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Kirschkern

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About Kirschkern

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  1. Yeah retraining did the trick, thank you. Somehow I thought this would be a baseline ability, my bad!
  2. Spell Shaping Available for Wizard, Druid, Priest, and Chanter classes; this passive ability allows spell casters to adjust the radius of certain AoE spells to increase the power level or area that the spell can reach Help?! How do I access this in my savegame or do I need to start a new game?
  3. Got the same problem, neither quests nor enemies show any difficulty skulls. Level scaling critical path only, only scale upwards is on, Veteran difficulty, no expert mode.
  4. I just checked in the beta, checked again, made a second char and checked him as well. The speed bonus from swift strikes & frenzy DOES stack (at least in the backer beta). Edit: I'm an idiot it was probably the dex buff.
  5. @master guardian: You already seem to have made up your mind which is a bit sad :/ In your original post you said you are open to multiclass a rogue, which considering everything you should really give a try.
  6. @the interrupt thing: Some abilities in the game have the added bonus of interrupting. Most of them only interrupt on crit while I believe most (all?) rogue abilities interrupt on hit. In short if your rogue stands in front of a caster that caster doesn't get to do a whole lot of casting. @Rogues in general: Their true strength lies in multiclassing imho. The fact that you can reach deathblows while being multiclassed gives every martial + rogue class a huge boost at the max level. I think people are sleeping a bit on persistent distraction. Combined with the guardian stance (so fighter multiclassed) means you engage a whole bunch of enemies, take ~20% less damage and put the distracted debuff on everybody (-5 PER & flanked so: -10 deflection -1 armor). This debuff should in theory also be enough to enable your own deathblow attacks. Or pick barbarian, insane action speed and a casters worst nightmare (interrupt on crit, interrupt on every rogue skill, debuff shouts).
  7. Got a question for you guys. Been thinking about the chars I want in my party and was deciding if I want a multi or single class druid. When test lvling them in the backer beta I noticed that multiclass chars get less ability points per level than single class. Single and multiclass get 2 points every new powerlevel. So lvl 3/5/7/9 for single and lvl 4/7/(10) for multiclasses. I never payed attention to it and its probably super obvious for you guys but what is the intention behind this? Multiclasses are stretched thin as it is shouldn't they get more points resulting in more diverse but ultimately less powerful abilities?
  8. In the high level gameplay video from a couple of days ago they hovered over a Plvl 6 invocation (iirc) that energizes the chanter. +5mig +2pen and interrupts on every crit which should work pretty nicely with a fast hitting crit skald.
  9. From the list going around in the forums I thought Aloth, Eder, Maia Rua, Pallegina, Serafen, Tekehu, Xoti, Fassina, Konstanten, Rekke & Ydwin were companions. But this topic starts with "There you have it, a 250k stretch goal for 4 portraits and 4 custom characters." Hence my question. Btw whats with the condescending tone?
  10. Wait who actually are the companions, who are the sidekicks and what makes sidekicks different from tavern build custom party members?
  11. Game question: Are they planing to give us access to the abilities overview screen at all times (the one you see when you level up). It would be really nice to plan out a build or quickly check what you are gonna get next level.
  12. I think we should wait for the next backer beta to get a feel for the system. What we can play right now is not finished or representative of the final ship combat.
  13. The good stuff: Exploration is fun and lets you have a little bit of "create your own adventure". The little text events are an excellent way to bring some roleplay encounters into a pc game. Multiclasses offer so much variety, very good for the replayability of the game! Crafting! specifically poisons and drugs. I feel those two always fall short in most rpgs. The idea of managing your own ship as a home base. Judging from the backer beta you guys put A LOT of different skills/backgrounds checks into dialog options. If a conversation only has one option it can feel very disappointing when you don't have the necessary stat. The 'meh' stuff: Losing your spell when you abort a cast is not a lot of fun. Retargeting is nice but more often you need to change your position because: Battles feel very chaotic, enemies run all over the place. Engagement range seems to be a tad too short. I would like to feel like my unbroken fighter actually exerts a zone of control. I guess we only have a very rudimentary version of the ship combat in the beta right now, but it feels pretty repetitive. Tons of buttons to press with not much choice or actual influence of the outcome. Penetration seems like a mini-game. I know the system is a little nuanced but right now all I'm looking at is: Can I beat the exact armor value? Feels very binary. I would actually prefer a few more generic talents for every class to steer them in unusual builds (but I think you guys are already working on that?). Caster spell variety: Priests and mages. The extra spells they gain from various mechanics are a step in the right direction. I still feel only having the choice of 2 spells per tier when you put ALL your points into the class is very limiting. It becomes even worse when you consider multiclassing or the new generic talents for the next update? What (imho) needs to be fixed before release: Caster spell variety: Cyphers and druids. Cyphers have a few side talents that eat into their already very limited selection. When you consider their casting resource and therefor affinity for multiclassing into physical classes its even worse. Druids are even worse in this aspect because they don't even get to cast their limited spells over and over. It gets even worse when you consider druids are often split between healing & offensive spells. Selecting spells very quickly boils down to: chose the heal spell per tier and get one! other spell. That leads to very stale gameplay because the druids really lacks options in fights. And that is not even considering the points spent in any shapeshifting stuff. Weapon Talents: Getting to chose and spent pretty limited points on them makes them feel very important but the drawbacks are so massive (at least for most of them) that it most often boils down to choosing the least limiting option.
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