-
Posts
8528 -
Joined
-
Last visited
-
Days Won
110
Content Type
Profiles
Forums
Blogs
Everything posted by Gromnir
-
The Custom Portraits Thread
Gromnir replied to Namutree's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
don't need more orlan. there is dozens o' orlan images available. friendly orlan sinister orlan etc. HA! Good Fun! -
the odd absence o' a rogue companion is part o' the problem. the fact that mechanics is a curious no-brainer skill for priests is also an issue and is the one serious balance concern we have regarding mechanics. final coffin nail is poe trap cheese, but only the degenerative/exploitative player is gonna go that route, so am not bothered. poe skills ain't that unbalanced, but there are... quirks. easiest fix would be to make the starting backgrounds a bit more significant regarding starting skill bonuses and to complete remove the class bonuses for skills. is no good reason for class bonuses, particularly with some classes missing from the pool o' obsidian crafted joinable npcs. HA! Good Fun!
-
Given their dearth of active abilities, I'm not sure combining two of their primary actives and then reducing them to once per encounter (or twice with a talent) is a good idea. When the flames/hands are out, the paladin loses a lot of its flavor and even a large boost to attack will lose it's relevance, at later levels, when compared to abilities that can be used more frequently and/or against more targets. from a practical pov, he isn't reducing the number of active abilities, at least not early in the game. currently, at first level, you must needs choose flames Or lay on hands. furthermore, to current make flames actual useful, you is effective required to take the intense flames talent. the option presented by ruminate actual allows a typical player to choose more o' those rare abilities as flames and lay on heals has been combined and would be more effective before we reach level 4+ and spent additional talents on them. HA! Good Fun!
-
nonsense. again, you are trying far too hard to prove a point and you are going to absurd lengths to do so. *shrug* you list all the things a paladin can do? wonderful, but those ain't the things a paladin does do. you gotta pick and choose from your optimistic list o' cleanses and buffs and defenses. as we noted earlier, by levels 6-8, halfway through the game, you are lucky if you got three abilities and chances are that at least one or two such abilities is gonna be o' situational use. not blind strike situational or knockdown situational, but liberating or reviving exhortation usefulness. be reasonable. so, you distinguish paladins from low-maintenance options 'cause with particular builds you needs watch health o' mooks so that you might be able to activate a defensive or heal ability if you score a kill every 15 seconds or so? great. we already noted that the issue o' being boring is subjective, but your efforts are making the question seem far less subjective than we suggested. HA! Good Fun!
-
many battles do not require the very limited or specific cleanses the paladin can offer. many battles do not require a revive. many battles do not require a large, single-target heal. etc. are the auras useful ubiquitous? hell yeah. the auras is more useful than many folks suggest, but as a paladin, the auras is modal and is gonna be left active all the time. is paladin defenses great? sure, but they is also passive. *shrug* am thinking you are working way too hard to try and deny that the paladin is a low-maintenance class... one that is bordering on approaching auto-pilot for many battles. that were a selling point o' the class, btw. developers made no attempt to hide or deny that paladins were low-maintenance. is there a few per-kill abilities that require attention? sure, but with our typical high int builds, we get one such opportunity every 15 seconds, which for most battles means we need only pay attention to dying mooks 1 or 2 times. huzzah. btw, fighters were more low maintenance in earlier builds than they currently is. people complained. beta backers complained that fighters were dull. abilities were added. sadly, we think that a few o' the fighter changes were not for the better, but folks did complain, and fighters, in spite o' being primarily a tank class, have more universal useful options than does paladins. HA! Good Fun!
-
am not sure what battle we had that involved accidental injuring a hireling with an aoe, but it were a LONG ways back in our gameplay. the thing is, any guest or hireling that would normally spawn in the main keep now becomes hostile. even worse, the special guests is immortal. even after killing the dunryd (sp?) psion a dozen times, every time we re-enter the keep, the psion is present and hostile. we can fire most hirelings and enter the keep to get to the prison or wherever, but am getting tired of having to kill the psion all the time, and am pretty much certain that manual resolution o' stronghold attacks must end for us. a 1.05 fix? HA! Good Fun!
