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Everything posted by Gromnir
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is fair and fine, but hard part for developers is absence of "why." Time available requires me to be painfully brief, unfortunately. Developers definitely do not expect to be enlightened by me, nor do I expect developers to read my posts. I just posted my preference. When I offer feedback, I usually devote time which is mostly wasted as you yourself imply in your last paragraph. Anyway here are some reasons: 1) Attributes - what they affect, how they scale. You already know how e.g. a +1 strength bonus affects dice rolls in DnD. Less linear, more impactful. Theme is secondary, but I find DnD attributes much more thematically solid when it comes to what they affect. 2) Attack resolution in general. Miss/graze/hit/crit margins and percentages when it comes to the game calculating the resolution and how they change depending on the accuracy/defense gap. 3) The fact that spells go through the same attack resolution and do not feel like a unique kind of attack like in DnD. I agree that balance concerns are definitely not meaningless, but too much attention to balance always leads to homogenization. Recognizable is not enough. Unique is better. As for unintuitive, let's not open that can of worms. not much to go on... 1) d&d attributes is far less intuitive.... and am still not certain which d&d you are speaking 'bout. lack o' intuitiveness is not actual subject to debate, is it? 3e attributes have every second point value provide gains, so +1 does not actual necessarily provide any benefit, and the +1 benefit, when it does actual provide a benefit, provides vast different benefits depending on class choice. the benefits o' strength 18/26 v. 18/27? there is skills which is modified by strength... and size modifies strength, but a few skills which is modified by strength might actual be diminished by size. strength doesn't affect ranged thac0 or damage, save for when it does. etc. 2) is not an observation 'bout d20 or d&d. gonna need clarify, but if you are saying miss/graze/hit/crit is less intuitive or more oblique than thac0 or d20 than am gonna need more of a response, 'cause am not agreeing. 3) am agreeing that the poe combat resolution mechanics is more unified and rational than d&d, particularly ad&d. already mentioned the complete arbitrariness o' ad&d saving throws, but we can post the charts if need be. if different is necessarily superior, then you might wanna argue ad&d is superior, but is tough to find another positive other than different. d20 makes caster dc utter and complete dispositive and is suffering from clear thresholds. if you don't have enough points in your prime casting attribute, you will fail regardless o' tactics or strategies or buffs or debuffs or whatnot. etc. 'course if different is genuine important, am gonna note how poe, unlike d&d, offers much more variety o' gameplay. chanters have phrases and invocations. is a much different mechanic than monk wounds or the more traditional casters. and 'course there is cipher focus which is generated by doing damage to foes. fighters have active abilities they may start using at early levels as 'posed to being reduced to making auto-attacks overandoverandoverandover. d&d core classes is easily dividing caster and weapon combat. less variety. sure, all poe classes use same combat number crunching, but such is rational and does not change fact poe offers more core gameplay variety. not enumerated, but the oft mentioned balance = homogenized bit is actual reversing reality. in games with poor balance, such as d&d and fallout, there is correct and wrong builds 'cause o' clear difference in efficacy. during development, poe developers noted how few different fo builds were actual utilized in spite o' the open rule system. d&d suffered similar, but worse. d20 has literal prerequisite feats and skills for a variety o' optimal builds. poe/deadfire made suboptimal builds much more viable than d&d counterparts. sure, d&d has decades o' splat books to provide options, but few such options is ever actual utilized. given the relative brief time poe has existed, the options per offering ratio is far greater for poe/deadfire. even the s'posed terrible poe options, 'according to the hardcore build monkeys, is usal not just effective but powerful. https://forums.obsidian.net/topic/96769-rogues-do-not-suck/?p=1993983 is kinda funny, but when full poe2 were released, most o' the "rogues suck" complaints disappeared... though such threads were replaced with a few "priests suck" threads... but priestly suckage were more 'bout curiously unbalanced spell lists and not lack o' efficacy. priests has clear right and wrong options for spells. lack o' balance is what harmed priest class playability. unbalanced spell lists means all priests has a tendency to look alike. homogenized. and why on earth would we wanna ignore the can o' worms which is d&d when it comes to being counter intuitive? simple do a google search with terms: d&d; counter; intuitive. will keep you busy for a long time. HA! Good Fun!
