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Everything posted by gkathellar
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I don't know that they have the moral high ground, so much as that they have fewer uses for a band of expert skirmishers, killers, and assassins like you happen to be the leader of. The Watcher and his cohorts make up a phenomenally successful paramilitary organization, with individual members measuring their kill counts in the hundreds.. Asking them to do anything other than perpetrate a slaughter just seems wasteful.
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Do you play the game in english or with a localization? I have heard that some of the translations have problems. I play a female character in english and havent noticed weird things, but im a man so its possible im just blind to those because of it. Je joue en français. Mais tous les sons sont en anglais, donc cela ne change rien. Je ne parle pas de mauvaise traduction ou je ne sais quoi. Je parle d'interactions sociales, comme quelqu'un qui me tape le dos, comme si j'étais sa compagne de beuverie. Je suis une femme et non... juste, non. Il me semble qu'Edèr (entre autres) fait souvent ça. Et je déteste. Comme il dit lui-même au début de l'aventure : il n'est qu'un "pauvre fermier qui suit (aveuglément) la Gardienne et prend les coups à sa place". Ce n'est pas pour que lui m'en colle. Et puis, c'est déplacé. I play in French. But all the audio are in English, so it does not matter. I'm not just talking about a bad translation or whatever here. I'm talking about social interactions like someone who hits my back, as if I were his drinking buddy. I am a woman and it's a no-no. Edèr often does that. I hate it. As he says at the beginning of the adventure: he is a "poor" farmer who follows (blindly) the Watcher and takes the blows in her place. And then he slaps me (the back, the arm...) ? No, it's out of place. I think you may be projecting certain cultural assumptions about gender norms onto a game that does not share those assumptions. I've got to say, as a man, that I'm totally comfortable in that kind of low-key roughhousing and physical camaraderie with my female friends - and that's not at all unusual where I'm from (or, incidentally, in California, where Obsidian is located). Obviously you see things differently, which is fine, but you shouldn't expect gender reactivity to social norms that don't exist in either the setting the story is taking place in or the culture the writers mostly come from.
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You should've fought the Eoten, instead of sneaking past them. Probably the coolest unique quarterstaff is dropped there, if i recall correctly. . . A broom. Well there's a Witch multiclass, obviously they needed a broom.
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Triggered
gkathellar replied to Spoting's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
It's not a good answer, but this is just sort of ... Obsidian. The good news is that unlike some game companies, they're actually interested in fixing the problems. The bad news is that this is par for the course with them, and that it's become so normalized in their industry that their expeditious and intelligible response to the problem is already way above the curve. Yeah, it sucks. (Also that's not what triggered means. I get that you're frustrated, but that's a term people take very seriously and you should avoid misusing it. I will not engage any further on this topic.) Shigeru Miyamoto said, "A delayed game is eventually good, but a rushed game is forever bad." That's not as true as it used to be, with digital patches and whatnot, but it's still not wrong. -
"Where every fight is a big fight" put another way "where every fight is the same". That does not sound like a good recipe for a lengthy, open-world RPG. That's one possible outcome, and it's a bad one, but bear in mind that "every encounter requires 100% of your resources" is pretty much exactly as monotonous as the "every encounter requires exactly 25%" of your resources" that per-rest systems can promote. Per-rest systems shine in games where skilled play allows you to carve through simpler fights quickly and avoid resting as a result. In the IE games, for instance, the ability to manage resources becomes an indicator for how much difficulty you're having. However, games that do this need a fairly low minimum complexity for combat, so that it's possible to glide through trivial fights without them becoming a chore. PoE1 had a problem with this at times, especially in Act 3, but the White March's increased level cap helped to alleviate it somewhat. What's far better, in my opinion, is to remove "trash mobs" from the game entirely, and build every fight to be a unique set piece with specific terrain/tactical challenges and/or relevant story beats. This experience more closely resembles a good session of a tabletop RPG, where combat is often lengthy and complex and so demands that one avoid filler. A setup of this type is where a per-encounter system shines.
