive spells, put all the offensive spells in evocation, keep conjuring as is, keep enchanting strictly for self-buffs, and... I dunno, do something with transmuting, it's all over the place. That way specialist wizards could actually be specialists in what they do. I'm bias because I'm a wizard lover, but this class needs so much love that they practically deserve their own expansion.
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Umm... I think that if you can build an entire game around chasing a statue, then it would be comparatively easy to build an entire game around a brutal religious war where one of the leaders is possessed by a god with unknown motivations. St. Waidwen's story would have worked well for Pillars 1. That being said, I wouldn't bother going back and creating a prequel now. As someone said, it's pretty boring if you already know the outcome.