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Everything posted by PneumaticFire
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Oooh if this is the case perhaps at the very least some broadly based class quests and/or more detailed dialogue. Yeah, some classes are more closely tied to an identity eg I'd love to see a priest do a quest for their God, or a Paladin for something equivalent to a Holy Avenger item for their order/disposition. Or a wizard for a school (if their subclasses go in that direction). Ultimately I'd just like to see a class be recognised more in the game world, just like race would/is.
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Or perhaps customisations based on both faction disposition (even if largely cosmetic in terms of appearance and guards etc), with scripts and quests, AND classed based additions to the one stronghold. So for eg they may have one or two sections in the one stronghold that can either unlock a wizards spire/tower, a thieves guild, or something a bit more original for PoE, that are unlocked via class specific quests. I terms of multiclassed characters, it could be based on their original vanilla class for eg, or choosing one vanilla class (even if a sub) quest will block the second.
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Who would like to see class specific quests and if not different strongholds, at least add ons or transformations to the characters stronghold that can only be accessed as a specific class BG2 style? This would surely increase replayability and make character class feel more integrated into the world other than just a gameplay mechanic.
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* How do you plan on keeping Paladins relevant, particularly in the wake of multiclassing? PoE1 patches made improvements to Paladins, however they still felt mediocre & outclassed by other class builds in what was supposed to be their strengths ie fighters and clerics & didn't feel too distinct as a class in their own right. What unique and relatively effective abilities and attributes will the Paladin receive (if any), to prevent them becoming redundant to fighter/cleric builds for eg? Even with a party size reduced to 5, there are enough class archetypes can fill each role.
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If this is the place to post questions for the next Q&A - mine is in regards to Paladins. QUESTION * How do you plan on keeping Paladins relevant, particularly in the wake of multiclassing? PoE1 patches made improvements to Paladins, however they still felt mediocre & outclassed by other class builds in what was supposed to be their strengths ie fighters and clerics & didn't feel too distinct as a class in their own right. What unique and relatively effective abilities and attributes will the Paladin receive (if any), to prevent them becoming redundant to fighter/cleric builds for eg? Even with a party size reduced to 5, there are enough class archetypes can fill each role.
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A priest/fighter multiclass wouldn't necessarily make paladins redundant so long as the latter continue to have abilities and features that are both uniquely theirs and competitive with alternatives such as priest spells. It also stands to reason that any single or multiclass builds that fill a similar role, however imperfectly, would necessarily be doing so at the expense of other options, in which case I don't really see the harm as long as they don't do the paladin's job better. Apart from role playing purposes, what benefit would there be for a vanilla Paladin as they currently exist on POE? They're not even distinctly known for being a force for good (or bad - Blackguard), they're just... zealous. Technically, there's no such thing as a vanilla paladin in PoE since they are all required to select an Order as their subclass. Assuming that you mean what's to keep people from having others stand in for a paladin or never bothering with a single classed paladin, that's something that would necessarily boil down to the abilities that the class gains and how well they scale based on power source. Yes I agree, it comes down to their unique abilities and how they compare to other similar (role-wise) classes. Obsidian, please take note! Please make Paladins unique traits affective and on par with the abilities of similar classes for this kind of role!
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Especially with multiclassing available, that could make Paladins potentially obsolete. Someone could subclass or choose vanilla cleric with some form of fighter. Or many other combos that take the good parts of a Paladin. Apart from role playing purposes, what benefit would there be for a vanilla Paladin as they currently exist on POE? They're not even distinctly known for being a force for good (or bad - Blackguard), they're just... zealous.
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Specifically, I'm wondering if any changes are planned for Paladins in Deadfire, particularly in their fundamental class attributes more so than minor stuff. I acknowledge that these aren't D&D style Paladins and that many improvements were made with later patches. However I still feel that they were secondary almost in every way to other classes such as priests & fighters when built right, in the areas which are meant to be their strengths. Yes, again I acknowledge and appreciate the buffs given in patches, particularly to their auras and abilities, and that they are meant to be all-rounders in many ways, however the vast majority of people aren't playing through with one character (like PoTD), and even a party of five have enough skills to not require what may be considered a mediocre roll in such a line up. My main question is, any ways in which the Paladin may be slightly tweaked to make it more distinct or interesting in its own right? Perhaps for eg more effective spike damage to particular enemies? Unique minor spells? Does anyone else feel this way for Palys or that any other class needs a minor tweak or overhaul?