- 7 replies
-
- Stronghold
- Hirelings
-
(and 2 more)
Tagged with:
-
"paladins is most effective when using killing blows, we must needs always be aware o' what enemies is unhealthy enough to make them attractive targets o' opportunity. move 'round the battlefield to get the right target takes some consideration." All non-caster classes have few active abilities, of which this few a significant portion is situational. Those abilities also tend to be usable more frequently, on an encounter-by-encounter basis, than the per-rest spells of versatile casters. At least, that was the presumed intention behind limiting spells to per rest. Is a quirk of poor implementation that caster spells are effectively per encounter, if the user is so inclined. There do exist certain snowflake classes which possess alternative methods o' action economy, but they is in the distinct minority. not actual true. most non casters have per encounter or per-rest abilities that are useful in pretty much every encounter. things such as rogue blind strike and fighter knockdown is gonna be situational more or less useful in a given battle, but they is always useful. the true situational use abilities is the exception rather than the rule... which is perfectly understandable. make abilities that you don't get regular or frequent use o' is a peculiar design approach. paladins, on the other hand, is a support class that will frequently have no useful abilities to apply in a battle. is a support class that is potential doing very little to support. the mere presence o' the paladin can be important to the party, and in some limited situations the paladin can be a game changer, but frequently the paladin is reduced to pew-pew. HA! Good Fun!
-
The Custom Portraits Thread
Gromnir replied to Namutree's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
am recalling she is a smidge under 5'. HA! Good Fun! -
Many people probably feel the same way. On the other hand, lots of people have complained on the forums that Paladin is a "boring, low maintenance auto attack class," implying those people want more opportunities to micromanage. Working with the rest of the party to set up carefully timed last hits is an alternative, more active way to play the class. it's still a boring class. you have an extreme limited number o' potential activated abilities by the time you hit level 6 or even 8, which is a significant portion o' the game. priests have dozens o' spells to choose from, so is no contest between priests and paladins regarding which is more versatile and requires more player involvement. chanters gets increasing number o' chants (that can be combined creatively and programmed for up to four variations) and invocations. if we take lay on hands and flames of devotion, we might have one other paladin ability to be activating by the mid levels o' the game. boring. try and make sure you get a kill-shot approx every 15 seconds? that's it? particular compared to the other support characters, the paladin is low-maintenance and potential boring. hell, compared to the other tanky characters, paladins is boring. paladins is boring. am not saying that poe paladin boredom is a bad thing as many folks don't like micromanagement and paladins make for a nice alternative to the obsessive pause spamming Gromnir needs for priests and most casters. even so, try and convince us that paladins is less boring 'cause o' the per kill triggers on defensive or heal abilities is not convincing us that we have been all wrong about paladins. HA! Good Fun! Gromnir, Is not matter of not likin' micromanagement. Is a matter of likin' to have at least 1 or 2 buddies as don't require constant attention so dat me can pay babysit spellchuckers, who be requirin' most attention. Me likes bein' able to just point Eder in direction of enemy and leavin' him to do his business without having to tell him what needs doing ever few seconds. Same be goin' for noble birdie paladin Pallegine. As long as Eder or Pallgine be swingin' weapon at enemy and not a charmed buddy, me is happy. Me be havin' more time to tell whining priest of flaming whore or bipolar mage or ever-grieving cipher to be doin' what me wants dem to be doin'. Ha! Dis talkin' like Gromnir be tricky, but good fun! ... you pretty much announced how you don't like micromanagement after saying it ain't a matter o' you disliking micromanagement. weird. HA! Good Fun! Methinks you missed my point. nope. HA! Good Fun!
-
*sigh* claim that a rogue can also be boring does not diminish the fact that the paladin has a very limited number o' abilities that is typical only having situational use to boot. in actuality, we do find ranged rogues to be pretty darn dull. melee rogues need far more attention as their glass cannon nature makes them vulnerable. rogues is most effective when using sneak attacks, we must needs always be aware o' what enemies is debuffed enough to make them attractive targets o' opportunity. move 'round the battlefield to get the right target takes some consideration. ranged rogue does feel a bit dull even if it does require the same synergy as melee rogues. paladins' 15 seconds between pew-pew? uhm. ok. rogue abilities is always useful. don't need wait for a fellow party member to maybe be poisoned or knocked-out or somesuch. sure, boring is a subjective feel kinda issue, but it is a fact that paladins have few active abilities and those abilities may be only situational useful. double-whammy. oh well. HA! Good Fun!
