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MunoValente

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Everything posted by MunoValente

  1. It's not just the newest, it's the newest by a lot. Comparing 3 months of sales for Pillars with a year of sales for Divnity or almost 2 years of Shadowrun isn't too useful, especially with Shadowrun selling for $2.99 these days. Given the difference in prices, my guess is it's already passed Shadowrun in revenue. I don't know what Obsidian's projections were, but given price point they've likely made a good profit already. Wasteland 2 was considered fairly successful I think and it's come close to matching it's sales already.
  2. Wood elf is probably the best for a bow rogue. Hearth orlan or boreal dwarf are ok too. For general advice I'd set up some of the auto pauses, I like the enemy spotted, completed action and low health. Also if you're struggling near the start and don't have a full party you can hire adventurers at inns for a fairly low price to fill gaps in your party.
  3. Attack rate is the most important thing to know, but a "base DPS" might be good to know as well; New Vegas included DPS on weapons, enough it had DT and crtiicals; the displayed DPS was basically rate of fire multiplied by base damage, assuming all hits and no criticals and it was useful to know, even though it was obviously not the actual damage you were dealing.
  4. The lack of transparency of attack speed is probably my single biggest disappointment with the game's systems, without it I'm just guessing about how effective my attacks are rather than making an informed decision, there is really no good reason to not include it.
  5. Last rouge I had I went with more PER than INT because I thought more deflection and interrupt would be useful than longer duration. A lot of the damage over time effects don't seem to interact with INT as well as they could, the Ranger's wounding shot for example I think is worse with higher INT, not sure about all the rouge abilities.
  6. Same could be said for bonuses to deflection as well right? One thing about taking the deflection bonus off perception is you can no longer pump both resolve and deflection for your tanks, making them a more vulnerable. If you combine that with enemies also getting an accuracy bonus from perception, you should get a hit a lot more. This sort of change should make combat more lethal for both sides of the action, I think this is good, the way the game is currently balanced there are a lot of enemies that have trouble hitting you at all.
  7. The main replayabilty for me is the all the different types of the classes and builds you can do, I think the story and writing is good, but is a little too focused and directed to provide much replay value on it's own. Replays with full parties of adventurers have been more fun than using the companions, as it allows you to experiment a lot more. I do wish the higher level combat as was challenging, as it causes the game to lose steam part way through. I've played through 3 times so far, I'm taking a break for now, but will probably play again after several more patches and definitely when there is an expansion.
  8. Perception is ok for some ranged users that want to interrupt, using faster ranged weapons like bows and implements instead of guns, I like it better than resolve for characters that aren't getting attacked much. Obviously accuracy instead of deflection would be even better for that type character though and it would help differentiate it from resolve better.
  9. This is why I like the idea of changing the encounter balance on the higher difficulties to skew toward completionists, metagamers and veterans, but keeping the balance on normal and easy to skew toward allowing for players that focus on the critical path; I do think the game should able to be finished on critical path only levels, but I don't think that needs to be a requirement for the hardest difficulties.
  10. Maybe skills like athletics and stealth could tie into the engagement system somehow, athletics could give you a boost to defense against disengagement attacks, while stealth could give a chance to bypass engagement if you're running past someone, like a roll against opponent perception or decrease in the engagement distance or something like that; armor could reduce the effects. Melee rangers and rouges seem like they should operate in this manner.
  11. Yes, but it will be a high school romance simulator with RPG elements, supernatural horror and existential dread, he's taking over the Persona series. After that he's doing a sequel to Catherine.
  12. I don't know I still think it's weak, the consumables still have a time cost that prevents you from taking other actions and unlike lore where higher levels give you access to really great actions like revive/paralyze/maelstrom, survival is mostly only making fairly low level actions slightly better. Making potions much faster to use might help some though. The food items don't the have in battle time cost, but the food bonuses are all pretty boring and not really game changing.
  13. Pretty sure Adra Dragon Scales and Sky Dragon Eyes are limited to only 2 of each. Rest I think are unlimited assuming shops keep restocking.
