Jump to content

Search the Community

Showing results for tags 'Talents'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Obsidian Community
    • Obsidian General
    • Computer and Console
    • Developers' Corner
    • Pen-and-Paper Gaming
    • Skeeter's Junkyard
    • Way Off-Topic
  • Avowed
    • Avowed Speculation
  • Grounded
    • Grounded: Announcements and News
    • Grounded: General Discussion (NO SPOILERS)
    • Grounded: Stories (Spoiler Warning!)
    • Grounded: Technical Support (Spoiler Warning!)
  • The Outer Worlds
    • The Outer Worlds: Announcements and News
    • The Outer Worlds: General Discussion (NO SPOILERS)
    • The Outer Worlds: Stories (Spoiler Warning!)
    • The Outer Worlds: Character Builds & Strategies (Spoiler Warning!)
    • The Outer Worlds: Technical Support (Spoiler Warning!)
  • Pillars of Eternity II: Deadfire
    • Pillars of Eternity II: Deadfire Announcements and News
    • Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
    • Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
  • Pathfinder
    • Pathfinder Adventures: Announcements and News
    • Pathfinder Adventures: General Discussion (No Spoilers!)
    • Pathfinder Adventures: Characters Builds & Strategies (Spoiler Warning!)
    • Pathfinder Adventures: Technical Support (Spoiler Warning!)
  • Pillars of Eternity
    • Pillars of Eternity: Announcements and News
    • Pillars of Eternity: General Discussion (NO SPOILERS)
    • Pillars of Eternity: Stories (Spoiler Warning!)
    • Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity: Technical Support (Spoiler Warning!)
    • Pillars of Eternity: Backer Beta
  • Pillars of Eternity: Lords of the Eastern Reach
    • Lords of the Eastern Reach: Announcements and News
    • Lords of the Eastern Reach: Speculation & Discussion
    • Lords of the Eastern Reach: Kickstarter Q&A
  • Legacy (General Discussion)
    • Alpha Protocol
    • Dungeon Siege III
    • Neverwinter Nights 2
    • South Park
    • Star Wars Knights of the Old Republic II: The Sith Lords
  • Legacy (Archives)
    • Alpha Protocol
    • Armored Warfare
    • Dungeon Siege III
    • Fallout: New Vegas
    • Neverwinter Nights 2
    • South Park
    • Tyranny

Blogs

  • Chris Avellone's Blog
  • Neverwinter Nights 2 Blog
  • Joshin' Around!
  • Adam Brennecke's Blog
  • Chapmania
  • Pillars of Eternity Backer Site Blog
  • Pillars of Eternity Support Blog
  • Pathfinder Adventures Dev Blogs
  • Obsidian Marketing and Market Research Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