-
Many people probably feel the same way. On the other hand, lots of people have complained on the forums that Paladin is a "boring, low maintenance auto attack class," implying those people want more opportunities to micromanage. Working with the rest of the party to set up carefully timed last hits is an alternative, more active way to play the class. it's still a boring class. you have an extreme limited number o' potential activated abilities by the time you hit level 6 or even 8, which is a significant portion o' the game. priests have dozens o' spells to choose from, so is no contest between priests and paladins regarding which is more versatile and requires more player involvement. chanters gets increasing number o' chants (that can be combined creatively and programmed for up to four variations) and invocations. if we take lay on hands and flames of devotion, we might have one other paladin ability to be activating by the mid levels o' the game. boring. try and make sure you get a kill-shot approx every 15 seconds? that's it? particular compared to the other support characters, the paladin is low-maintenance and potential boring. hell, compared to the other tanky characters, paladins is boring. paladins is boring. am not saying that poe paladin boredom is a bad thing as many folks don't like micromanagement and paladins make for a nice alternative to the obsessive pause spamming Gromnir needs for priests and most casters. even so, try and convince us that paladins is less boring 'cause o' the per kill triggers on defensive or heal abilities is not convincing us that we have been all wrong about paladins. HA! Good Fun! Gromnir, Is not matter of not likin' micromanagement. Is a matter of likin' to have at least 1 or 2 buddies as don't require constant attention so dat me can pay babysit spellchuckers, who be requirin' most attention. Me likes bein' able to just point Eder in direction of enemy and leavin' him to do his business without having to tell him what needs doing ever few seconds. Same be goin' for noble birdie paladin Pallegine. As long as Eder or Pallgine be swingin' weapon at enemy and not a charmed buddy, me is happy. Me be havin' more time to tell whining priest of flaming whore or bipolar mage or ever-grieving cipher to be doin' what me wants dem to be doin'. Ha! Dis talkin' like Gromnir be tricky, but good fun! ... you pretty much announced how you don't like micromanagement after saying it ain't a matter o' you disliking micromanagement. weird. HA! Good Fun!
-
is the only observation we agree with. we suggest an optional talent for npc paladins that allows the paladin to gain faith and conviction bonuses as a matter o' loyalty to the pc. call it unswerving loyalty or somesuch. hell, call it "way of the samurai" for all we care, but am agreeing that the gulf between pc and npc paladins is too great. give faith and conviction boost based on level rather than dispositions for npc paladins. the desire to add a non pc paladin to a party is hampered due to the current functional faith and conviction penalty for non pc paladins. a single talent is an expensive price to pay given how few is available, but we would likely take such a thing if it were available. HA! Good Fun!
-
am not certain we agree. given how zealous focus can stack with a number o' priest spells, that +6 accuracy is useful all throughout the game, and actual can become more useful later as you develop your synergy with a priest companion. dracozzi liberating exhortation? it includes a +10 accuracy boost for 30 seconds you can use 2x per encounter? that is perhaps a bit too useful compared to other paladin orders, but am not seeing diminishing returns. lay on hands is misunderstood and typical heals for more than is realized and more than the tooltip suggests. we found much use for lay on hands as a single target 'heal' all throughout the game. hastening exhortation is a later game ability, so the boost to attack speed for ~ 45 seconds from a high int paladin is understandable useful late in game. deprive the unworthy is, for boss battles and particular paladin builds, more significant as you level 'cause your foes is gonna be increasing likely to have buffs active. etc. *shrug* HA! Good Fun!
-
Many people probably feel the same way. On the other hand, lots of people have complained on the forums that Paladin is a "boring, low maintenance auto attack class," implying those people want more opportunities to micromanage. Working with the rest of the party to set up carefully timed last hits is an alternative, more active way to play the class. it's still a boring class. you have an extreme limited number o' potential activated abilities by the time you hit level 6 or even 8, which is a significant portion o' the game. priests have dozens o' spells to choose from, so is no contest between priests and paladins regarding which is more versatile and requires more player involvement. chanters gets increasing number o' chants (that can be combined creatively and programmed for up to four variations) and invocations. if we take lay on hands and flames of devotion, we might have one other paladin ability to be activating by the mid levels o' the game. boring. try and make sure you get a kill-shot approx every 15 seconds? that's it? particular compared to the other support characters, the paladin is low-maintenance and potential boring. hell, compared to the other tanky characters, paladins is boring. paladins is boring. am not saying that poe paladin boredom is a bad thing as many folks don't like micromanagement and paladins make for a nice alternative to the obsessive pause spamming Gromnir needs for priests and most casters. even so, try and convince us that paladins is less boring 'cause o' the per kill triggers on defensive or heal abilities is not convincing us that we have been all wrong about paladins. HA! Good Fun!