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am suspecting this advice comes too late, but we were not following the board the past few days.. regardless, there is no right tone. there is no exact right thing to say. am suspecting everybody in hurl's shoes feels as if they should say or do something to make such situations more bearable. there is no right answer. is no psalm or poem to quote. is no heartfelt and original insight with which to share which will make real difference. be there. given our experience, which is sadly excessive, being there is most important.
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is fair and fine, but hard part for developers is absence of "why." d&d is poor balanced and unintuitive. sorry, but is not opinion. perhaps balance is less important to some folks (is never actual meaningless regardless o' protests to contrary) and an obscure and impenetrable system is undaunting to a group o' folks. not change the is. d&d is poor balanced and unintuitive. might as well get givens out o' the way, yes? some folks like d&d lore, regardless o' mechanics. got decades o' history and nostalgia to bolster the d&d settings. however, when folks talk o' d&d system and mechanics, is so difficult to figure out what exact it is they is preferring. original white box d&d were considerable different than d20... as much as 4e were different than d20. have actual had folks become enraged when Gromnir suggested that approval o' ad&d staples such as save-or-die and arbitrary multiclassing rules from bg2 were approval o' the "d&d" qualities o' the ie games. w/o context, am not certain what it means to "prefer the D&D system," and am betting the developers is likewise baffled. poe developers attempted to divine what were essentials o' the ie games. squad-based, rt combat with pause? a class-based system with recognizable classes? multiple and familiar race options? got such stuff for poe. but were thac0 essential? ad&d saving throws? racial level caps? aforementioned save-or-die spells and effects? dual-class rules for humans? ad&d kits or d20 prestige classes... or neither? ad&d attributes wherein 8-15 rare made a difference, but 16+ defined a character... at least until level 8 or so when gear utter trivialized attributes? *shrug* am never certain what is essential d&d when folks invoke. can't much argue lore as is subjective, but am thinking you mean something else by invoking "system." am not actual being critical. lots o' people prefer d&d to poe. nothing wrong with such an opinion. however, people rare says why d&d is better, and when they does, as did the genesis poster, they is often self contradictory in their approval. makes extreme difficult for developers to learn anything useful... and developer enlightenment, we suspect, is the prime goal o' posting such observations on the developer's message board, no? am rare sympathizing with obsidian game developers, particular as obsidian developers appear to purposeful avoid their own boards as a potential meaningful source o' feedback. that said, we do see developer difficulties in gleaning useful information here and elsewheres. as others have mentioned earlier in this thread, poe2 penetration were added precise because developers read feedback from poe fans and were trying to come up with a system which would appeal more to those complaining fans. arguable the single worst mechanical change to poe were an attempt by developers to respond to fan base criticism. well-intentioned and wrong? and lord only knows how developers ever see any kinda fan consensus-- every issue and feature appears to breed a multiplicity o' opinions, and rabid hardcore fan feedback is rare representative o' any kinda meaningful consensus anyways. add to fact posters is rare clear with their criticism (e.g. "I prefer the DnD system by far") and is no wonder the developers appear utter lost when they do twitch streams and speak o' fan feedback. HA! Good Fun!
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misunderstanding. the root cause o' crazy is easy to explain to audience. is typical genetic or trauma or whatever. not difficult to believe bob or lucy is crazy after suffering what they went through. however, crazy replaces motivation. crazy becomes motivation and explains any irrational or unreasonable behavior. crutch. can make anybody crazy by introducing trauma, and once one establishes crazy, no longer does writer need worry 'bout reasonable or believable motivations for actions. cheap. HA! Good Fun!
