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PneumaticFire

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Everything posted by PneumaticFire

  1. Eothas: A soul similar to yours fought among my own...were you at least properly welcomed home? Eder: well...they baked me a cake, tried to kill me afterwards but man that was a good cake.
  2. Oh yes, of course with the focus on penetration rework. It's been a long day. The good state of summoned weapons seems fun, but may not be as effective for a Paladin multi who will prob have a better standard weapon anyway in terms of consistent damage. Although it could be a good secondary weapon.
  3. Build-wise it may not be as good as your Magran strategy (haven't looked into the numbers) for direct damage dealing with weapons, however it may offer more buffing/healing options. Also keep in mind that Eothasian priests get Hope Eternal, which at least in Pillars one, gives +10 accuracy bonus with flails and morning stars + a shorten frightened and terrified duration spell. That combined with a Paladin's superiority with weapons is definitely something to consider, even as a secondary weapon.
  4. Kind Wayfarer/Eothasian Priest - Templar. Good synergy for both classes conceptually: - Eothas' attributes and a Kind Wayfarers philosophy - Both generate powers internally from their souls - Roleplaying wise Eothas is central to the story and I believe a PC who is directly related to him makes it more interesting. - Increases the holy/healing/God inspired concept of Paladins that I always liked from D&D days and gives the Paladin more casting prowess with their auras.
  5. Yeah, even before this and seeing the character voice actors/bios, I definitely see a strong possibility of Eothas joining the party. It could make for very interesting conversations between Eder, PC Eothasian Priest and Eothas himself. Eder: "So.... about trying to kill you... let bygones be bygones right?..." Reminds me how Sarevok joins your party in BG2 after being the big bad guy in part 1.
  6. The primary motivation for me with games, movies and media in general is narrative and conclusion/resolution of the stories and messages being conveyed. That's why generally speaking I don't tend to re-watch/re-read/re-play media and games where I know what the ultimate conclusion is, and will go to something new, only if there's an alternate ending or it's been years and I've forgotten or want to reminisce. I'm someone who likes novelty and 'the bigger picture' more than re-treading in familiarity (both are good but one outweighs the other). Of course a mid-narrative DLC can still achieve this with a branching story arc, but it still doesn't have the appeal of knowing when you replay, there's more at the 'final destination'. That's why I'm hoping the biggest of the intended DLCs is post main game.
  7. Currently doing a re-run of Pillars 1 in preparation for Deadfire, I'm really torn being roleplaying and practical/build choices for Pallegina. My story preference makes her turn into a Kind Wayfarer, yet I really don't want to lose her Wrath of the Five Suns ability with her current order.... *sigh* what to do.... There's also the fact that I will most likely play as a Templar (Eothasian/Kind Wayfarer) and class overlap of abilities vs roleplaying Kind Wayfarer interactions and a relationship with a character who follows a similar path.
  8. Although I have access to the beta, I haven't had much time to try the latest update. I may even wait until release date. Are the current concerns about nerphed multiclasses, that multiclass is much less powerful or effective relative to single? Or is it a case that people are complaining because they don't like that their overpowered multis were brought back into relatively even scale to singles, where singles rightfully benefit from depth in one class, and multis naturally benefit from breadth in 2 and are no longer gods of both?
