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  1. I'm not too excited about the whole ships and ship combat lark, I mean i'm glad it's there just for variety but I really want a story that is much more intense than the first game, some good drama parts like with Yoshimo in BG2. I want to see some really hard fights as well. Even in Veteran/Hard or whatever it is called, I want some difficult fights. I remember the early days of BG1 the fights with... Mulahey and Davaeorn were really tough, I want some bosses like that. 'Normal' guys but really tough. I know it's probably because i just sucked at the game they were hard because now i understan
  2. In 3rd act after kiling dragon in Hylea's temple I continued the "Hunter, Brother" quest. When i got to top of the waterfall i found body of giant skelgaer and engage smaller ones. After killing last one my party stuck in combat mode. I make shure that no enemy is near but I can do nothing to breack combat mode, also ther is no "s" and "d" button function. I cennot continue playing. Is ther some way to fix it or I need to wait for the patch?
  3. Working my way through a tactical battle in the first game, and I noticed something: The auto-pause options in PoE I don't cover every situation where characters are twiddling their thumbs. For instance, when you're done quaffing a potion. Rather than set lots of options for specific things that tend to leave your character idle, why not auto-pause on the idle state itself? As soon as your character has the [...] over their heads, auto-pause. Then I can rest assured Aloth isn't lollygagging after nipping from his purple flask. It also covers "xaurip gibbed" and "finished moving out of the
  4. 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
  5. I was reading JFSOCC's post about why he/she (sorry don't know you gender ) didn't finish the game (here's the link: http://forums.obsidian.net/topic/92127-i-never-finished-pillars-of-eternity/) and at some point he/she complains about hating combat because of its score. Although I liked combat music and didn't got bored of it, I understand why it can become annoying being 3-4 tracks and combat encounters being all over the place. So, wouldn't it be agreat thing if the sequel has unique music tracks for specific encounters and even places? Like if Cancelhaut had his own music only durin
  6. Josh Sawyer recently explained what the current combat system looks like: I believe this will be a significant step back in terms of strategic resource management. Even if spells are weaker, making Empowerment a significant boost, or very limited per-encounter uses, I don't think this is enough. You'd still have the problem of the original game in which you'd use the same (per-encounter) spells too often, and even if they are very limited in (per-encounter) uses, it would only create a priority list. I'd love for Josh Sawyer to explain his reasoning in detail and give some example
  7. Just wanted to suggest something I feel is missing from most RPGs today, and something I know was discussed (post launch at least) with PoE1: one-handed swords as only weapon. No shield, no off-hand, and certainly no two-handed log of a weapon My reasoning is that if you look at most fantasy books (and movies), many of the characters opt for a one- to one-and-a-half (bastard?) handed swords, instead of wielding a huge lumbering claymore. This would be a master swordsman, who strikes with speed and precision, relies on parries and dodge (to some degree), though not neccessarily the "ninja"
  8. I got my hands on the White March 1 & 2 at last (very good expansions, btw, especially the 2nd) and playing the game again after so long, something occured to me that I didn't notice (or didn't care for some reason?) at the first time: humanoid opponents behave like midless beasts when it comes to initiate combat. What I mean: I was walking around some military encampment, trying to find a way to slip in and a lonesome guard notices me an my party of 6 high level, heavily armed adventurers. What does th he do? Charges at us in melee and, naturally, dies in seconds. And I though "what a
  9. I got the game recently and was really looking forward to playing but I'm having some issue when trying to attack in game. Whenever I select an enemy to attack, my character performs a walk action to the target instead. If I don't have AI turned on, my character just walks up and stop in front of the enemy and not attack. This occurs with a character that has a ranged weapon equipped also, instead of attacking the enemy (that's within range) the order becomes a movement action instead. Eg. I select an enemy to attack, my ranged character walks right next to the enemy and just stands t
  10. Namaste. I got an issue with quest-NPCs not turning hostile after dialogues, when they contextually should do so. This problem occurs in every quest, where I need to fight or kill for progress. In this case I run the quest "Built to Last". I enter the abandoned house at Ondra's Gift, traverse through the corridor and open the left door. The quest triggers. I maneuver through the dialogue until it says: "Dodwyna- She raises her flail and rushes at you." She should turn hostile now, i thought. But the circle around her is still grass-green. I can't attack her and she won't
  11. Another big bug from my single playthrough that I didn't found posted here. So.. I simply entered Galwain's Maw to turn Larha's quest and right after loading into level my party entered combat stance. Some NPCs are also in an attack posture, however no one attacks me. I ran through all hallways but there is no enemy in reach nor stuck in walls or something. I found that it is not a single bug that happened only to me - http://www.rpgwatch.com/forums/showthread.php?t=32573 I almost did all quests possible in the game, also Galwain's with Sul and Oernos before the issue occurred (did it yeste
  12. Anyone every notice, once you use a chanter's summon ability, the enemies instantly stop attacking your party and go directly for the summons? It almost feels as if this breaks combat.
  13. Release Giacco from his cell in Raedric's hold. Then accept Raedric's offer and turn against Kolsc. Go to Kolsc's hut in Magran's Fork and attack Giacco. The rest of Kolsc's crew doesn't react, except for going into combat idle animations. They won't attack you while you fight Giacco. When Giacco is dead and the game shifts out of combat mode, everyone returns to normal idle animations.
