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About abelhabel

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  1. I would disagree with your conclusion. The game, in my opinion, does a pretty good job of Not telling you what man should and shouldn't do. You have many possibilities of supporting animancy and the ending is all about you performing a godlike act but you get to decide what that act is. The discussion, to me, seems to be more about Iovara's place in the story and the artistic implementation of her, rather than being about allegories. Anyway, this is too meta for me so I better stop.
  2. And again, she doesn't say gods do not exist. She says these 11 are fake, manmade. The difference is that these gods are patently real with a number of divine attributes, capable and willing to manifest themselves among mortals. Hence the room for doubt - so what are you to do about it under the circumstances. A proper analogy with a Christian god would've been something like: "Hey, your God is actually a mind-controlling spirit residing in a cave somewhere under Sinai. Being a first-hand witness and a victim of the barbarous ancient Mediterranean society he decided enough was enough and b
  3. It seems we are on the same page then. I remember reading that a while ago too but I wouldn't take his word for it=). Isn't Ravel a midwife in Torment, by the way?
  4. Defiance Bay has a slew of its own issues though. From the way the Dozens/Knights rivalry is implemented (consider the amount of people that unwittingly end up "supporting" the Dozens and realize it all too late) to the way post-riot city looks like. Twin Elms offered a thorough Glanfathan exposition with its denizens being responsive to almost everything you do (with the exception of Ethik Nol massacre ), whereas divine quests offered interesting dilemmas to solve. As for Iovara, she gives the Watcher the story of how these particular eleven gods were manmade, manufactured in a very ob
  5. I don't know how far you are in the game or what Chris Avellone's intentions are, but I would say yes.
  6. The watcher could be skipped and instead given special treat to Ciphers who already have a similar function. It would mean, though, that they would had to give special treats to all classes which would had taken a lot of development time. Treats such as druids getting the same information but from different means and a different perspective. So, my guess is that you being a watcher is a compromise between content and development time. I must say that they did it well. It is not too much and it is a fitting mechanic to tell the main story through.
  7. I did the first 8 bounties and then all party members were level 12. This was in act two I think. I didn't really mind that I didn't get more experience because it was so fun to do combat and quests, but there are definitely room for balance here. I think the xp system is fantastic and that it ties into learning about the monsters is genial so I would rather see that quest experience get balanced rather xp you get for killing monsters. The bounties probably gives too much experience and they could change that to give you gear or information instead.
  8. The ending was frustrating for two reasons for me. First, the whole Elmtree area lacked quests and depth. The towns did not feel alive and it felt very rushed compared to Defiance bay, which was overall brilliantly designed. The gods quests were just way to convenient to be meaningful. I mean, you are in direct communication with the gods of the world and you just have to go to the next area to complete all of them. I really liked the fact that you spoke to the gods and that you needed to gain their favor but It should had given you several hours of content just to finish one of those ques
  9. Wizards have an amazing level 3 spell called Arcane Dampener which puts all beneficial effects on hold for the enemey. Cast that spell until you get a successful hit on Thaos. At that point, use Cipher's Amplified Wave power which knocks down and do damage and the level 1 Blinding power, Priests Shining Beacon and Devotions for the Faithful spells and Wizards Expose Vulnerabilities. At this point you should reliably be doing damage to Thaos with melee and ranged. Thaos goes from 150 deflection to 50 deflection which should give you a good chance to land crits. The two statues have to be de
  10. On level 5 there is a master stair case which takes you to the beginning. It is located to the east south-east. I don't think you can go past levels 4 and 3 if you are low on life so the master stair case is probably your only option, unless you go the console route.
  11. Some points that will help, if anyone else have troubles. - Have a tank with high deflection, usually from shield with the shield talent. Make that guy engage as many ogres as needed/possible. - Have a spare Brigandine in your inventory that you equip on the tank before fighting ogres. Brigandine's have the highest Crush damage reduction. However, Ogres do either Crush or Pierce damage so there might be a better option than Brigandine. - Use any choke points you can find. This has two benefits. First it lets your tank not get surrounded by too many ogres and secondly it let's you do rang
  12. Does Thaos ever explain what connection he had with the protagonist? I tried to disregard everything that woman (Iselda?) in the end said so I could had missed something. I didn't buy the whole "the gods are fake" thing so I expect there are more to it than that.
  13. I had the opposite experience. I finished the game yesterday and I thought it was way too easy to make money and so I stopped picking up loot around defiance bay. I built constructions from the point that I got the stronghold until the end. I played on hard so there are more monsters to kill (less loot) than lower difficulties. Could this had been the problem for people who had too little money?
  14. But you don't die. The slides actually talk about PC using the alternative path up to the surface and making it out eventually after days of wondering. I see now. I thought the "sleep" meant that the PC died but I guess it meant that as a watcher you finally got some sleep. But the PC didn't stop being a watcher, as far as I understand, so what in the end changed the "no sleep for the watcher"?
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