MSN


Website URL


Yahoo


Jabber


Skype


Location


Xbox Gamertag


PSN Online ID


Steam


Interests

Found 23 results

  1. Hello there, your fan is speaking. Yesterday i checked the latest PoE patch and im still frustrated. What is this really? I consider myself to be the great follower of your games and game decisions. I've played all of your RPG based games, went through the max difficulty of last pillars and that was interesting with my custom builds and party variations. And what do we have now, in 2018? After the great mechanic of first pillars combat and talents? The weapon choice and the 10+ to defences at the talent tree? Seriously? What kind of multiclass are you talking about, if the main classes are inc
  2. So I've been playing a paladin in the beta and I'm having a great time though there are some aspects I'm missing. I'm hoping there might be a return of paladin order exclusive talents similar to the ones that were in the previous installment, especially for the Shieldbearers. Right now I'm playing a Shieldbearer and they seem kind of bland compared to the other orders, while seeming much more worthwhile when they had access to Shielding Flames and Shielding Touch. Maybe we could acquire these talents in the 10-15 level range as to make the starting bonuses shine more in the beginning?
  3. First off, the dual class system is what I dreamed of while playing PoE1. This kind of thinking really blows the class system wide open. Being able to further specialize an ability like Smite to get another bonus is also a great choice. I acknowledge and like how removing general talents makes individual classes more unique, but without those 30-40 general talents there really are so few options each level. Right now it feels like a 1:1 trade off with dual classing instead of talents; however, if some form of general talents were added, this system would be incredibly versatile. If there a
  4. Playing some beta, seeing how the new skill system works, Do you feel in Deadfire transferred character will remain his talents from PoE I such as: Gift from the machine The Merciless Hand / Second Skin / Mob Justice Flick of the Wrist Dozens Luck Mental Prowess and blood pool sacrifice bonuses? I have doubts... Cause it's not mandatory to finish PoE I to start Deadfire, and I don't think there will be a choice to choose all these talents for new Deadfire character... Still transferred character from PoE I to PoE II would have such immanence advantage having these! I wish they woul
  5. Just wanted to say I love this game, I've played it for over 200 hours now. Very glad to know there are still good games being made at these times. Though there is one thing that sort of bugs me. Namely, the lack of power in certain talents and spells. I wanted to focus on one of them, which strikes me as the weakest, probably the worst talent in the game. Brilliant Radiance: 8-12 base damage. Doesn't scale with level. Doesn't scale with disposition. Why is it even in the game? Why didn't the last patch buff it? Does anyone use this? I read that it was kind of decent early on in
  6. Current priest deity-specific talents are weak in my opinion. Additional weapon accuracy is rather fine but deity-specific spells are not worth it. In my latest playthrough as a priest of Eothas I never used Hope Eternal. In my previous playthroughs I almost never used Magran's Summer Flames simply because generic priest spells are much better. Only priest of Skaen has decent talent. So I've decided to suggest enhanced versions of the talents that will be useful during all of the game. Here we go! Eothas Aura range: 5m. Duration: 15 sec. Effects: nullifies Frightened, Terrified, Knocked Down
  7. I've started a few games on 2.0 to try things out, and one thing I noticed is that if I struck out immediately and nabbed Eder before I got enough experience to hit level 3 before reaching him, he wouldn't get his bonus Weapon Type: Ruffian talent. (So, recruit at level 2, no bonus talent. Level 3, bonus talent.)
  8. Hi, I'm torn about how to build my druid, and have started the game about 5 times, based on different things I read/discover about the engine (I was trying to do the "full immersion" by going into the game completely blind, but no respec option means I don't want to risk gimping my PC for the late game). I'm playing in Normal, maybe Hard. I want to build a ranged/spellcasting druid (Wood elf), and I'm debating 2 things: Should I use War Bows/Wands or Rods/Scepters (with their corresponding Weapon Focus talents, skipping Bonus L1 spell)? Whether I should grab all 3 elemental damage tal
  9. Hi All, I wanted to make a list of spells affected by elemental talents for Wizards, Druids and Priests to plan my next builds. I think it could be a good idea to share it. If you see anything that isn't true or something missing, don't hesitate to correct me. ??? means that I'm not sure. I also assumed summons are not affected by Elemental talents. Wizard Spells : Fire : Fan of Flames (Lvl 1) Combusting Wounds ??? (Lvl 2) Ray of Fire (Lvl 2) Rolling Flame (Lvl 2) Fireball (Lvl 3) Flame Shield (Lvl 4) Wall of Flame (Lvl 4) Torrent of Flame (Lvl 5) Corrode : Concelhaut's
  10. Not surprisingly, I thought the ranger was prett lack-luster. Although I don't think the ranger's in danger of winning any overpoweredness contests, I actually didn't think the ranger was too weak. The ranger is really just the pet-owner class. Other than the fact that D&D also had (and struggled with) animal companions, the class barely feels like a ranger at all. This wouldn't be a huge problem if it didn't mean that, in the end, there's almost nothing to do with the ranger in both character building and combat. In my opinion, the ranger would make more sense (and probably be a lot mo
  11. There is a range of "hidden" Talents in the game, that were cut during Beta, and isn't normally assignable during levelups. However, they were addable through the AddAbility command. However, 1.03 seem to have broken them. Not removed them, just broken them. And I'm asking why. I was using them to get around what I consider to be design flaws, and adding raw Skill Points is far from a workaround. I realize that they are not meant to be used, but breaking them just seems senseless to me. Unfortunately, I wasn't smart enough to do a backup of my ObjectBundles before patching, and I can't rest