-
The Custom Portraits Thread
Gromnir replied to Namutree's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I don't think the in-game graphics are up to par for that purpose. Considering the angle and max zoom distance we get with the game, I find the actual character appearance to not matter overmuch. It's the portraits that I associate with the characters. I saw someone do it and it didn't look half bad. The problem is I'll pick a portrait and then try to make the avatar match it, which is all but impossible in most cases. am less concerned about having our avatar exact match the portrait than we is with the portrait matching our idealized appearance Or concept o' the character. gotta ooh mau mau islander priest character with the merchant background-- former sea captain option. named him Ahab. am using a couple gregory peck images from moby **** for our portraits... public domain o'course. gregory peck does not look like the avatar we use and that suits us just fine. the poe avatars is perfectly functional, but the options to customize them is limited and they is kinda crude. no uncanny valley issues with the poe avatars, eh? obsidian portraits are adequate. boardie recommendations, on the other hand, induce in us the heebie jeebies. am not joking when we observe that we find the popular aesthetic a bit disconcerting. am increasingly satisfied with obsidian's work product given what we see as the possible alternatives. HA! Good Fun! -
The Custom Portraits Thread
Gromnir replied to Namutree's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
am gonna admit that the more portraits people share, the more we realize we is satisfied with what obsidian provided. can get our own stuff if we wish, but if the obsidians used boardie tastes as a guide, Gromnir would be most unhappy. a collection o' boy band cast-offs and failed supermodels... but with elf ears. super-models with elf ears and a bit o' grime or gore for the grimdark posters? we applaud the artists who has created their own stuff and offered it for community use, and we has seen a couple interesting images, but for the most part... *shrug* is easy enough to find our own images. a few more ooh mau mau would be worth obsidian consideration, but otherwise, am happy with what shipped with the game and our own collected images. HA! Good Fun! -
That's simply not true. If you want a ranged dps for example there is a very-very clearly outlined class-race combination to do so. In a good class system however you could make 100 such builds all superior to the other in certain aspects and lacking in other areas. Currently you are saying that the game is good because it has a wrench. I'm saying that wrenches should come in different sizes if you want to use them. If I had to name just one lackluster area in the game it would be the class system. So much missed opportunity, the original ideas are so great but then the mechanics are just horrible. am not sure what your wrench metaphor is trying to convey. poe uses a class system. there ain't no point in having classes if those classes can all do the same stuff but with talents and abilities that bear different names. if every class is capable o' tanking and dps and support and whatever other label you feel most comfortable with, then it would make far more sense to have no classes at all and let the player build a tanky paladin or a cc wizard with a classless system that maximizes customization. nevertheless, if you is gonna offer classes, you better make there be a point to such a limitation. if a player gets sad-faced 'cause they can't play a tanky priest in poe as they did in 3.5 d&d, we ain't gonna shed no tears for such folks. wanna make a more durable support character in poe, then you got such options with chanter and paladins depending on your talent and ability and attribute choices. wanna ranged dps in poe? fine. if you like weapons to deal damage, play a rogue or a ranger. perhaps choose to be a cipher or a druid if you like casting. is some surprisingly deadly paladin gunner builds if you want to dps and be a bit less o' a glass cannon while providing support as well. we got pipe wrenches and socket wrenches and even allen wrenches. if all you see is wrenches... *shrug* HA! Good Fun!
-
Fix for the economy?
Gromnir replied to durbal's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I can never understand why anyone would so be so anally retentive to make several back and forth trips to sell loot, and then complain about it. we didn't understand why people would re-roll literal hundreds of attempts to get ideal bg, iwd or bg2 abilities, but not only did folks do so, but many folks actual claimed that they enjoyed the ie game re-rolling and that they considered the use o' console or a mod to give them the ability scores they wanted diminished such enjoyment as it were cheating. ... made no sense to us, but it didn't need make sense to us for us to recognize that folks were genuine and serious 'bout their re-roll claims. if it were only one or two people who engaged in such degenerative re-rolling, we could have discounted them as aberrational, but it were a fact that many such folks indulged in marathon re-roll sessions even when ability fixing mods and console alternatives were available. regardless, our ability to grasp the pleasure derived from such insanity were complete beside the point, eh? HA! Good Fun! -
Oh god, what the hell? Seriously, what the hell? All of my what the hells. Like which? And asking for something doesn't equal asking for it to suck. examples: the wound binding and triage kinda stuff were added after boardie appeals. those features were gonna suck 'cause o' the way endurance and health work in poe, but the features is in game as requested. the board community can be dumb to the point o' insensibility. is reason we ended up with the bestiary and token lock xp and other such nonsense. were added to appease a vocal segment rather than to improve gameplay. go figure. HA! Good Fun!
