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JerekKruger

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Everything posted by JerekKruger

  1. You're probably right to be honest. For some reason I just imagine that kith should be more dangerous. I think my Mountain Dwarf idea is probably a little better although when facing enemies that can paralyse yours will be really handy.
  2. Depends on whether it stacks with the Chanter chant but yeah, it's a big bonus. I have this faint memory that Boreal Dwarfs originally had +15 against beasts and wilder and it was later changed to wilder and primordials but I'm probably wrong about that (beasts makes more sense for a talent called Hunter's Instinct).
  3. Isn't a Paladin's base deflection 20, so with whatever the base bonus Faith and Conviction gives (used to be +5 but I have a feeling it dropped some) the difference is less than 10 isn't it?
  4. To answer the OP the thing I'd really like to see in a PoE2 would be some more alien environments. PoE mostly stuck to fairly classic fantasy staples of temperate countryside, reasonably European looking towns and cities and classic fantasy ruins dungeons. Nothing wrong with that, I like it even, but in much the same was as BG2 moved to weirder environments from BG I'd like a sequel to do the same for PoE. I like the idea that some people have floated of having it nautically themed. My idea would be to have it begin in the Vailian Republics (fingers crossed for a Venice style city) and have the first act be fairly standard but end with you getting your stronghold which would be a ship. You'd then be able to move said stronghold to other locations (Old Vailia, Ruatai etc.) and see more of what Eora has to offer (Ruatai as described by Kana sounds like an awesome location). Ideally the actual sailing would be abstracted away, as in my experience these sorts of systems tend to be pretty bad if implemented in a realistic way, though the odd boarding battle out at sea would be cool. The Living Lands sounds like an interesting place for a campaign too. Not sure if it has sea access but then there are no maps so Obisidian could give it sea access. Apart from the above, I'd like Obsidian to take advantage of the fact that Pillars of Eternity runs on their own ruleset and not feel obliged to port everything over to a sequel. Feel free to change class abilities, spells etc. (though keeping some continuity would be nice), even feel free to change the rules altogether. Related to this, I'd prefer not to have the game be a direct sequel insofar as importing the Watcher over etc. as I feel that the rules in PoE have reached their limit in power level terms and going any higher would feel silly. Instead start a new character, perhaps with a few levels of experience to start, and redesign the level curve to accommodate more power. I would like to see a sequel go at least as high level as White March II though, if not higher. Epic levels are fun, though I still quite like the (fairly) early level experience. Given the previous paragraph, how is it a sequel? Well the plot could still relate to the events of PoE in some way, let's just let the Watcher enjoy his retirement in Caed Nua. I also wouldn't be opposed to seeing some of the companions return. Some of them are obviously tied to the Dyrwood and wouldn't leave but characters like Kana and Devil I could certainly see returning.
  5. I was thinking about this one recently and I thought that a solution would be to leave them with the resistance to poison and illness and give them a +10 DR to corrode damage. Corrode seems naturally associated with poison and disease, and a +10 DR to it is worth roughly half what the Pale Elf Elemental Endurance ability does so it seems fairly well balanced. I must admit, I really wish Mountain Dwarfs had a better talent. I'd love to play one but I can't bring myself to (which I realise is silly given how unimportant the basic talent is). I'd say that +15 is a little too high. It's the same as the Boreal Dwarf gets sure, but I think on the whole Kith enemies are more challenging and hence +15 is effectively a bigger bonus. If they keep their current ability I'd say +10 would fit well. Seems reasonable.
  6. Could anyone give me suggestions on how to build Devil of Caroc? In most my previous playthroughs I've tended to drop her after quickly doing her quest (it doesn't help that she's usually the last companion I pick up), but in my next playthrough I'd like to actually use her. I could simply spec her as an archer, but given her (relatively) high resolve and enforced use of a breastplate I fancy using her in melee. I'm thinking of equipping her with a one-hander (probably a sabre at first) and a small shield and using her as a fairly durable melee damage dealer. Do people think that'll work? A related question: I'd like to pick her up fairly early on. What sort of level could a party reasonably go to the White March at on PotD? Do you miss out on much by not doing the White March at the upscaled difficulty? Thanks.
  7. I was convinced there was a bug with Nightshroud as my Durance made easily over a hundred attacks with no procs. I was on the verge of consoling it when he got his first blindness proc. I later discovered that it counted the procs on friendly characters, so I sat in Caed Nua beating on Maneha and resting periodically until I got my 13 blindnesses.
  8. I just noticed that savage attack is giving Eder two -5 accuracy penalties rather than simply one. Here's a screenshot to show what I mean: http://steamcommunity.com/sharedfiles/filedetails/?id=651666781 A few notes that might be useful: This is on a game that was started on patch 3.01 and has since been updated to 3.02. I don't know whether this bug was present before the update. My first thought was that he was getting the double penalty as a result of dual wielding (his fists). I switched to a two-handed weapon and the penalty remained, and I tried deactivating and reactivating Savage Attacks whilst wielding a two-hander but the penalty remained. Thanks.
  9. Hopefully we'll see rather soon. Downloading patch 3.02 right now