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am thinking mental illness is one o' the most overused character development crutches... evar. want a character to behave erratic or unpredictable and "crazy" is often the solution. is a cheap dodge. writer can't come up with a decent motivation for ________, so crazy it is. not need an explanation for crazy. ack. worse, some director or writer may wanna try for realism with mental illness, but mental illness is rare cinematic, so is a tendency to either exaggerate for effect or romanticize, which is actual understandable given realities. in our experience, "crazy" tends to appear either mind numbing banal or gut wrenching terrible. example: a beautiful mind took more than limited liberties with schizophrenia and john nash's life to make a viewable hollywood movie. add scene where nash throws alicia to ground during a faculty picnic and steps on her throat to prove to all in attendance he is her lord and master? ron howard left that part out, eh? am knowing crazy is part o' the character, so is essential for legion. nevertheless, am always dubious 'bout tv and movie crazy. is most often done poorly or for altogether wrong reasons. as such, crazy is on our list o' presumptive unforgivables in entertainment, right behind time travel... and pauly shore. is admitted exceptions in the case o' both time travel and crazy, although such is extreme limited. HA! Good Fun!
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No more than TS is judgemental from the position of a first world citizen. Huana are far from cute-heroic-mistreated-but-sage-wise nation, but expecting them to be a paragon of a modern SJW and condemn for failing to be the one is equally naive. am not sure what is "ts," but am recognizing straw man when we see it. ain't seen anybody suggest huana need be paragon o' a modern sjw to avoid being deemed a failure. surely not Gromnir. regardless, huana faults has been discussed ad nauseum, so am not feeling need to repeat... though am thinking attributing ownership o' adra and engwithan artifacts to huana simple 'cause they were the the most recent fleas on the dog to stake a claim to territory which is deadfire strikes us as not only first world myopic but a gross oversimplification. furthermore am gonna observe how victimization is not, in and of itself, an admirable quality. describe all that has been done to huana by valians, rdc and pirates is not making huana any more deserving o' praise. is an oldie topic and should be axiomatic that all the factions is flawed-- were the developer's point. go solo is a swell game option, but utter ignores the issue as to which factions is deserving o' praise or contempt and in what measures. *shrug* HA! Good Fun! ps am hoping we weren't marginalized as "a first world citizen." *chuckle* funny on multiple levels.
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to answer the question o' the thread in one word: yes. am thinking folks is reflexive sympathetic towards real world indigenous peoples and the various tragedies such folks has faced throughout human history. huana is benefiting from such reflex. as have mentioned more than once in other threads, the huana is not a poster child for the plight o' native peoples. HA! Good Fun! ps having been thorough inoculated 'gainst colonial guilt as a child and young adult, am able to view the huana as the diseased and corrupt pastiche they really is. huzzah.
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given the genesis poster's stated playstyle and goals for the character, am gonna second the observation regarding appropriateness o' chanter/paladin (herald.) priest is a good healer and a great buffer, but requires micromanagement to be anything near optimal. there is a right time to cast salvation o' time and a right time to use holy radiance and computer, regardless o' customizable ai, gets it wrong as often as right. druid is beast healer... no pun intended. strong heals. not so much for buffs. am not certain how concerned the genesis poster is 'bout buffs, but as one increases difficulty o' the game, buffs and debuffs become more significant. regardless, druids is a bit less quirky with the ai when it comes to heals, but still not great. heralds are fantastic on auto-pilot, as long as the bugs is ironed out. pallegina, as a herald, frequent defaults to (A) chant no matter what we do... and then she will stop chanting altogether. tried nuking the first chant, but problem came back at some point. am not certain if is pallegina-centric issue or not, but is annoying and reduces efficacy considerable. however, when a herald is functioning as designed, is a nice hands-off healer. the paladin's healing aura alone can be strong, but when coupled with chanter phrase heals, the health begins to flow in force. the herald healing, other than the lay on hands line, requires no player input to make effective. as for tanky aspect, you should be able to achieve such with any paladin+ __________ build. paladin is inherent tanky-- tough to mess it up. however, lack o' any battlefield mobility abilities hurts a herald compared to other multiclass builds insofar as tank is concerned. no charge or flagellants path. no into the fray. a herald is also a weak interrupter for much o' the game. even so, the thick grew their tongues phrase makes other party member interrupts more effective, so.... herald sounds like a good match given what the genesis poster want the paladin + _______ to do. HA! Good Fun!
