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  1. Regarding the quest Salt in the Wound, it's marked as Finished when the brawl is finished. The final entry in the Journal is simply "I could find a way to break up the scene, or at least get the fight over with." I would suggest that it would perhaps be more natural to have the Journal update upon completing the brawl with a note about the outcome, and then follow it with something along the lines of: "I should go back and talk to Nera [about reward/what happened/somesuch]" Then after speaking with Nera (and perhaps also Ezzali?) the task is marked as Complete. This way it A) provi
  2. I am a new player. It take me long time to understand the "Disposition" concept of this game. As far as I know, it is just a social label. Its meaning is similar to the meaning of the "Public Persona" Public Persona - the aspect of someone's character that is presented to or perceived by others. What do you think about this?
  3. I just threw together this example image from a screenshot. My suggestion is simply that it might help players if something like this exist in-game: NOTE: The spells that have no "defense icon" in their top-left corner, either is a buff/summon or always hits. The purpose of this chart is to helps me decide for instance: Get a better understanding of the limitations of the Wizard specialization choices. What are you opting out of when you pick a certain school? I found it was very difficult to determining which spells you loose at glance. After looking below I feel like I co
  4. Maybe its just me, but having two different effects both called 'Spell Resistance' is a bit confusing. There are a few, which specify in the description, which affect Hostile spells only, and others which don't. I guess the idea is that you need to manually read through everything to figure out which it is, and if it doesn't state either way, it should be all spells? It could be simpler, if you called them 'Spell Immunity' which would make them immune to all spells, and 'Spell Resistance' which makes them resist hostile spells. Or something like that. Also, some clarification with t
  5. This game does not have fast travel so it's really boring when you want to switch a party member that you have to go the ship or find a tavern. I find it an unnecessary overhead and sometime I just stick with a combination that I don't really like just because I don't want to spend time traveling 2-3 screens JUST to swap party members. It's really annoying and I really think we should have an easier way to swap party members. Sometime you just want to do it because you are doing a quest were you need a high streetwise char or a char with a specific bg for that storyline or maybe just to crack
  6. Description: Playing as a Drug addicted monk, but noticed that my buffs didn't stack as expected. While using Quick Strikes you gain the quick buff which in turn suppress my Taru Taru Chew dexterity bonus. Is this really working as intended? If so please reconsider or make a compromise. Steps to Reproduce the Issue: 1. Use any drug that boost a stat. 2. Now use any buff related to step 1 stat increase. 3. This drug effect is now suppressed if buff is higher than the drug effect. Compromise: For example Half drug bonus applies while suppressed. Or give Nalpazca subclass a sp
  7. So, this is just something i thought yesterday as i went thought some companions quests. I have no problem with the quests themselves, i'm fine with the short duration and the apparent "lack of conclusion" i think that what's life's like and (most) histories have no satisfactory conclusions. (On the same note, I enjoyed Edér's quest from the first game) That aside, i DO think that the RESULTS of the quests are kind of lackluster and i was wondering why. *I may address some spoilers in the way, so be warned!* My take on this is: the companions show no change after the quests AT
  8. Greedings, i was thinking of some kind of active party (combat, 5 members) and non-active party (conversations, reactivity, banter, no size limit) system. Maybe attaching companion's content (dialogues, banters, etc) to invisible objects? if that makes sense I make just one complete play through, so the companions i dont bring are just lost forever, and i noticed recently that there are a fair amount of people who see this (i saw some similar suggestions somewhere) or other consequences of the party limitation as a problem, so i decided to try and suggest this. Some thoughs on this:
  9. This will be a large entry so bear with me. I've done a lot of thinking about this because if I'm to send a letter to someone who may choose to run with this, it needs to be a solid concept. I've been a Fallout fan for years, and I recently did another playthrough of New Vegas. Still enjoyable, still stunned at how entertained I was, and still wanting more. A lot of times, especially with the Fallout games, the developers like to let the lore tell the story about what happened later; the fallout of your decisions, so to speak. You'll hear about the Chosen One or the Lone Wanderer in fu
  10. Hello, I recently got the online version of this game (both on PC & Phone) and I have been enjoying it. There is one thing that drives me a little crazy. There is this requirement that you discard down to 10 unused cards and then they give you this gold. I don't mind having to "clean up and prioritize" down to 10. I consider it a "carry capacity limit" and getting gold is both a good way to do that and re-enforces the way I think about it. What I don't like is having only the 500 gold piece chests to buy from. I end up having to get ride of potions and common equipment. However I find
  11. I had an idea while answering a discussion, but I liked it so much that I decided to make a post about it. Basically the community noticed that the injuries can be greatly debilitating, like a Gaping Wound, and are perceived as overly-punishing. So, I thought about a couple of ways to improve that aspect. I would overhaul the troublesome or harsh aspects of the injury system by sorting the gravity of the injuries according the number of wounds already obtained (in a progressive way). Another way to do it could be to determine gravity of wounds according the negative health value reache
  12. What is this? A slug race? A sloth parade? Real time with pause means Real Time, what is this thing you did with the combat? You did it right in Pillars of Eternity Act I. Normal Speed should be in real time, and without trained warriors staring at an enemy bashing their skulls for 4-6 seconds! Slow Speed should be reintroduced, same as it was in POE 1. Fast Speed should be as it is now. On top of that, there is Pause. Just make sure to provide a simple and clear Tutorial and even the King of Dumblandia will get it. Wanna really help people with mental pro