-
Fix for the economy?
Gromnir replied to durbal's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
step 1 is not exactly original ideas, and such stuff is actual commonplace in most crpgs. all step 1 accomplishes is folks engage in ridiculous extreme efforts to extract every copper from a map, and then they still complain 'bout the overabundance o' credits, gold, ring pulls, whatever. heck, Gromnir has done such over-the-top nonsense in a few games... though we don't complain when we indulge in such excess. small frame were a wonderful perk for fo:t that decreased carry weight but rewarded us with +1 agility. were a no-brainer 'cause we could encumber folks with literal tonnage o' material, but as long as they were standing in an exit hex, we could travel the wasteland. once vehicles became available, encumbrance became even more pointless. could do similar stuff in all the pre-bethesda fallout games, but fo:t had the most extreme maps for 1007 abundance. after the fo:t st.louis and kansas city maps, we were never in need o' funds, or ammo, or anything. is not the kinda thing we did in most games, but particularly given the expense and paucity o' .50 ammo for our brownings, we did resort to degenerative gameplay. the thing is, fo:t were not an exception. fo:t were the rule. the vast majority o' crpgs, particularly open-world crpgs, have broken economies. all the extra side-quests is offering rewards and 1007 proportional to critical path. there is necessarily gonna be enough 1007 on the critical path, so folks who do side-quests will always have more... everything. regardless o' the efforts o' developers to curb player excess, such exercises is doomed to fail. is not worth developer efforts to be fighting that battle. *shrug* obsidian showed wisdom by not adding ultimately useless features to poe. HA! Good Fun! Case in point: Step 2. You may applaud. poor reading. note we specific noted lack o' complaint by Gromnir? the thing is, even if obsidian had put your suggested features into the game, folks would have gotten around the limitations and would still complain 'bout too much gold rather than the features intended to block excess. the step 1 suggestions don't work, and can't work in a game with an open world. so, no applause for bad reading skills. HA! Good Fun! -
Fix for the economy?
Gromnir replied to durbal's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
step 1 is not exactly original ideas, and such stuff is actual commonplace in most crpgs. all step 1 accomplishes is folks engage in ridiculous extreme efforts to extract every copper from a map, and then they still complain 'bout the overabundance o' credits, gold, ring pulls, whatever. heck, Gromnir has done such over-the-top nonsense in a few games... though we don't complain when we indulge in such excess. small frame were a wonderful perk for fo:t that decreased carry weight but rewarded us with +1 agility. were a no-brainer 'cause we could encumber folks with literal tonnage o' material, but as long as they were standing in an exit hex, we could travel the wasteland. once vehicles became available, encumbrance became even more pointless. could do similar stuff in all the pre-bethesda fallout games, but fo:t had the most extreme maps for 1007 abundance. after the fo:t st.louis and kansas city maps, we were never in need o' funds, or ammo, or anything. is not the kinda thing we did in most games, but particularly given the expense and paucity o' .50 ammo for our brownings, we did resort to degenerative gameplay. the thing is, fo:t were not an exception. fo:t were the rule. the vast majority o' crpgs, particularly open-world crpgs, have broken economies. all the extra side-quests is offering rewards and 1007 proportional to critical path. there is necessarily gonna be enough 1007 on the critical path, so folks who do side-quests will always have more... everything. regardless o' the efforts o' developers to curb player excess, such exercises is doomed to fail. is not worth developer efforts to be fighting that battle. *shrug* obsidian showed wisdom by not adding ultimately useless features to poe. HA! Good Fun! -
Ranger should get an overhaul
Gromnir replied to Chryyso's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
when fo3 were being developed by interplay/black isle back in 2003, ammo were a hot-button issue. maybe 2003? am not sure o' the date for van buren. date doesn't matter, but Gromnir recalls arguing quite heated with josh 'bout how sucktastic ammo is and that it don't actual work to balance ranged weapons, particularly in an open-world game. josh disagreed with us... more than a little. josh were a little more excitable in those days. anywho, it only took a decade for obsidian to come around to Gromnir's way o' thinking regarding ammo. is possible that josh still likes ammo, but am thankful that the obsidian pov has evolved. yes, the evolution were glacial, but we gotta take what we can get. HA! Good Fun!