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What is the most important role for your paladin? We can better advise you based on that info. is the most relevant question. am not sure what you want your paladin+ ________ to do, so am not able to advise. a votary for example, can be the ace ventura o' tanks "quit hitting yourself," might as well be the official motto o' the tank votary. is near invulnerable and foes end up killing themselves by attacking you. however, is extreme low maintenance. with minor ai tweaks, you drop votary into combat and then ignore until battle is over. can be a bit tedious. if you want high damage output and great support qualities, the tank votary ain't ideal. is a good build if you want an invulnerable tank, but... so channel you inner danny elfman and answer the question HA! Good Fun!
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have been beating the priest spell catalog issue to death since beta old post from may. https://forums.obsidian.net/topic/99362-what-is-your-worst-single-class-in-deadfire/?p=2022103 repost: am admitted only level 12 as haven't been playing overmuch, but ciphers actual strike us as needing a bit o' a nerf. after beta 4 changes to both cipher specific and general penetration mechanics, the capacity for a cipher to build focus quick is erasing focus generation concerns-- no wonder there is sudden so many ascendent builds being suggested by the powergamers, eh? our blue monkey companion were gonna be a witch, but we decided straight cipher would be the way to go and we don't feel as if we made a bad choice. charming is indeed powerful, but am not having difficulty finding other useful abilities. amplified wave is no longer a You Win button ability, but aoe is enormous, does decent damage and interrupts. as we level, more foes have concentration and echoing shield is becoming a go to ability. secret horrors, borrowed instinct, mind blades, etc, is all useful to us. the only ability we took so far which has disappointed is pain block, but even pain block is useful in our party as am playing a helwalker contemplative. am thinking am doing something wrong with rangers, 'cause our maia is underperforming compared to other stiker kinda characters. dunno. had this issue in the beta as well. priest? *sigh* is a handful o' sooper powerful buffs and abilities for a priest, but much o' the divine spell catalog is filled with highly situational inspirations and spells which almost nobody in their right mind will choose given how few power choices a player has available. litany for the body is a single-target, second tier inspiration and a 4th level spell. who takes this save for some specific multiclass build... and even then am having a difficult time imagining usefulness. sure, is gonna be times when fighting critters who spam constitution afflictions and a priest is gonna likely wish they had litany o' the body, but what percentage o' encounters? wizards also have many situational useful spells, but they got grimoires so not need actual take such spells at levelup and may instead swap grimoires for particular battles. holy radiance is a nice ability, particularly 'gainst vessels. the spiritual weapons are also powerful, but extreme limiting as one needs build a character 'round the specific weapon type to get real use from it. am suspecting folks is gonna soon discover just how powerful a few priestly buffs is and is gonna once again be difficult to have a party sans a priest. salvation of time, when cast by a priest with high int is impressive... most impressive. am getting an extra 19.5 second duration on beneficial abilities... which may not sound op until one considers how such impacts abilities such as monk swift strikes, eh? those ten second buffs begin looking a bit better when one considers the impact o' salvation o' time. is only one example of many. am guessing priests once again become quasi-essential. even so, we suspect single-class priests is gonna be extreme limited in build diversity. deity choice will be the only meaningful choice for a single class priest. one simple change which would improve priests is, much like poe did for priestly favored weapons, offer two spiritual weapon options per deity. wael priests would, for example, be able to choose rod spiritual weapon or staff, or even both if the priest were so inclined to spend two talents. is genuine baffling to us how original deadfire priest plan, with the first beta, had 'em suffer "school" prohibitions. if deadfire were pnp, we would have all kinda options for improving the curious limited priest spell options. pnp changes is so much easier to implement than pc game. example: in addition (or alternative) to the one deity-specific "free" spell per talent/ability level, we would designate an open spell slot per talent level which could be changed with every rest opportunity. our suggestion would make the highly situational spells worthy o' use beyond as a scroll cast. return the free spells to the priests general general catalog o' options if such a thing is too unbalancing. unfortunate, am predicting such a feature would be prohibitive implement, particular post release. perhaps for an expansion the developers could work on a priest "trinket." each class were original 'posed to have a trinket as does wizards, no? prayer beads or vade mecum or medicine bag or some deity-specific object which performs a similar but lesser role as does the wizard grimoire. 