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Everything posted by JerekKruger
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I certainly don't feel pride in playing on PotD. I play it because Hard and below don't post a challenge at all for me, and like algroth said there being a challenge adds to the experience. That said I really can't help you if you can't understand that Sonic. If you want to believe it's a pride thing go right ahead.
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Is the regular graze really needed?
JerekKruger replied to Clean&Clear's topic in Backer Beta Discussion
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According to steam global achievements only about 10% of owners have even finished Pillars. I doubt that's because they can't so much as they don't have the inclination to do so. Similarly for PotD: with a party I think most players could beat PotD, they just don't want to. And whilst I can't speak for others, I don't put any weight onto completing Pillars on PotD. I don't think less of those who play on normal, or even story mode. Some people play Pillars for the story and the world and other what a challenge (some do both of course): neither group is superior. So I wouldn't say we're the cream of the crop: we're just the unusual few.
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Similar. I Started on normal, found it became trivially easy very quickly. I Switched to hard and, despite it hardly being harder than normal, stuck with it to level 9/10 because of a dislike for difficulties that scale enemies stats directly, but eventually I realised that I hardly used any of my higher level abilities/spells because I simply didn't need to. Then I switched to PotD and enjoyed it a lot more (even though the later game remains relatively easy for a full party playthrough).
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What difficulty most people on this forum play on and what difficulty most players play on are two different things. This forum will, naturally, have a higher population of people who played through Pillars multiple times, and one would expect them to play on higher difficulties in general. I have no data to back this up, but I suspect most players will have played Pillars on normal.
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Oh hai Aloth. Okay now I really want the Watcher to wrestle a wand off a svef dealer who Aloth has crossed, then later, when Pallegina cheats on him, kill himself with it. "You're lying I never hit you! You're TEARING ME APART, PALLEGINA!" [Aloth walks into blacksmith's store.] Aloth: Hi. Proprietor: Oh hi, Aloth. I didn't know it was you. [Grabs random package.] Here you go. Aloth: That's meee. How much is it? Proprietor: It'll be eighteen go-- Aloth: Here you go! Keep the change. Hi, doggy. Proprietor: You're my favorite customer. Aloth [deadpan]: Thanks a lot. Bye. Proprietor: Bye-bye. Iselmyr: I dona know why ya can't talk like a person, pointy-ear. Do I have to watch "The Room" in order to understand this joke? Or I'll just assume this is how bad the movie goes This IS how bad the movie is, but you should definitely watch it.
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Agreed, the Deflection gained from Resolve is negligible, hence why I italicised might. In reality in Pillars Resolve is a dump stat for everyone apart from Paladins and Chanters attempting TCS. As for Constitution, I play on PotD and haven't made a character with more than 8 Con in ages, and this includes tanks. If your frontliners are dying you're doing something wrong, most likely not making good use of crowd control.
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Except, as mentioned, you absolutely can be good at both. Might is arguably more important for spell damage than it is for melee damage (there are very few +damage effects that work on spells). For Druids and Priests Dexterity is very important to give fast casting (Wizards get Deleterious Alacrity of Motion for that). Perception is good for getting spells to hit or even crit (particularly important for crowd control spells). Again Might, Dexterity and Perception are all just as important for ranged combat as melee combat. By the way, Constitution is left at 10 for most builds (there are a few exceptions), being fairly useless and the only characters who might want Resolve are tanks (it's basically useless for any non-melee class) Perception comes up a lot in dialogue checks as well. Might comes up less, but it does come up.
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I'm hoping Obsidian will handle the use of Might in dialogues better this time round. That said, you were never forced to pick the Might options if you didn't think they fitted your character concept. If your concept of your Wizard is that he's spiritually rather than physically powerful then don't pick the option where he threatens to crush someone's skull. It's not really all that different from not picking Cruel dialogue options when your character concept is kind.
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The original change to Strength was, at least in part, due to whinging and nagging. In their patch notes where they introduced this change Obsidian said: This was a strange thing to say given that Obsidian had made it clear that Might could represent both spiritual and physical strength, and hence a high Might Wizard needn't be physically strong at all. Of course it makes a lot more sense if you view it as Obsidian's way of telling people they're giving them what (they think) they want i.e. caving into whinging and nagging (about muscle wizards). Josh later stated he was surprised by how many people complained about the Might/Strength change.