  10. Right, here's a Dropbox link to my save https://www.dropbox.com/s/8e5zyjwowna7pdl/c3be1c10a16d4b4ca354fa75bdb22791%208384271%20AnslgsCompass.savegame?dl=0 I should note that this doesn't seem to be a major bug. It's the first time I've had it happen in five games. Still, thought I'd report it.
  11. I just had the same bug as the OP in my current 3.01 game. I tried to attach my save but I'm not permitted to. How should I upload it?
  12. In which case yeah, giving the priest 25 base accuracy would be giving all his spells +5 accuracy so things would need rebalancing around that.
  13. If a priest is wielding a favoured weapon does the +10 accuracy apply to his cast spells? If not then the above change would need to be accompanied with a -5 accuracy nerf to all priest spells to keep things even; but if so then it becomes complicated since priest spells become less accurate when wielding one of their favoured weapons, but more accurate when not. Honestly I quite like the favoured weapon thing, but that's just me.
  14. It's begging to be turned into a soulbound item for this very reason. Have the unlocks tied to Durance's quest so there's no way to rush finish it and make it overpowered.
  15. Yeah, that's very much the feeling I get with both the Barbarian and the Rogue's high level skills. Sap is both unexciting (it's a skill that involves hitting one enemy on the head to knock them out) it's also not that much better than the Monk's level 5 Stunning Blow. If the rogue had, say, a per encounter ability that allowed him to apply paralysing poison to his next attack then that would be more like it. Similarly Feign Death as a max level ability just seems weird: a vanish ability without the need to lie down would be much better, perhaps with a bonus to the first attack you make out of it. The top couple of level abilities should be something exciting and powerful, like Sacred Immolation or Dichotomous Soul, not dull like Sap. The Barbarian at least has fairly flashy abilities in Dragon Leap and Echoing Shout, but neither really compare to what other martial classes get. EDIT: also with Shadowstep, why not make it so it doesn't teleport you back. It simply teleports you to a location and leaves you invisible for a few seconds. Then the Rogue can really excel at the job I always used them for in BG2: killing mages.
  16. Is the unenchanted spear still available to loot? I suppose one explanation could be that some other group from the Dozens did your job and already looted the spear.
  17. I agree with your changes to the two shouts. It doesn't make sense to me that the Barbarian has to take a break from attacking to shout and it would make them a lot more useful. I'd actually prefer it if Barbaric Shout was a talent upgrade for Barbaric Yell because, at the moment, the former makes the latter much less appealing, but that's probably beyond what Obsidian will change now. Your One Stands Alone change also makes a lot of sense. I was looking at building a Barbarian recently and immediately spotted the fact that it and Eye of the Storm clash horribly. Your change to Thick Skinned could work, or an alternative would be to make it +2 DR across the board perhaps. Blood Thirst seems to be nearly useless to my mind, since it's not too hard to get low recovery on a Barbarian. Better would be something like "-X% recovery for Ys after a kill". I'd love to see Heart of Fury become 1/encounter and, whilst it's certainly a big improvement to the ability, I don't think it would be overpowered. Prone or even stun on Dragon Leap would be a nice improvement, as would perhaps a higher amount of damage (maybe make it a full attack rather than a fixed amount). I agree that Barbaric Retaliation is okay as is, but I feel like it should be a lower level ability. One thing you didn't touch on but that I'd like to see is for Barbaric Blow to become 2/encounter. To my mind that would make it a lot more appealing.
  18. Huh, that sucks. I suppose it gives a bigger reason to side with the Dozens, but it doesn't really make sense.
  19. As far as I can tell it was for balance reasons. All weapons of a particular type (fast one-handed, large one-handed, two-handed) are essentially the same apart from some special property and their damage type. The +5 deflection is just the special property given to the hatchet. Others on this board will argue vehemently that hatchets are excellent defensive weapons, but I really don't understand why they were given this property. If I were redistributing the special properties I'd make the following changes: Daggers: slash/pierce Hatchets: +0.5 crit multiplier Clubs: +5 accuracy or perhaps higher interrupt value (say 0.5) Maces: 3 DR reduction or perhaps higher interrupt value (0.75) Spears: extended reach Swords: pierce/slash and perhaps +5 deflection bonus (if any weapon is going to have it)
  20. Great work Andrea. One thing though, your Drake's Ambassador link currently links to the Backlash Bedlam build.
  21. Have you considered using Gyrd Háewanes Sténes with this build? The ability to refresh spiritshift might be handy.
  22. Cool, I expected people to be less positive about the idea. The Vile Loner's Lance seems like an excellent early game choice given the inherent accuracy bonus of spears and the nice on hit effect. Going off of Boeroer's suggestion, how does Mig 10 Con 10 Dex 16 Per 16 Int 16 Res 10 Sound as a attribute spread? My main concern is his low fortitude save and wondered if I should redirect some points into Mig or Con to make up for that? Abilities wise I'm thinking something along the lines of: Frenzy Savage Defiance Brute Force Threatening Presence Thick Skinned Barbaric Shout Barbaric Retaliation ??? Talents wise: Weapon and Shield Appropriate Weapon Focus Accurate Carnage Stalwart Defiance Interrupting Blows ??? ??? Any thoughts?
  23. For whatever reason I'd like to play as a single weapon and shield barbarian, and I was wondering if it's a viable concept. I'm guessing that it would be best to focus on the barbarian's ability to control crowds through carnage rather than be a heavy damage dealer. As such I'm thinking of some sort of controller/off-tank. I'm familiar with Boeroer's excellent time bandit build, but I'm looking for something wielding a more traditionally barbaric weapon, for example and axe or war hammer. Any thoughts?

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