  9. People who prefer generic, hamfisted epic for the sake of epic music, over Pillars' subtle and complementary music (bar repetitive combat music), are like people preferring McDonalds to a proper restaurant meal ;-) Seriously, there were some stand-out tracks for Pillars 1, and a similar approach, mixed with more ambience and a flavour suiting the setting would be ideal. Pillars main appeal was a throwback to games with more depth and substance. I'd like the music to reflect that personally and hope they don't change that
  10. I think they should have in fact, committed to both instead of just keeping to a watered down middle ground. Have your overtly religiously inspired sub-classes and go all out. Also have your non religious ideologically inspired sub-classes. A Paladin doesn't take half measures, classes that strongly lean one way or the other is in line with that
  11. I always try to play an unusual class and after getting my ass kicked a few times in the first fight, I start over as a fighter (or a rogue so I can scout ahead and don't get stumped by traps or locks). I'm doing it right now in the Deadfire beta. If you have to count on magic protection and good attacks that run out mid fight you have no choice but to hang back. That's a little like you're in the game's game if you know what I mean. I look for characters that promise exciting interesting play and storyline. I don't play dwarves because they are (traditionally) slow and don't feel different enough to be compelling in spite of that. I've played Godlike in PoE but (I don't think) you can change the appearance so it hasn't become my thing. Everyone who plays is playing the same character and that doesn't appeal. I don't think I've ever played a human in an RPG. I've also never played as a white dude though I do in fact make the character resemble me as much as possible. I currently have 3 play throughs as a dwarf. A Barb, a Battle Priest of Magran and a Chanter (Solo). I love Dwarves. Borreals for exceptional DPS builds and Mountain Dwarves for more of a RP/Story experience. BGEEs brought us Dwarven Defenders. Played that class first upon the EE releases. I have 3 close friends who played PoE, they all played at least one completed game with a dwarf. I guess they can track metrics these days via Steam and what have you but that they are saying no one plays dwarves and no one plays Priests seems very odd to me.It doesn't seems odd to me. Play any MMORPGs and watch how many DPS they are compared to tank and healers (answers: healer and tanks are super rare) and the race distribution: dwarf is always at the bottom.But this isn’t a MMORPG. I fully understand the DPS solo play of the MMORPG. POE is a completely different type of monster. It's pretty obvious that most people like to play a character that is similar to their own physiology. It's basic psychology. As for healers, same psychology applies, people want to be leaders, not support characters. Of course this doesn't mean everyone plays like this but we are talking about averages, not individuals. True, and a reason I made the post asking why people play the classes that they do. I'd say that perhaps the DPS popularity is more commonly associated with a need to feel empowered and strong, being able to enforce one's will over others. A leader can be the healer/buffer/speaker like real life leaders who orchestrate the team to their strengths.
  12. You wanted it to be called Glowy hands? It is called Hands of Light because it envelope people in light (based on the description, never tried it in the beta). I'm not sure why Bleak Walkers Paladin shouldn't use it though, the fact that they are merciless mercenaries that leave a deathfield everywhere they go doesn't mean that they are masochists and fearless (Hands of Light is an upgrade to Lay on Hands, it adds the Courageous inspiration). I think they're referring to the name of the ability more than the attributes of it.
  13. Nice, interesting concepts, some I have myself and others I havent given as much thought to previously. By coincidence I had the same thoughts as Gromnir regarding the carrying over of my Kind Wayfarer, but also wanting a priest for support/roleplaying purposes, which leads me to an Eothasian priest/wayfarer Templar for Deadfire. I hope they do have more priest specific content in Deadfire regarding the central plot, and not just relegating the faith concepts to one approach of dismissing the gods with no other significant options. It would make for a more limiting roleplaying experience! (note: assumptions being made here). Keep the ideas coming, I like hearing what people's motives are for the character they play.
  14. I'm just curious to see what your primary reasons are for choosing the character class/classes that you do. For the vast majority of us it will of course be a combination of all of these factors to some degree, but is your primary preference on a first playthrough: a) To visualise an 'ideal self' manifested in the game world, or to create a totally different character not related to the 'real world' you? b) The classes mechanics and practical play-style? Or primarily your visualisation of what that class represents as an archetype and manifestation of a personality in the game world? I tend to find that my first play-throughs I like to imagine myself (or a variation of myself) immersed in the world of the game, in this case Eora. Then on second playthrough as an almost polar opposite character to explore alternative storyline archs and also just for fun and something different. I also tend to place more emphasis on roleplaying and place more weight on what a character represents, so tend to go for Paladins and similar classes on first playthrough. Where from a gameplay mechanic perspective I tend to prefer spell-casters.
  15. I actually agree with there being no need to discriminate against 'attractive' portraits, yet I also see the other side. It's not so much an issue of beauty or 'plainness', but rather that a seasoned or well travelled adventurer wont look like they just came off the set of a photo shoot all dolled up. You can still have attractive features with less airbrush and more 'grit'.