  12. There's been some discussion of this talent on the gen discussion forum, but I don't believe I've ever seen any official dev word on if this talent is working as intended. Is OSA really supposed to provide an integer +20 damage bonus? Or is it supposed to be (like the recently fixed Ranger mark ability) +20% of base weapon damage, in a similar manner to literally every other damage modifier in the game save the monk fists? It seems really strange for this ability to break the mold. Would love some dev feedback on this, even just a "It's intended" or "It's a bug".
  13. So talents in PoE are mostly pretty lame, right now. With a small number of significant exceptions have your basic boring-but-good talents (ex. Two-Handed Style, Weapon Focus), your interesting-but-bad talents (ex. Brilliant Radiance, Ancient Memory), and why-would-I-ever-take-this talents (ex. Field Triage, Unstoppable). I think this is a regrettable state of affairs, and I wish it were different, so I thought we (the board) could come up with some examples of talents that we think would be interesting, or of fixes for existing talents. I'll start - this is not a super-exciting example, I
  14. Hello there, I recently leveled up my first character to the lofty heights of 2nd level (woop!), but found a number of class nuetral Talents were absent from the available options. The Wiki doesn't currently state any Prerequisites for Talents beyond class, but do some only become available beyond a particular level or with certain attribute stats? In particular I was looking for Interrupting Blows, but feel free to post regarding any Talents that are not instantly available.
  15. Hello there, I'm planning on playing through as a Chanter, but don't want my character to end up with a build too similar to Kana Rua, as he seems like the kind of guy I might like to go adventuring with down the line. Does anyone know what abilities / talents he already has when you meet him, so that I can avoid having two identical chanters in my party? If anyone wants to post the same for other NPCs too feel free!
  16. I have the secrets of rime Talent on my druid but it doesn't appear to be working properly. The five extra could DR is working fine. The 20% extra cold damage isn't. Winters wind does base damage of 30-50 (which does feel a little high as a sidenote) and is 38-64 on my character which has 19 might. Since 30-50+27% is more or less 38-64 I am pretty sure that the extra 20% damage isnt being applied. I would be expecting more like 55-95 damage at that point. If it did work as advertised it would probably trivialise the content though. Perhaps the tooltip is just wrong and the extra damage isnt in
  17. This could perhaps be considered a bug, but there's a critical design issue with the description boxes of... well pretty much everything. Mostly, things are confusing, inconsistent, and rarely give any sort of useful information. Let's take a few talents. It will be illustrative of a general trend, and devs should IMO pay attention to this. The main thing is whenever we're presented with a levelling choice, we're rarely told what exactly what it is we are choosing. Below, I'll use green to denote useful and precise information; blue for useful but incomplete information; red for useless/re
  18. Not sure if this was mentioned in the past and cautious to post anything regarding the skill system considering the rage it tends to generate lately. What about simplifying the skill talent merger to talent skill tiers. What I mean by this is remove skills linked to talents and simply have different tiered talents that give you access to the skills you want. Such as basic athletics > intermediate athletics > advanced athletics > master athletics. This would allow you to make balanced combat/skill characters, combat focused (no skills) characters, or even a more passive skills ba
  19. It's a considerable design change, but I like it because: It's more strategic. It's now harder to mindlessly max out a specific skill. You actually have to sacrifice a talent if you want to be maxed Mechanics, maxed Lore, etc. You can have more/deeper talents, focus on more/deeper skills, or find a balance. This is more interesting to me than deciding which guy is going to max Mechanics, which one Lore, etc. It's more logical. Linking talents and skills makes flavor sense--Hold the Line tying into Athletics, for instance. Having skills exist in their own vacuum, completely independent of ta
  20. I like talents andI think it would be good to give Obsidian some new ideas for talents. Here are a few of mine: A Fighter talent that reduces the speed penalty of wearing armor by 20%. By 20% I am saying that a speed penalty of 30% would go down to 24%; not to 10%. A Ranger talent that would make the Ranger (not the animal companion) do 30% more damage against wild animals. Those are two of my ideas. Anyone else got some?
  21. First I'm not a backer, but I have this game on my focus. (Buying it at release if I think it's worth it.) So my only experience is from reading the wiki and footage from the beta. At first the concept of godlikes has appealed to me, but now I think the effects are to low for "godlike". Now there are only marginal effects. Pro: - few people will love you - small attribute bonus - one unique passive ability Con: - most people will hate you - no helmet How about giving it more impact? The people thing can stay, but instead of small boni it should be big boni balanced out with
  22. Description: When leveling up my rogue character, he gets the option to chose the talent "Devastating Blow" on level 3, which improves "Finishing Blow". However, he does not get "Finishing Blow" until level 4. Expected: I would expect to gain the base talent first, before the improvement of said base talent. Reproduce: 1. Create a new rogue character in Backer Beta 2. Start game and level up twice
  23. Skills vs Abilities vs Talents what the difference? So far I gathered that Abilities are class specific things that we can do, gained with level. Talents are the same only not necessarily class specific and gained every three levels. While Skills are the same only can be gained by everyone and have levels?
×
×
  • Create New...