  14. Lore is probably the best skill right now, scrolls are really good and it has a lot of dialogue options. Survival definitely needs the most work, followed by stealth then athletics. Tying skills to some of the crafting would probably good, but would do it for all the skills not just lore. With athletics I might have it increase move speed at higher levels or add to the reflex or fortitude at very high levels. Survival could decrease time between maps, perhaps help fill in bestiary entries for monsters, increase the amount of planets and animal parts you get, maybe also improve will or fortitude at high levels. Also if potions were more useful, then survival would be better. For whatever reason using potions seems slow to me and I feel like I'd be better off taking other actions most of the time.
  15. I mostly use summons to distract the dragon and eat the breath attacks while I use real party members to kill it's lackeys as far away from the dragon possible, then once it's isolated it's a lot easier, especially if you can hit it with debuffs, although even then I usually keep someone who can revive far away from the action, just in case; a chanter who can summon ogres or drakes, but also revive is pretty handy in that role.
  16. New Vegas did a good job of mixing tough 0 DT enemies (Cazadores, Tunnelers, Nightstalkers) where DPS was the way to go, with tough higher DT enemies like Deathclaws where penetration was more important. In this game ghosts, certain types of beasts and undead seem like good choices for where DPS weapon should shine.
  17. I'm ok with the end of chapter 2 being fairly easy, it's tough to balance given you can do it in any order, but given that locations in chapter 3 are locked off, they should be much tougher. The human enemies around Dyrford could probably stand to be a little tougher though, you get so rich fighting them and they tend to be easy. The other thought I had with this was that if chapter 3 was balanced for people mostly staying on the critical path rather than completionists is that perhaps on the higher difficultly settings this could be switched around, on hard or higher switch the balance to skew toward people attempting to do everything. I'd like to see a significant jump in power for the enemies that are only or primarily chapter 3 like Stelgaers, Drakes, Cean Gula, Menpwgra, Fampyr. Stelgaers in particular are really disappointing for me. The late game encounters could probably include more of those types of enemies and less filler as will.
  18. You have to advance the main quest just a little to get Eder; sleep at the inn and then do the story event at the tree afterwards, then Eder should be available.
  19. My guess is he wants to be more creative and less management and/or a chance to work on some sort of dream project. He wasn't the main creative force behind any of New Vegas, South Park, Pillars or Dungeon Siege; it's a been a long time he's really been the main guy on a project that has gotten released other than the New Vegas DLC and even that he to work within the existing framework already created by Gonzalez and Sawyer.
  20. Yes, you die and get a game over. Unlike Trial of Iron you can reload.
  21. It's just Nyry the Deft Hand, his brother Nyry the Deft Hand and his other brother Nyry the Deft. It's common in their culture for brothers to have the same name, similar to Texas Rangers baseball player Rougned Odor and his brother Rougned Odor.
  22. On replays I think adventurers on the way to go, you can try out way more classes and builds that way and if you get sick of one you can just hire another. First time through companions are the way to go though I think, they are good basic templates and their quests provide a lot of background. I still use them some on my replays as short term guest party members to do their quests.
  23. Raise your deflection stat to avoid getting hit and wear heavier armor to reduce damage.
  24. Not related to the spreadsheet, but the inventory and character screens should really show attack speed and dps with current stats and gear.
  25. I always go back to the stronghold to fight the random battles, I wish they were a lot harder though. I feel like those are battles they could scale to level and make tougher, but more often than not they are just trivial. Fixing it so you could rest anywhere on the map really helped the rest part of the stronghold. The botanical garden and curio shop are cool. The general merchant is adequate for dumping things you want to sell and buying camping supplies. The chapel sells good scrolls, the warden lodge is good. The craft hall is a big disappointment, should really sell good, unique, expensive high end gear. The dungeons are basically pointless, better off just killing and looting them most of the time, guess it's kind of handy for couple quests were it offers legit alternate solutions though. Most of the other things do almost nothing and are boring. Something that would be nice have, would be treasure that appears when you repair certain buildings like in NWN2 where you could restore part of keep and get the bag of holding. Maybe there could be an upgrades that lets you stack sleep bonuses, might give things like the pool or hearth use. I do think the "adventures" should have small stories attached, perhaps even alternate endings depending on who you send. I do like the merchants that come buy and sell things. The stronghold needs work, but I think potential is there.
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