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Everything posted by gkathellar
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Really? I'm pretty sure I hit +2 with him like ... 20 minutes out of Port Maje. Pretty much by accident. Then your character was the type he (currently exclusively) likes, but idk how you did it that fast. I've played a character that reloaded every time he disapproved and stayed at 0 the entire game, and even the one that has managed to get to +2 had more or less finished Neketaka by the time it happened. Mm, I double checked, and I seem to have been mistaken. Only +1. Sorry about that - somehow I confused getting Xoti to +2 with getting Aloth to +2. Those are ... somewhat different.
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I personally like how it's gone from, "priests have 2-4 spells/level worth using, and you'll have to experiment to learn what they are," to "priests have only 2-4 spells/level worth using, and you'd better guess right the first time!" but hey at least Xoti starts with the best single-target attack in the game
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One of these days, there's going to be a CRPG where two-weapon fighting increases accuracy and defense instead of speed, and on that day the weapons nerd in me will cry tears of joy. And then I'll find out that two-handed weapons are still the slowest ones and the weapons nerd in me will cry tears of bitter, bitter disappointment. C'est la vie.
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Is there a moongod/ness?
gkathellar replied to Palas's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
The three represent very different aspects of death. Berath is the cold inevitability of death, the beyond and the wheel itself. Rymrgand is entropic death and Gaun represents the cycle of death and rebirth. So they basically each manage a crucial, but necessary part of death, Berath commands the "the beyond" where souls go when they die and the mechanical function of the wheel. Rymrgand represents the gradual degradation of souls and their eventual oblivion. Gaun/Eothas represents the reincarnation cycle, where death gives way to new life. They represent opposing forces, so they have three gods to manage it, rather than one god trying to pull in different directions simultaneously. In addition, we know for a fact that different cultures worship the same gods under different names and with different aspects. The Huana see Ondra as Ngati, and Berath as a pair of eels eating each other. So there's a cultural component to all of this, as well. Given that, it's probably safe to say that there are so many death gods because every culture is going to want at least one, but many cultures will disagree on what a death god is supposed to look and act like. In the right parts of Eora, even Galawain and Hylea probably get worshiped as death gods. -
I don't think that is the consensus at all. Please try to beat the ruins using a skald chanter as your PC and let me know how that goes Thanks for the tip! Done, it's fun spamming invocations and critting with mace. Made the hardest encounter on first island (pre-aloth fight) with a 4man party (swashbuckler edér, xoti contemplative, skald warden, and Seer hireling). Took me 4 reloads: fight at narrow ramp, bear+edér on choke, skald behind wih pistol spamming aoe stun, xoti on heal/xbow duty and seer shooting/resummoning bear/charming drake. I'm pretty confident it could be done on Trial of Iron with a second hireling crowd controlling (wizard or druid). Both Engiwithian pit fight and Gorecci street are not fair fights without hirelings. Which is fine by me: hirelings are 250gold each and it's only reasonable potd encounters are designed for a full party the moment you are able to make one. PoE1 potd was never balanced around the requirement of having to go to the tavern to make up some new toons. It was always doable with story companions. If anything, making a custom party allowed you to completely trivialize PoE1 PotD. Part of the reason to stick with the story companions is that even with good builds, their strength would be middling at best - and that was fine.
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Aye, and add to that the Temple of Eothas was in a frickin town, so resting up wasn't even a meaningful inconvenience. What made the shade area hard was not running out of resources, it was running out of Endurance when three shades simultaneously shot a bunch of giant icicles at you while a phantom kept your tank on permastun and a black ooze hurled giant balls of corrode damage from across the room. Those fights weren't hard because they drained your resources, they were hard because the enemies killed you, repeatedly, until you learned how to deal with them.
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Deadfire vs Tyranny
gkathellar replied to rone's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I don't know that it's even debatable: you can side with whoever you want, so long as you do it at particular pre-approved plot junctures. If you try to switch sides at any other time, you're pretty much out of luck. That's pretty much the definition of "on the rails." -
Has anyone run a multiclass modwyr berserker? If so, what was your second class? What did you think of it? What would you do differently? Even if you haven't run one, what doth your theorycrafting unveil to thou? I'm curious to hear folks' thoughts on the matter.
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Are you volunteering as a playtester? Because I'll gladly go around breaking modding the files for you, but I ain't got time to test all that. It's probably worth waiting for 1.1, given the bugged state of the romances as is. But yeah, definitely, if you're shameless enough to make it, I'm shameless enough to try it.
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It's how I played all of the IE games, and how I was comfortable playing PoE, so it's a bit of a sticking point for me. The reason I stress the timing of the autopauses so much is for two reasons. Firstly, the current timing doesn't provide much information about your action's result. Second, I think it's the simplest solution to a more complex problem. As you've likely observed, normally, when you issue a command, the GUI gives you several indicators that it has registered, notably a little icon in the "what am I doing" circle on the left of a character's overhead/top left of their portrait. However, there seem to be a multitude of junctures where the action queues up, but the GUI will not acknowledge it until a bit of time has passed, leaving a sad, empty little circle. This gets especially bad if the action fails to queue, which it does at times, or in the case of movement, where even the green crosshairs will fail to appear when you first click. In general I feel the game does a very poor job of affording me a comfortable level of tactical control. Now, it looks like I could get around a lot of this through use of the fairly robust AI system. But I'm really pretty uninterested in the game playing itself, so ... yeah. YMMV.
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Deadfire vs Tyranny
gkathellar replied to rone's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
i just think it's a tad... tilted to judge the evil/good of a military or a military doctrine using modern measurements when these actions take place in an iron age world. things change, values change. etc. I can see where you're coming from, but the Scarlet Chorus was written with these things with the *intention* that they'd be judged as evil. The Disfavored and the Scarlet Chorus are designed to be the two faces of evil; cold, calculating, pragmatic evil vs wild, chaotic, uninhibited evil. Both also have good sides to them; the Disfavored are disciplined, honorable, and respect the law while the Scarlet Chorus is egalitarian, values freedom, and considers individual achievement to be the best measure of leadership. The choice your supposed to have is "What values are more important to me? What moral compromises will I make for those values?" Right, fwiw Tyranny expects you to judge all of these people by modern day standards, and it's not unreasonable that it does when it wants to be a game about playing a bad guy as defined by modern day standards. In general I find the premise that we should judge characters in fantasy games by historical standards to be ... questionable, since (a) the fantasy games are not actually in those historical periods, and (b) people's knowledge of those historical periods and their values tends to be vague or entirely false. On that note, it's also worth noting that there have been many times and places before the present day where that kind of warfare would be seen in the same way it is today: an abomination. The standards aren't modern in that they're unique to the modern period, they're modern in that we happen to have them during the modern period. The most unusual thing about modern laws of war is that they're generally regarded as universal across the vast field of humanity, while many earlier societies saw disparate treatment of ingroup and outgroup peoples as a norm, or even codified it in law (see also: the Thirty Years War, the Crusades). But the Geneva Convention did not invent the idea of war having rules, nor is the 20th century the first time we've seen such rules obeyed. -
Reminds me of the only ME3 ending that even distantly resembled something coherent. Is that the ending where a colorful beam shoots into space? No that was all of them. The main difference is whether the beam is red, blue, or green.