1 spell per talent level imprinted on the trinket. 'course the trinket could do something complete different and such would be grand, but am specific considering ways to improve lack o' priest casting options. etc. is not difficult to come up with imaginative ways to improve the priest and ranger, though am suspecting most suggestions will tend towards munchkinism... as is the case with most fan feedback. am thinking the biggest problem is finding a way to improve classes which is not gonna be resource intensive, cause at the moment, developers is gonna be bug hunting. after bug hunting is no longer dire, then we expect rebalancing o' potd. address ranger and priest issues is thus more o' an expansion/sequel fodder, no? such a recognition is terrible for Gromnir as we see priests as being particular relevant in a game such as deadfire. end repost got similar priest-focused posts from us all over these boards. ... is still utter mind boggling to us that priests initial had spell prohibitions in addition to a spell catalog filled with numerous situational useful spells. how developers got to beta thinking such were balanced compared to wizards with grimoires has us more than a little puzzled even today. am agreeing with port maje difficulty observations, but am always reminding our self we are able to hire a couple o' mercs if need be. difficulty drops considerable with full party. *shrug* developers constant remind us how the higher level difficulties is NOT balanced, so fact encounters at such difficulties ain't balanced should come as no surprise. caveat emptor and all that. eh? even so, even the port maje battles is beatable, particular if we were to hire mercs or personal play a tank... neither o' which happens often. regardless, we got the developer warning 'bout unbalance... rest is on us. HA! Good Fun!
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ok, so in case it weren't clear, we "hate illinois nazis," as much as the next guy. warning: adult language am a minority and catholic, so am s'posing illinois nazis hate Gromnir. fair. the thing is, we cannot help but be disturbed on multiple levels by the following story. https://www.cnn.com/2018/12/18/uk/parents-jailed-scli-gbr-intl/index.html is a serious fubar family. these folks is not getting an invite to our christmas party. ... the thing is, am almost certain if this story had been 2008 instead o' 2018, most US americans would be disturbed both by the nazi family and by knowledge that western democratic governments would criminalize citizens for their political/social views and group affiliations. in 2018? am... unsure. am pretty certain it ain't a matter o' people disliking nazis more today than in 2008 or 1998. even so, we have noticed here in the States a shift away from seeming foundational notions o' liberty. core values and whatnot. all the legal stuff aside, am fundamental bothered by growing acceptance o' what were recent deemed repugnant-- that is just for a person to be criminalized for their beliefs and thoughts 'cause the majority (democracy) says it's ok to do so. sure, who supports nazis except other nazis and other contemptible groups? who cares 'bout nazis, illinois or otherwise? why does Gromnir care 'bout nazis?the thing is, when the naacp first got started, it were considered a radical group by the majority, and many considered 'em terrorists. was stoopid and wrong to label naacp as such, but is what majority believed. am not comparing naacp to nazis. am comparing stoopid people in 1910-20s to stoopid people in 2010-20s. is not as if the human animal has marked evolved in 100 years. maybe society has evolved? dunno, but is nothing to say society cannot rot and fester as quick and easy as it progresses. gonna depend on human enlightenment to prevent next naacp from being harassed and criminalized by government through democratic process? again, am purposeful avoiding legal stuff, 'cause am not thinking law matters in present context. is belief which gots us concerned. am knowing there is folks, american, european and elsewheres out there who thinks the brits did right by criminalizing the nazis in the linked cnn story. is why am concerned. if any such folks gots a good explanation as to why we shouldn't be concerned, we would like to hear it. am not joking. would honest like alternative viewpoint. make it easier, am not actual gonna respond to this issue further, so no worries 'bout needing deal with us getting sooper critical or comical feisty. safe zone? also, am knowing nazis is pretty much a vol thing (so apologize for stealing his shtick) and is also kinda a cheap lightning rod issue, but it is a real world example and not hypothetical and the extremes is where fundamental social/cultural/political issues first become relevant. thanks in advance. HA! Good Fun!
