Everything posted by JerekKruger
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After playing BETA Deadfire to me is absolutey epic
JerekKruger replied to master guardian's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Of course, but perhaps declaring that it will be absolutely epic is going a little far
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After playing BETA Deadfire to me is absolutey epic
JerekKruger replied to master guardian's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Based on the beta content
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Boeroer's Builds
I'm not a fan either. Apparently though a big complaint with PoE was that people could stick with the first decent weapon the found and keep upgrading it, hence they'd never really use later game loot or get excited about it. I suspect that most of those who complained about this never actually did so however, since to upgrade a weapon to Superb required a limited component only available in Act III and to upgrade armour to Superb required you to have beaten the Adra Dragon which, for most people, will happen in the late game. In both cases the player would have obtained most the loot the game had to offer. It holds up even less once the White March expansions are added in, since the loot in those is a lot more varied and interesting. However, like so many of the common complaints it was levelled early in Pillars' life and those who didn't like Pillars repeated it long after it no longer really applied (probably because they never replayed Pillars). Still, it won't be all that different to the only IE games in that regard, but I'd have preferred it remained more like Pillars' system.
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Boeroer's Builds
You can, but you don't have total freedom. The way it was explained was something like this: Quality enchantments (fine, exceptional etc.) can only be upgraded once, so a fine weapon can only be upgraded to exceptional, never to superb or above. The more unique enchantments like flaming are restricted to weapons which start with them, however they can be upgraded, often in two different ways. So gone is the world where you find a weapon you like and keep upgrading it throughout the game. Instead you'll likely replace weapons as and when you find more powerful ones.
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Boeroer's Builds
Both classless and turn based would be interesting.
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Boeroer's Builds
I feel very much the same. Pillars was an excellent game and whilst its mechanics went perfect they didn't need completely redesigning. That said some of the more recent news about upcoming changes gives me hope, and I have to remind myself that Pillars at release was quite a different animal to Pillars 3.07, and also that Pillars' beta also had a rocky existence. At the very least I am confident I'll have one play through where I get to experience the story, writing and world, all of which I am sure will be excellent, so in no way do I regret backing. The question is whether I replay Deadfire multiple times like I did (and do) Pillars, it whether it ends up being and one and done affair. I also want Deadfire to be a commercial success because I want Obsidian to make a sequel, as well as more games set in Eora.
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Josh Sawyer's tweets and teasers, part 2
JerekKruger replied to Gfted1's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)They already do it for other subsets of spells. Different direct damage spells have different casting times, presumably to balance higher damage, larger AoE, afflictions they cause etc., why wouldn't summoned weapons be the same? As for the balancing argument/imminent deadline, this is a form of balancing in of itself. Some summoned weapons are (in their current form) borderline broken and others are plain bad. Adjusting their summoning times and durations is one way Obsidian could balance them.
- Resolved to fix Resolve!
- One-Eyed Molina's Gold-Fingered Spike Flinger
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Josh Sawyer's tweets and teasers, part 2
JerekKruger replied to Gfted1's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Isn't "summoning time" simply the time it takes to cast and recover from the spell that summons the weapon? If so these variables already exist, as they do for all spells. Nothing new has to be introduced.
- Josh's new suggestion for Resolve is brilliant IMHO!
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WTF are sidekicks?
JerekKruger replied to Yosharian's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)This is amazing and needs more than just a simply "like".
- Josh's new suggestion for Resolve is brilliant IMHO!
- Josh's new suggestion for Resolve is brilliant IMHO!
- Josh's new suggestion for Resolve is brilliant IMHO!
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Companion/Sidekick Class Options Revealed
JerekKruger replied to Enoch's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)It was a conditional apology. Messier's post suggested he thought I was advocating for complete freedom with multiclassing companions (e.g. making Eder a Druid/Chanter) when that wasn't my intention, so I clarified it. However I preemptively apologised in case Messier already understood my position and didn't need the clarification. Yeah, perhaps that was confusing and not really necessary And I thought Germans were super strict about grammar I take a similar position on grammatical mistakes, but there is a significant minority of people in English speaking countries that take great satisfaction in correcting other peoples' grammar and using "were" rather than "was" in a conditional statement is one of their favourites, hence my footnote. Ironically most follow the rule that it should always be "were" in a conditional statement, which is wrong, hence some of the time they are making incorrect corrections.
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Companion/Sidekick Class Options Revealed
JerekKruger replied to Enoch's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I meant was*. I was apologising preemptively for the possibility that Messier already understood that as my position. *Perhaps I meant "were", I have never gotten to the bottom of when it's correct to use "if it were" and when it's not.
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Companion/Sidekick Class Options Revealed
JerekKruger replied to Enoch's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I never intended this. In my ideal version of companion multiclassing companions would still be forced to take as one of their two classes one of their "core" classes (Fighter or Rogue for Eder, Paladin for Pallegina, Wizard for Aloth etc.). I wouldn't want it to be possible to make Aloth a Barbarian/Monk for example. Not sure if that was clear, apologies if it was.
- Josh's new suggestion for Resolve is brilliant IMHO!
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Josh's new suggestion for Resolve is brilliant IMHO!
Given it is only going to be +5 power levels I will probably stick with my policy of running Resolve 10 characters. I'd find the occasional penalty annoying but I don't think the benefit is worth building for. Now if it were +10 power levels I might build for it for some characters, although I suspect that would be overpowered.
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Launch Date For Pillars of Eternity II: Deadfire Announced, Pre-Orders Now Live!
JerekKruger replied to Mikey Dowling's topic in Pillars of Eternity II: Deadfire Announcements & NewsOn Steam it'll add Deadfire to your library, but you won't be able to install it until release (or possibly preinstall it if that option is available). I can't speak for GOG but I'd imagine they have something similar.
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Portraits
JerekKruger replied to iscalio's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I've got to say these portraits are amazing Aramintai.
- Josh's new suggestion for Resolve is brilliant IMHO!
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Companion/Sidekick Class Options Revealed
JerekKruger replied to Enoch's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I said I'd bow out, but this is a response from an old post so I'll quickly reply. It'll require more work yes. Perhaps the amount is too much to justify, though I strongly suspect it's more a case of Obsidian not wanting to overwhelm players with choices. Presumably Obsidian would go the same route they did with respeccing in PoE and limit what can be changed.
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My Resolve Suggestions
Reduced threshold for gaining wounds, higher focus gain per point of damage and slight increase in recitation rate? Bit of a messy solution but should have the equivalent outcome of increasing resources by a given percentage.