Everything posted by JerekKruger
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PET NEST WITHIN KEEP (REQUEST)
JerekKruger replied to TygerxEyes's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)"What are we going to do tonight Tiny Animat?" "Same thing we do every night Baby Lagufaeth!"
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Should Might stay multiplicative or return to additive?
I'm not really sure. I like the idea that, by making Might multiplicative, it sets attributes apart from other bonuses and makes attributes a little more fundamental. That said, unlike Dexterity which has a sort of natural diminishing returns built in, Might could quickly spiral out of control if stacked on top of enough other bonuses. I'm fairly certain they were additive, but there were so few other +healing modifiers available it made very little difference.
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Graze back in
That's good news. I liked the graze system a lot and felt it was a shame it was removed. The idea of downgrading afflictions by one level on a graze seems like a good solution, and I'm happy for tier 1 afflictions to simply fail if they graze.
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Resolve! Huh, What is it good for?
What a hypocrite she is
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Resolve! Huh, What is it good for?
You know I'd think someone called the "Lady of Pain" would like getting hurt
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PET NEST WITHIN KEEP (REQUEST)
JerekKruger replied to TygerxEyes's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Well if a pet can offer me something then I may save them from the oblivion of an eternity living in the inventory of the Black Hound inn (or equivalent), but otherwise they're getting the chop.
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Resolve! Huh, What is it good for?
If you mean make it harder to excel at both healing and damage dealing then yes, but I'm not sure that's necessarily a bad thing.
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The strongest beta build
At the moment yes. I think it might be bugged though?
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PET NEST WITHIN KEEP (REQUEST)
JerekKruger replied to TygerxEyes's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)At first I sold every pet I got. Then I noticed that they sell for 0gc. After that, I carried on selling them because I don't care about pets in this sort of game. That said, if people like them then that's fine by me.
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Resolve! Huh, What is it good for?
This is true. That said, anything that makes Resolve useful to a class will be a nerf to that class as they'll have to choose whether to invest points into it. I'm not a fan of the new Concentration mechanic but perhaps it'll grow on me.
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Resolve! Huh, What is it good for?
I'm naturally conservative when it comes to changing too many things, so I'd leave Deflection with Resolve and not add the Affliction Reduction time off Resolve for now. See how moving +Healing feels then perhaps change more. Also I wouldn't add +Accuracy to Dexterity at all: Dexterity's already a pretty good attribute and having two sources of +Accuracy doesn't seem necessary. That said yeah, more like that. By the way, I should correct my statement to "I'm fairly convinced that the best solution I've seen is to make Resolve govern +Healing and Might +Damage." There may be better solutions I haven't seen. I think the Affliction reduction is a very nice idea too, but I prefer a simpler solution if possible.
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How does the new Resolve resolve anything? :)
I like it in theory, as it sets Attributes apart from other bonuses, but of course it has to be balanced against other bonuses as it could rapidly become too powerful.
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Resolve! Huh, What is it good for?
Which is, surely, why the change to Might and Resolve is bad. In general Strength is useless to pure spellcasters. Other than hurting their Fortitude Defence there's no downside to dumping it to 3 (or going Orlan and dumping it to 2) and if they do want Fortitude they're better off taking Constitution, which actually gets them some marginal benefit. I'm now fairly convinced that the best solution is to make Resolve govern +Healing and Might +Damage. People complain that Priests don't take Resolve, now they might; tanky Paladins and Fighters get the Deflection from Resolve but also bonus healing for Lay on Hands and Constant Recovery respectively; there's no problem to solve for Ciphers and other hybrid damage dealers. Resolve even becomes marginally more appealing for non-healer classes since as well raising Deflection as before it improves the healing from Athletics if they take it (at the very least you'll probably not want to dump Resolve all the way). I'm sure there's some negatives to this change, but I haven't been able to spot them yet.
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SAWYERISM BETRAYED - Might turns back into Strength, Resolve will affect spell damage
JerekKruger replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Oh I don't think he's referring to the discussion here, I just thought it was worth mentioning it nonetheless.
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How does the new Resolve resolve anything? :)
Might is multiplicative in Deadfire.
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A case for not adding general abilities to Proficiencies
Oh right. Well I might be wrong but I think these are just the basic bonuses for those styles. In Pillars you attacked faster or got more accuracy if you used two weapons or one weapon respectively even without the associated talent.
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A case for not adding general abilities to Proficiencies
I can't tell what it is?
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A case for not adding general abilities to Proficiencies
Yeah that's the problem. Who, other than perhaps a Blackjacket Fighter, is going to use more than three different weapon types on a regular basis. I'd be surprised if most characters use more than two. In the beta, with a level cap of 9, we get (iirc) four proficiencies: that suggests that by level 20 we'll have around eight. With the current proposed change, most characters will be able to take all the weapon styles they want, and some they don't as well. There's essentially zero cost to doing so.
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SAWYERISM BETRAYED - Might turns back into Strength, Resolve will affect spell damage
JerekKruger replied to Infinitron's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)It's something of a go to argument by some people. The reduction in party size to five was a ploy to make Deadfire into a console game as well apparently. Josh's response is appreciated and if it so happens that he's reading this he should know no ill will was intended towards him.
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How does the new Resolve resolve anything? :)
You know, this thread really ought to have been titled "How does the new Resolve resolve anything".
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How does the new Resolve resolve anything? :)
Maybe in the beta? By release it was on both Perception and Resolve, then later was removed from Perception and left solely on Resolve.
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Resolve! Huh, What is it good for?
Might has become multiplicative in Deadfire so, assuming you have a few other sources of bonus damage, it is a huge boost to your damage.
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How does the new Resolve resolve anything? :)
That's essentially Pillars' system, except Resolve rather than Dexterity increases Deflection.
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How does the new Resolve resolve anything? :)
Or leave Might as it was and buff Resolve somehow else. Adding it these sorts of little fixes just demonstrates that the original change is bad.
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Resolve! Huh, What is it good for?
I don't buy his answer. I can't see how, for example, leaving Might as the sole +damage attribute but moving +healing to Resolve isn't workable. I think he just doesn't want to have the discussion right now: he wants to implement the change in the next beta patch and see how it goes. That's fine of course, but I don't actually believe his answer. Having Resolve reduce the duration of Afflictions is another great suggestion (it even fits with the name of the attribute) but I'm willing to believe that might be harder to implement.