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am thinking the most helpful part o' the thread is boeroer responses. yosharian can get basics o' unique weapons from either o' the two active wiki sites for deadfire. this thread does little than relist the uniques and assign arbitrary grades w/o benefit o' actual gameplay experience to support. the volgue is a great example o' genesis poster's veneer-level analysis. in the hands o' any number o' barbarian builds, the volgue is potential a half-screen screen debuffing and vaporizing weapon. the weapon has an aoe effect which is enhanced by barbarian carnage so that with even middling intellect you is affecting potential large numbers o' foes. in spite o' the inability to reach legendary, the volgue effectiveness actual increases with game difficulty if for no other reason than encounter design becomes increasing reliant on mobs. etc. can make similar observations 'bout a few other grades from the genesis poster. am s'posing is a nice list if you not wanna wade through wiki. however, am thinking there ain't much actual gameplay experience to support observations found herein. if you are interested in a weapon based on this thread, we would highly recommend starting a new thread to ask for feedback, or do a search for threads or posts which may already have been written by folks who gots extensive gameplay experience with said weapon to support their observations. starting point only. HA! Good Fun! ps am knowing this post is gonna sound like harsh criticism, but it ain't. the genesis poster clear put effort into the lists and grades, and the list is more clear than most wiki entries, 'cause let's be honest, the wiki is based on the less than clear obsidian entries for the weapons. is a swell little list, but would kinda ignore the grades.
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I figured out that the hard way. Completely blew the sails down to zero of the rathun, but by then I had spent two volleys and then the rathun always close in on me and board me. Then I'm dead meat. So I've just had to stay away from them. rathun is a unique opponent. small crew. well, each individual crewman is large, but is less than a double-handful. grapeshot does wonders 'cause is all 'bove deck crew unless injured, and they need helmsman 'bove deck no matter what. pepper 'em with grapeshot over and over and over. the computer is a bit wonky, so once all sails and crew is disabled, seems you automatic do hull damage. grapeshot. HA! Good Fun!
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I hope they save the worst of the evil corp stuff for Obsidian's Shadowrun game which I have convinced myself is inevitable since I doubt they'll be working on the White Wolf IP now. No, you say? (edit) am now having difficulty not picturing shady front row and center for a call concert. you hold onto your faith. will weather the storm with faith. HA! Good Fun! ps edited image to reduce clutter
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what american ceos fear most. willful indifference o' many trump supporters is becoming... coenesqe. HA! Good Fun!
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the following is not in anyway representing Gromnir approval o' the premise o' the genesis post o' the thread. even so ... https://twitter.com/i/status/1071402266874265600 HA! Good Fun!
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Thanks for reminding me. Can't wait for the scouting combine... am s'posing only good news for packers is they will be able to choose proverbial "best player available" regardless o' position. so many needs. https://walterfootball.com/draft2019charlie.php a decent free site to prepare you for the draft... though am thinking the first step is getting aaron rodgers through the final two games w/o a serious injury. am understanding why ar wants to play final games, but am thinking somebody in the organization should earn their money and tell their qb, who pulled his groin during the most recent bears game, to sit his arse down and let kizer get a couple o' games worth o' experience. am equal curious as to what happens with clay matthews. 4.5 sack season for a 33-year-old pass rusher. packers might ask for a refund rather than offering a new K. *shrug* could be worse. you could be a cardinals fan. HA! Good Fun!