  16. Probably a reaction to the inverse issue Paladins had in terms of relative power in PoE1. I just hope that if they decide to nerf them a little in the name of gameplay balance, we don't go back to how things were in the original (not saying they were ineffective, but they definitely were very limited in a role they could excel in and/or were outshone by other classes otherwise).
  17. Good points. If its anything like the current beta or even PoE1, I'm hoping that they either give Kind Wayfarers more healing on a successful roll, or they include graze as well. At the moment because of the nature of hit/penetration Kind Wayfarers lag behind the other paladin flavours. Depending on high level abilities perhaps a pure pally may also be preferable.
  18. I was initially intending to build a Kind Wayfarer/Soul Blade build to begin with, but recently have been leaning towards a Kind Wayfarer/Eothas build as well, and this is reflected in the look I requested in my portrait. Fortunately it works for both. It brings back the flavour of Pally I've always preferred while adding more depth in regards to roleplaying options with the Pillars story as we know it. Great points and I look forward to this being fleshed out upon release.
  19. It may even come down to semantics, but I believe a factor in how (or why) they're perceived in a certain way comes down to ultimate power. If they were created, does that make the creators ie Engwithans, more powerful? Then, do/did they have the potential to 'uncreate' them? Why not appeal to them or seek them if they may still exist in some form? The creator rather then the created? If they are made of pre-existing souls, who created or what was the original source for souls? Is there a pantheon or God above these that is currently not known? All speculation, and it very well remain that way, but interesting nevertheless.
  20. (For context, my full review: https://glitchwave.com/game/pillars-of-eternity/review/algroth_89/89145720/ ) Definitely agree with Lady Webb too, though she came across as a more charismatic character all the same. Surprisingly I overlooked this thread until now. This is a great post, very insightful and eloquently put. Particularly this part: "In retrospect I’m still in two minds about it, but I feel I’ve grown to appreciate it more, and the reason is this: tying into the shift towards modernism and humanism that is at the heart of Pillars of Eternity’s themes, the acknowledgement that the gods were created by kith marks a rotund inversion in power, where Man is no longer made in the likeness of God but vice versa. With this, kith are truly independent to forge their own path and reach their own understanding of the world, no longer requiring 'permission' from the gods to do so. It’s a fitting conclusion to the central conceit, but I can’t help feel it goes about it in a manner that isn’t particularly elegant, nor does it leave much room for interpretation and differing points of view." For a game which has moments of subtle shades of grey, depth and allowing for interpretation, the immersion of another world is then broken with typical humanist elements that are subtly trying to push real world trending beliefs into the world of ancient fantasy. I felt that the above was the equivalent of having insightful, respectful and stimulating debate and conversation with a group of people, going on a journey, and some pretentious know it all steps in and says 'it's all fake man, it just is, you are your own God you know.... it's just the truth and you need to eventually accept it and I'll show you how woke I am by putting it in here too. As I've said previously, I like the potential of the unique approach they've taken, I'd also like it if they leave it open to possibilities. I'd find it a bit bland, jaded or cynical if their 'answer' in the end is total relativism of, nothing is true, only what we personally believe and manifest. This may be a very interesting topic in the real world, but in settings full of magic, wonder, powers and gods, please allow the potential for more, instead of bleak deconstruction, based on personal biases in our real life outlooks and perspectives. Perhaps its not that blatant or extreme, but I'm emphasising to make the point.
  21. From what I gathered from this video: (at about 6:20 or so) Is that you can import your save and just change one thing if you want to. Great! I overlooked that part.
  22. Interesting comments guys. Of course this is all subjective as it is our personal meta-narrative on how we feel comfortable playing a priest who worships such a God. But in this setting, do the powers then come directly from the priests' God, or is it fuelled by pure belief and willpower much like other powers and abilities, regardless if there is a conscious and acting created entity which it is in the name of? Does this potentially then mean that a person could manifest these same abilities without the assistance or direct intervention of the god as a conduit for them? (even if it may provoke their wrath). What then, if it is by pure belief/will, distinguishes a priest from say a wizard, other than the way their will is manifested? Why then, believe in the gods other than as a useful conscious tool or channel for what ultimately comes down to a person's own power? (as the pantheon is currently known). All speculation, but thoughts I've had in the story so far.
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