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Everything posted by JerekKruger
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I tend to agree. I don't think it would be possible to pull off something like Ocean House mission in an isometric CRPG like Pillars. You just can't build tension in the same way when you're not in a first/third person perspective. I wouldn't be opposed to some missions that are combat lite though, focusing on dialogue choices more, though I agree with Quillon's point and don't think these should be too widespread.
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I agree. If Obsidian had offered cakes for all backers I am sure we'd have reached $5M I am cautiously optimistic that Obsidian will make sure soulbound weapons don't lag behind non-soulbound ones in Deadfire, since I seem to remember Josh acknowledging the difference in one of the Q&A streams. Of course I am sure there'll be better and worse weapons, but hopefully there will be a mixture of both types at the top of the rankings. Agreed. I'd actually prefer it if they didn't include the fishing part of Fishing and Sea Monsters. Agreed. I am hopeful that there will be plenty of these already, and that any work towards potential stretch goal versons will end up being included anyway (hey, we got part way towards the stretch goal, just cut the fishing part of the stretch goal )
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Yup, if you don't blow out the candle Deadfire begins with the Watcher deciding to go on a nice holiday to the eponymous archipelago and, wanting to travel light, they voluntarily give up their soul's power.
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Take a look at AndreaColombo's Lady of Pain build(s). The specific one I linked uses estocs (specifically the Blade of the Endless Paths once you get it) and is a really excellent build (I always build my Eder as one). Also I'd say that Katarack21's description of the current state of affairs is a little exaggerated. I don't think anyone knows the exact algorithm, but the willingness for enemies to break engagement seems to be dependent on the defensiveness and damage capability of their available targets (plus perhaps distance from target). If you run the standard MMO setup of a super tough tank, who hits like a wet noodle, and a bunch of glass cannons the AI will definitely walk away from your tank to kill your damage dealers; but if you run hybrid tank/damage dealers and don't dump every non-tank's Resolve to 3 (throw around some small shields too, especially in the early game) then tanks still work reasonably well. Of course some enemies like teleporting wraiths/shades/spectres/I can't remember their name will still use their abilities to get to your squishier characters, but then they did this pre-2.0 as well.
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Sounds like you haven't played since patch 2.0 came out. Pure tanks Fighters became pretty bad post 2.0 due to the changes to engagement AI meaning enemies will simply ignore the engagement of a tough, nonthreatening opponent. It's not pretty much required that Fighters are designed to be hybrid tabk/damage dealers if not pure damage dealers. They aren't the most damaging class around, but they do respectable single target damage with fairly little micro and even when built for pure damage they're fairly survivable.
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I liked the use of souls as the source of various "supernatural" powers as a concept, as well as the related concept of animancy. Yeah, I thought that was a really interesting concept and raised some interesting questions. The ethics of creating the gods, as you say, is one, but also why the gods being artificial makes them not real gods in the eyes of so many (players and, presumably, Eorans given the conspiracy to hide this fact). Whilst the main story wasn't always that well executed, the core concept behind it was very interesting to me.
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Fixing the monk.
JerekKruger replied to kensu's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
Your thread title is misleading. The term fixing implies there's something broken about the Monk, but the class is pretty well balanced and does the job it was designed to perfectly well. What you actually seem to want is not a fix, but rather a redesign to fit your view of Monks as Asian martial artists, but whilst Monks in Pillars certainly share many traits with Asian martial artists, they also draw upon themes from (amongst others) Christian monks e.g. mortification of the flesh. They aren't supposed to be purely based on Shaolin style warrior monks. Now you might not like this concept for the Monk (personally I think it wasn't that well pulled off, but it leads to fun game mechanics so I can forgive it somewhat) but it isn't a case of the class being broken. As for catching arrows, in the real world it's a cool gimmick that wouldn't work in anything but ideal circumstances since it relies on seeing certain cues in the shooter and, hence, being completely focused on them, but it could fit perfectly well into the Pillars Monk class I think. That said, Monks already have an ability that reflects 50% of missile attacks which serves a very similar purpose (and is cooler) so I don't think it's needed. -
It really is isn't it. I assumed it was a parody, but the artist is serious.
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So we did the "socialist classroom" experiment...
JerekKruger replied to Ben No.3's topic in Way Off-Topic
Pretty much my thoughts. I don't know what research has been done on this sort of thing in the past, so I have very little idea what effect it would have, and this experiment doesn't really change that. -
Indeed, one of my first thoughts when reading about this attack was "that was a stupid choice of target".
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In the UK? I doubt that.
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The same picture is here: http://www.bbc.co.uk/news/live/uk-39355505 It's at 17:52, so you'll have to scroll down.
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The attack took place near the Houses of Parliament which, I believe, have had those countermeasures in place for most of the duration of the War on Terror (possibly since the 7/7 bombings?). Moreover I'd imagine there are few places in the UK with faster armed response times, which may be why the attack was stopped relatively quickly.