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am uncertain of the question posed. the following link does include spoiley material, so be warned. https://pillarsofeternity.gamepedia.com/Companions_(Deadfire) in any event, there are seven deadfire companions. am not certain what "story characters" means. there are four main factions in the game, and there are four companions who are each representative of and aligned with one o' those four factions. the four factions represent the primary political and economic powers currently active in the deadfire region. never personal felt the need to have all four such companions in our party at any one time, though it did happen from time to time. am suspecting some folks who have played deafire tried to maintain party continuity throughout the game. on the other hand, folks such as Gromnir switched companions frequently in an attempt to maximize game content. still other people ditched the whole companion concept and created mercenaries to fill party slots. still other players enjoyed the game as a solo experience, foregoing mercs, sidekicks and companions. the game does include a quest log feature which will help you identify the companions most relevant to the resolution of tasks and quests. however, is few quests for which any companion will be essential. deadfire is a game. even though it is a game designed so all players eventual win, we have difficulty distancing our self from real world game logic. we never complete lose the admitted misguided focus 'pon winning. as such, Gromnir always builds his deadfire party with companions who fill a few basic roles... 'cause we wanna win a game designed to be beatable by any bab00n-brained yutz with a bit o' free time? whatever. regardless, we need 1 tank and quite possibly an off-tank. we need one healer. we need a buffer. we need a debuffer. we need a couple damage dealers. and for deadfire specific, we need at least one dependable interrupter... preferable a ranged interrupter. now with a total o' five members in a party, it stands to reason at least one or two o' our companions is gonna be fulfilling multiple roles, no? such is not particular difficult to achieve in deadfire, particular with multiclassing. maia, for example, is a dependable damage dealer and a fantastic interrupter in most o' our party configurations. eder is typical our tank, but what happens if our main character is a tank? is eder useless and forgotten? nope. is easy to level eder so as to fill multiple roles including aforementioned tank, off-tank, interrupter and damage dealer. am doubting your question has been answered, but am thinking the essential point is the aspect most likely overlooked. try not to think o' deadfire as a game in which you need a winning strategy and mad skillz. even if you do everything "wrong" based on the input o' various deadfire pundits, on normal difficulty you are still likely gonna win. so don't get overinvested in winning deadfire. choose companions who are intriguing or funny or choose simple 'cause you like the model aesthetic. whatever. you will like deadfire more if you do not become overly concerned with doing things the right way. proviso: beware of multiclassing. one way you could accidental make deadfire unwinnable is through multiclassing companions and/or the pc. certain class combinations do not synergize well, or at all. that said, am only gonna make one specific companion suggestion and it direct relates to multiclassing-- do not multiclass xoti unless your pc is a dedicated healer/buffer. deadfire priests ain't as op as poe priests, but a single-class priest in a deadfire party will make up for more than a few rookie mistakes. 'til you get your deadfire sealegs, so to speak, use xoti as a single-class priest. HA! Good Fun!
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Have the sigils been nerved?
Gromnir replied to abaris's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
in previous builds, multiple types o' sigils were seeming impervious to piercing damage. however, we ain't yet come across a sigil which shrugs off fire damage. pallegina with an arquebus were impotent. pallegina with an arquebus using FoD would destroy sigils quick. in the most recent build we have come across many sigils, but am current playing our eothasian contemplative with access to sunbeam. the extreme range and fire damage type for sunbeam makes it an ideal spell for reducing sigils to smoldering rubble. can say with certainty 4.0 sigils (at least most) is not impervious to fire damage. HA! Good Fun! -
converse, perhaps vailians is the only kith who p00p? oh, and just 'cause it is a Gromnir thing to do, we will note how peculiar is the word toilet. gots a french origin and meant cloth? not 100% sure on the french. original usage had it referencing fabrics wrapped 'round noggin during shaving and other tonsorial pursuits. eventual came to reference the room where the privy were located. the toilet as a specific object into which one relieves oneself is a rather modern usage and by definition speaks to the flush device. as such, am not sure if the vailian privy qualifies as a working toilet. however, how the quest in question evokes a bit o' trainspotting imagery, am agreeing the "toilet" is indeed worthy o' recognition. following is only for those who can get into pg movies unaccompanied by an adult: HA! Good Fun!