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Hi, I have related questions. I'm a custom portrait (2nd one) tier supporter. Does this race limitation apply for parts 1 & 2 as well? As this was not in the initial reward description. Or is it only for the most recent one? I would like to be a human in game if possible. One that could be fairly generic in terms of class look, but that would fit the vibe of a Paladin/Monk or maybe a Cipher/Wizard (my favourite classes). See my profile pic here for my appearance (I will send another pic though). Hope it will be suitable for this! Can I choose human for my reward tier (Portrait II)? Also, when will Obsidian be asking for photos and begin this process? Thanks!
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Got an ETA on it? I don't know for sure, but it's supposed to be done by the end of next week, and it could take another week after that to finish testing. If I were to start a new game as a Paladin on 3.01, when 3.02 is released, would it retroactively fix this issue, or should I just wait until 3.02?
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Really? Looks totally normal to me. You really don't need to build your paladin as if he would have to tank a dragon in every encounter. our build can tank a dragon quite well, thank you. as for pneumatic's queries: 1) having at least 15 in an attribute makes almost all dialogue options attainable with the augmenting gear you find as you play. inn bonuses to attributes can be significant, and food bonuses last a goodly amount of time. there aren't many dialogue-based attribute checks higher than 18 in the core game. even if you do not feel comfortable metagaming, with our suggested attribute spread, early in the game it is ez to achieve all 18s in the cerebral attributes for virtual all dialogues. but seriously, don't forget food bonuses. 2) pale elf or moon godlike are both excellent options for a tanky paladin. the wm expansions have added a few interesting helmets, so keep that in mind when deciding 'tween elf and godlike. 3) ok, this is where things get complicated. as we noted, Gromnir's potd paladin is a dracozzi paladini with intellect as the attribute score we boost the most, even more so than resolve. intellect increases durations and area of effect o' many/most o' our paladin auras and abilities. a shortcoming of paladin auras is that they are a bit limited in the amount of acreage they cover. high intellect offers a significant boost to your aoe size. intellect can also substantially increases the duration of your buffs. so, beyond the obvious sword and shield talent choice, for abilities we make sure to take lay on hands, zealous focus, liberating/inspiring exhortation, hastening exhortation and sacred immolation for late game... but there are so many different choices with arguments in favor of many alternative choices. inspiring exhortation, for example is of major benefit up until the late portions of the game when you may become rather dismissive of the +10 accuracy boost. by level 12, we also got flames of devotion and fires of darcozzi palace. why? we like to burn things. *shrug* is not a particular effective ability, but we figured, "what the hell." we tend to switch things up a bit each time we play. there aren't many bad abilities for a paladin tank who is also interested in buffing... although inspiring triumph and kill related abilities are not gonna be all that useful. HA! Good Fun! Great feedback. One more question - I leave it open to change the ability choices etc based on roleplaying and personal preference (as you have above), but what would be your recommendations for ability choices per level for current Paladins?
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That's great, thanks for the feedback. 1) From what I've experienced and read, some conversation stat checks hit 18-19 (even 20?), so if I were to take away something from above to feed into P, I & R, what would you suggest? 2) For role-play preference I would prefer a larger race - I was considering Moon Godlike for the healing ability (however no helm), or Pale Elf for the elemental resistances. For practical reasons I can see how Wild Orlan would be a good choice for the attribute boosts and resistances. Out of Human, Pale Elf, Moon Godlike, for a tank, which would you prefer? 3) The main reason for this thread - what about attributes for patch 3.0? Eg I believe lay on hands got a boost, so people may choose that over flames of devotion Thanks again
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I've finally decided to start playing POE again with the release of the 2 expansions and some significant patching. I'd like to play a Paladin for roleplaying reasons (can't get rid of the D&D love of them, despite the differences here). I'd like a Paladin as the main leader who is excellent at talking (high R, I, P?), who is also a good tank and party buffer. My question is - can anyone post a build that fits this description, but also taking into account any changes in the 3.0 patch re: abilities & stat selection? Thanks in advance.
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