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While I do not agree about their buffs being pathetic, the big issue for me is their offensive capabilities, like you've said. Limitations force specialization and since their offensive capabilities are lacking with respect to other classes, they are thus rather forcefully relegated to being a fully support class. A damn shame, if one asks me. Yeah, PoE1 priests are extremely versatile without ever feeling overpowered. They have buffs and debuffs, and some really good attack spells that start to come online at about 7th level, but they still can't perform all of those roles at once and have to juggle their approach, even with max Dex and spells that have both offensive and defensive components. It's been a blast playing one, especially because each new spell level brings a very different set of options online than the one before it. As to the nerf, I could see the argument that priests in PoE1 are too essential for a party's basic functions, but that was mostly because priests were the only class with anti-CC abilities, aside from Liberating Exhortation. If there had been more ways to counter hard CC, that would have been less of an issue. Because the old 'Per Rest' classes benefit from the shift to Per Encounter more than the other classes. Nah. I've been replaying PoE 1 with a priest main, and one thing that people forget is that 4 spells/level adds up. Casters do have a limited number of spells/rest, sure, but in practice you get so many that you very rarely run out. In addition, any character that gets into melee has their own per-rest resource: health. My experience has been that by the time you hit level 5, my various casters ran out of spells no faster than my beatsticks ran out of health. The priest had it even better, because Painful Interdiction and Holy Radiance were all I needed for most fights (a lot of fights in Act 1 are against Vessels, so that helps). By 9th level, I would say it was extremely rare that I would rest with even one level of spells depleted for any of my casters. The only time spell slot attrition matters at all is in areas where lots of enemies drop a particular status ailment, so I can reliably expect to drop the Prayer against that ailment at the beginning of every fight, and rest every 4 fights. Even there, beatstick HP will often deplete faster. I always felt that PoE's rest system was mostly a formality and a pacing device - not a bad one, mind. Replaying has definitely solidified that opinion.
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Having to rest every two minutes doesn't make the game any better/harder, it just makes it more of a chore. Hell, White March had most of the toughest fights in the game, and it had so many sets of camping supplies laying around that you could've covered the whole place in tents. Attrition was only really a thing in PoE1 until about level 6.
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I was sort of charmed by what Dragon Age did, where all of the humans had various European accents, and the elves and dwarves had American accents. In general, though, I'm all for American accents because I'm honestly just tired of everybody in fantasy media having an English accent. I get it, people associate England with knights and horses and peasants and whatever. Can we move on?
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So what you want to do is download IEMod off of mod nexus. There's an IEMod launcher so you don't really have to install anything. Once the game is launched with IEMod, you can use one of the modded console codes to turn on PotD. Save, quit, open the game normally, and your save should have PotD enabled.
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I get what you are saying, but BG2 was like 150 hours. By all due respects, Deadfire is like 50 give or take. I don't know, I'm just biased toward the 6 member party. For whatever reason, when I came across certain characters in BG, I could tell almost immediately if I wanted them in my party or not. I think that's where Obsidian is missing the whole "Alignment" thing. I think it needs to be implemented badly. Maybe don't say Neutral, Chaotic Evil, etc, but this would really help when it comes to party composition and knowing who would be a bad or good fit. Where do people take those numbers? I would agree with you if I didn’t replay both Baldurs Gates recently. They are actually about 50h each, and by that I mean doing all quests, reading all lines, doing all that is there to do (BG+TotSC, BG2 without ToB). On the other hand, I am over 50h mark in Deadfire, I haven’t been wasting any time I am seem to still have bunch of stuff to go through To play devil's advocate here, with Baldur's Gate II you have an advantage in prior experience with the game, meaning that you know what to do, where to go and who to speak throughout most of the game, whereas Deadfire is a brand new game and is likely taking longer because you don't yet have that same experience with it just yet - maybe you take longer on this or that quest because you're looking for alternative solutions and so on. But having said this, based on the content I've found so far I'd say they look to be about similar with respect to size - though based on what I heard and so on I wouldn't be surprised that the length of the main story for Deadfire is shorter, whilst the side content is more expansive. This, I understand, is the what the devs have said about Deadfire relative to the first Pillars too. Have to agree. Like, yeah, I can blaze through 90% of BG2's content in 20-40 hours, but I've played it a stupid number of times. Your first time through BG2 is an exercise in, "oooh, what's over here? Another quest line! I could swear there was a main plot I was supposed to be doing."
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PoE was only ever really consistently successful at creating a dark atmoshpere in Act 1 - Defiance Bay certainly talked about being on the verge of riots and chaos, but in practice it was mostly clean and bright and seemed perfectly nice? And act 3's setting was mostly just, "AND MEANWHILE, WITH THE WELSH SIOUX ELVES AND CAT HOBBITS." Like yeah there was a lot of bad stuff going on everywhere, but Gilded Vale and its environs were the only place were things actually seemed to be on the brink. Also I feel like I lost the ability to take the OP seriously when they said this: I am envisioning someone in a trenchcoat with spiky hair hunched over a laptop that they can't really see the screen of because they refuse to take off their sunglasses. And pocket chains. So many pocket chains.