  13. Not sure if there is already one of these threads, but if you have any suggestions please drop them below. Hopefully the devs will take them into account. Suggestions: 1: A way to purchase a reduced price RoTR extra content bundle for when you already have all of the things purchasable with gold, since $25 feels like too much for whatever that extra deck comes with. 2: A higher chest tier which only gives items you don't have yet or which lets you pick the deck the items are drawn from. 3: Re-spec heroes for 500 gold. 4: Making teleport boots ignore movement restriction
  14. In PoE, unless you've read a Walkthrough or you have already played the game, you don't know what kind of enemies you will encounter in the next area you explore. So your characters carry around a chest filled with 107 weapons, 23 suits of armor, 2310 potions/scrolls/traps that you could use at any time. Which I feel misses an opportunity. As such, I'd like PoE 2 to offer the ability to ask locals, read notices or hire a scout that can give you information on an area well before you visit so you can pick the appropriate weapons, carry the necessary potions and load in the optimal spells. I
  15. I recently tried to play as ranger, but I found what I consider to be a detrimental factor in its balancing, other than in the fun playing it. Or you develop Ranged abilities Or you take pet's ones. Mixing is unsatisfying in my experience. Now, my frustration comes from the fact that the pet IS a second character, I am forced to keep it but its death cripples my Ranger performance. Therefore to augment its functionality and survive-ability I must devolve the points gained from levelling up on said improvements. This result in a very boring Ranger. If instead I decide to strengthen my
  16. Hi, I'm replaying PoE with both expansions (first time with the expansions - criminal really since I've had the game on release and finished it twice before the expansions hit) and really enjoying it but one thing I would love to see expanded upon in Deadfire is the concept of "wizard duels". It's a fairly small thing to implement but I'm thinking of Baldur's Gate 2 specifically when I think of this - there were a few times throughout that game where magic users talents were brought right to the fore. A few times in climactic battles but a few where your sorcerer/wizard basically has
  17. When I first started playing Pillars 1, I knew nothing of the plot, I only knew the gameplay. As such, I ended up rolling a Male Aedyran Wood Elf Wizard...just like I soon found out was the first real companion. Being extremely similar to Aloth (We even had mostly the same spells), I was quite disappointed in how little acknowledgement there was from him. Sure, he had one or two Aedyr interactions, and one or two Elf interactions, but nothing directly commenting on just how similar we were. And honestly, that broke my immersion quite a bit, even kind of ruined the fun of the coincidence ever
  18. This first point made by Silent Winter in another topic, inspired me to have a topic on something that I somehow missed in PoE 1, especially in combat, and which I now understand will continue in PoE2 (for instance the ghost animal companion mentioned), but I do wonder if it's the best and most engrossing way to do stuff like that, RPG-wise. It always annoyed me a little bit that the Druid shape shift was temporary, or even those items and spells summoning stuff. Instead of being summoned and then they fight until death, they just blinked out of existence (de-summoned?). Not fun, although
  19. I've just started to play PoE1 again, and noticed something that did annoy me slightly before, and it feels worse now: characters dying in the midst of combat. What happens is.... Well, next to nothing. No dying scenes, no special final cry, like "Avenge me, brethren!". All that happens is that you may or may not notice that the portrait of the death-struck character suddenly disappears, no sound, nada. Not even a skull-n-crossed-bones portrait replacing it. It's simply disintegrated, and no other characters react. They don't even flinch. Business as usual. Chop on, sling spells...
  20. I've just started to play PoE1 again, and noticed something that did annoy me slightly before, and it feels worse now: characters dying in the midst of combat. What happens is.... Well, next to nothing. No dying scenes, no special final cry, like "Avenge me, brethren!". All that happens is that you may or may not notice that the portrait of the death-struck character suddenly disappearing, no sound, nada. Not even a skull-n-crossed-bones portrait replacing. It's simply disintegrated, and no other characters react. They don't even flinch. Business as usual. Chop on, sling spells...
  21. Hi all, Do you think if it would be better that the daily challenges persist until completion, instead of it reseting automatically everyday with an option to reset it once per day if we dont like the challenge? I am a casual player and play 1 game with 6 characters everyday. Why only one game? Well, it takes about an hour to complete it and that's how much time i can put to the game per day. So far, I got these challenges: Reduce 30 damage (200 gp), Acquire 15 allies (150 gp). There shouldn't be much problem for players who are playing more games everyday. But in my case; for first inst
  22. Obsidian, please add a binding to just pause the game, and not unpause it. It's super annoying to accidentally unpause an auto-pause when you're trying to pause. You have a bind for scouting on or off, so you should definitely have a button for Pause On or something.
  23. I'm not sure why that topic wasn't followed up after 1.03 . And we see lots of repeated posting of topic previously already brought up. It could mean extra work for you to update the list but I think it save you and everyone who bothers to read the pinned thread the time to post and read through countless similar topic of known and acknowledged issues. Sometimes folks just want their concern acknowledged and that it will be worked on, never in the timeframe. That pinned thread can do this for them
  24. I know a lot of people are suffering from long loading times, and even on a good system this can be annoying. Most of the time you spend a lot of time on a map, so it's not a big thing, but after playing the White March and running around in Stalwart this actually became really annoying. With all the running in and out of buildings, you spent more time watching the load screen than actually playing the game. I don't know if it's technically feasable, but my suggestion would be that in areas like Stalwart, Defiance Bay and similar the full map including it's buildings are loaded, so transi
  25. We've all probably got a pet peeve about the way important information is given to you. There's a good number of things I could name, but these are my top 3 that I hope to see in a future minor patch: 1. Make the selected character much more visible in combat. 2. Make the current actions of each party member easier to see without having to select them all 3. Put random playable character sheets on loading screens and allow me to mouse over key words or scroll up and down their stats screen
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