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Everything posted by Yosharian
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Detecting Traps
Yosharian replied to AlphaShard's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Trap detection is handled by the Perception attribute. If any of your characters have a high enough perception, they will spot the trap automatically. There is no need to go into stealth mode to get a boost to your trap/secret detection, as was needed in POE1. You can set up the game to automatically pause when a trap is detected, if you weren't aware. -
Triggered
Yosharian replied to Spoting's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
One of the very few real 'rules' of language, almost like a law of nature, is that words derive their meanings from usage. "Triggered" will mean whatever people have in mind when they use it. You are free to attempt to police language use but it will only frustrate you. Well said. -
Portraits III
Yosharian replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I just wish there were more coastal aumaua options, sadface -
Having to rest every two minutes doesn't make the game any better/harder, it just makes it more of a chore. You didn't HAVE to rest constantly. If you did, it was because you wanted to spam per-rest spells rather than ration their use and depend more on characters of classes whose abilities weren't per-rest. In short, you didn't want to play the way the game was designed to be played. > The way the game was designed to be played I.E. never using more than half the spells you ever had available, because you were always saving them for that big fight where you might need them, the big fight that either never comes, or doesn't come in time because you ran out of 'health' anyway despite playing conservatively > The way the game was designed to be played You need to realise that rest mechanics such as the ones in Pillars 1 do not improve gameplay.
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While that sounds good in principle, how do you make enemies difficult if they die before they can do literally anything? BG2 mages can be almost impossible to take down if you don't get to them before they get a stoneskin up, or if you don't have access to breach, disjunction, etc. An umber hulk's confuse spell can really mess up a party, but they aren't that tough. If a low level party isn't equipped with bludgeoning weapons, even skeletons can be tough. Believe me, I know, I've played all of Infinity Engine games (and tabletop Forgotten Realms) far too much, as one can probably infer from my forum handle. Then again, while comparable on some levels to Pillars, the combat in BG and IWD series is vastly different from the one we have here. Sometimes for the better, sometimes for the worse. Often in Infinity Engine games it boiled down to hard counters -> hard counters, something which game devs these days avoid I feel. Something like using elemental damage weapons to interrupt Stoneskin mages from casting in case Breach or similar combat protection strips were unavailable, using specific hard counters to Umber Hulks (backstab, Barbarian Rage, Chaotic Commands etc.), having many different damage types available for Skeletons (I guess this is true for some enemies in Pillars as well). While I agree that Mage fights for example would be far more interesting in Pillars if they employed tactics like Contingencies in BG2, and if things were made more difficult this way it'd be absolutely awesome, I fear it'd take far too much time and effort and we'd end up never getting them. I feel PotD is so fundamentally broken at the moment and feels like Story Time. I think there's a kind of joy that comes with finding items that make you immune to Hold Person, Charm Person, etc, and that joy comes from the sheer terror that can be inflicted by those abilities. Seeing your favourite character get torn apart by undead while frozen still by a Hold Person spell makes you hate that spell with a passion. Yes I get that these are solved by hard counters, but I actually don't think there's anything wrong with that. Your immunity-to-Hold Person item doesn't protect you against a dragon's breath attack, for example. This kind of encounter design may well revolve around simply using the right tools for the job, but even this is ultimately more enjoyable than hitting a block of flesh again and again for 3 mins. That said I'm happy to hear alternatives.
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While that sounds good in principle, how do you make enemies difficult if they die before they can do literally anything? BG2 mages can be almost impossible to take down if you don't get to them before they get a stoneskin up, or if you don't have access to breach, disjunction, etc. An umber hulk's confuse spell can really mess up a party, but they aren't that tough. If a low level party isn't equipped with bludgeoning weapons, even skeletons can be tough.
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You may have forgotten to click save after you turned them off. You have to do this every time, per character. If you add like 3 people, change one, change another, change the third, then click save, only the third persons changes actually applied. Clearly ran into this one myself :/ It wasn't that, I definitely clicked save. I took a break, when I relaunched the game and loaded my save, everything was working fine...