  14. The last time I played POE, I died on path of the damned difficulty. I had no idea my ranger wasn't firing her arquebus even though I queued her attacks. Had I known my ranger got interrupted, I would've won the fight by a hair. It turns out the Druid Ogres I were fighting were able to cancel all queued attacks whenever they attack with their spells. It would be great if you could add a feature that auto pauses combat when a companions queued attacks get canceled/interrupted for any reason. Thanks!
  15. Already in the first encounter with the young wolves that guard the berry bush, when I hover over one of them I know its DR and all defenses other than reflex. However, in the bestiary, after killing 2, I only know their DR rating. Is it intentional? Edit: ah I see, it actually starts with ?? but gets unhidden during the fight.
  16. i have to say i for one am very pleased. i was a bit surprised at first at all the disengagements by the enemy, but i think it only makes sense for my opponents to go after the squishy big hitters. after all that's what i am doing, too pallegina (specced as a kind of off-tank/support/dd) seems to do decent en passant strikes and now i am glad i took her along instead of aloth. before she was kind of redundant in my setup. edér is still pretty great: one time i accidentally pulled another group and i would have wiped if it weren't for him. he finished off the last 4 mobs alone with th
  17. I have finally sat down, having had some time with PoE and can say without a doubt this is one of the finest rpg's I have ever played. Immediately you start the game you know Pillars is going to be something special when you hear that incredible music, and oh what music it is! At once, chilling, yet eliciting wonder and mythology reflective of all the great English, Saxon and Scandanavian tomes such as Beowulf; story, characterisation, combat, PoE has it all. Thank you so much Obsidian, you have given hope to an old-school gamer who had thought that the suits at EA and Ubisoft ruled unchal
  18. I am currently working my way through the Endless Paths and it occurred to me how nice it would be to see a replay of my most recent battle or even the most epic battles of my 'campaign'. As players we spend all of our combat time micro-managing the scenario with very little time to sit back and enjoy the show. Imagine, at the conclusion of a long and draining battle being able to watch the encounter again at a preferred speed and, do I dream too much, perspective. There could be a site where players post their encounters for other players to rate and comment on, glory beckons! Food fo
  19. Alright, so, first off, I backed the kickstarter and I've been following it since the beginning, I love the setting and the story so far, the plot's great, and aside from being unable to get through the doors in the mad lord's keep I've not run into anything particularly glitchy. The problem is, I'm playing a monk, and I have no idea how. The game told me to put a lot of points in Dexterity and Constitution, which I did, then suggested Might. So I put those points in, and the problem I've run into is that a standard combat is thus: Walk into room Get seen by Xaurip Skirmisher Get hit
  20. I really hope there are resources and the will from the developer's side to address these two, major issues present in PoE's combat: -Enemy AI We've been informed during development that there was not enough time to properly develop enemy AI, as a result enemies take simple decisions and act in a similar fashion despite their type. Combat will be a lot more colourful and challenging if this would be to be taken care of. -Option to Escape Combat A rare few parties may manage it, but certainly not the majority of them and since PoE is a game where you may end up fighting enemies
  21. Hi all! Really liking PoE so far. Only 20-something hours in, about half way through Act 2 & I've got a question regarding my party's damage output, specifically why it seems so low. Whole party is level 6. Eder (Heaviest armor i can find, shield, fine sabre) Aloth (leather armor, fine wand) Durance (fine robe, fine wand) Kana (heaviest armor available, shield, fine hatchet) Pelligrina (Heaviest armor available, shield, fine pike / spear thing) Cipher [me] (fine leather armor, fine war bow / lead spitter, key spells used are Mental Binding & Mind Blades) recently been doing some
  22. So, been wondering this for a while: does the One-Handed Style talent negate Weapon & Shield Style, or vice versa? I honestly don't think it does but just wanted to check.
  23. And I think the Magic Missile spell is a good example of what I don't like about magic in Eternity. (For those who don't know, Magic Missile is a D&D level 1 spell that most wizards or sorcerers start out with). The Magic Missile spell was awesome in the old IE games because it scaled with your level--the higher your level, the more missiles you could shoot, the more missiles you could shoot the more damage you could do. It was great. That made the Magic Missile spell useful even at high-levels. It was also a great visual indicator of character growth. When I hit level 2 in Baldur'
  24. I have the Linux version from Steam. I play an all-ranger party on PotD. I first encountered this bug on the 13th level of Od Nua; I lured a bunch of monsters from a larger group in one of the rooms out into a corridor to kill them separately, a tactic I've been using the entire game. I killed all the mosters close-by, but I noticed I was stuck in combat mode, so no regen, travel, or anything. I tried to resolve it by killing the rest of the group, which was pretty small at that point, so I gave my figurines a stretch and managed to solve this unplanned complication without regenerating. T
  25. I figure someone else must have noticed this, but applying several overlapping debuffs breaks, quite often. Apply a prone debuff to an enemy. Before that debuff expires, apply a petrify debuff to the same enemy. Result: After prone wears off, the enemy will stand up and start attacking you, despite showing the petrify debuff as still active. This also happens if you apply a prone debuff twice. Instead of the newer prone overriding the duration of the older prone, the enemy will simply stand up and start attacking again (despite being under the effect of the second prone).
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