Jump to content

Search the Community

Showing results for tags 'druid'.

  • 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
  • Pentiment
    • Pentiment: Announcements & News
    • Pentiment: General Discussion (NO SPOILERS)
    • Pentiment: Stories (Spoiler Warning!)
    • Pentiment: Technical Support (Spoiler Warning!)
  • The Outer Worlds 2
    • The Outer Worlds 2 Speculation
  • Avowed
    • Avowed Speculation
  • Grounded
    • Grounded: Announcements & News
    • Grounded: General Discussion (NO SPOILERS)
    • Grounded: Stories (Spoiler Warning!)
    • Grounded: Technical Support (Spoiler Warning!)
  • The Outer Worlds
    • The Outer Worlds: Announcements & 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 & 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 & 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 & 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 & 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
  • The Community 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


Skype


Jabber


Yahoo


Website URL


Location


Xbox Gamertag


PSN Online ID


Steam


Interests

  1. Just had some ideas about the wizard and Druid classes and wanted to see what people thought. It's been mentioned a few times that the class's are adaptable so I was wondering what people thought of being able to focus the wizard more on their familiars creating a sort of summoner/Pokemon trainer class. How vulnerable will familiars be in game could they be used melee combat or would they be to easily destroyed. How many familiars can you have at once would having several engaged in combat unbalance the game. Could they be used out of combat for non combat skills (like having a flying creature carry you) Could you use a grimior to summon powerful limited time creatures I would like to see more diversity in the kinds of creates you can have beyond the basic glowing animal kind of thing but I'm not sure what direction it should go For Druids it has been said that they take on different forms but the whole turn into a wolf thing has been done to death I think it would be more interesting if they took on aspects of different animals like claws of the wolf for melee combat, speed of the hare as a boast. It would also be a lot easier to represent this in game because you could have something like a set of ghostly claws appear over the characters hands similar to a piece of equipment rather than the full transform.
  2. First of all, is this role even desireable? A scenario: Ragnar and Erule went first down the thick of the forest, shadows all around them. Sparkles of slight light, eyes in the blackness. One of the beasts lunged forward, and as if appearing out of the very shades themselves appeared Orianna and pinned down the beast to the ground by its neck. She whispered some carefully laid words into the beasts ear and shortly thereafter it ran away back to the pack, now leaving each other respectfully and knowingly alone. Later, accidentally falling into the beasts lair, the Wolves Den. At the heart of the pack. Though instead of lashing out and biting, they notice Orianna in the back, huffing and puffing. Sighing as if annoyed but respectfully abides to the "Truce". No words have been spoken, but simply put Orianna's knowledge of the wilds, human to beast, is what allows for such an interaction. ----- What I am suggesting is that the tribe of wolves you slaughtered mindlessly on Playthrough 1 could actually be a sentient tribe of Wolves that you can interact with on Playthrough 2. A Druid or Barbarian too, or a Scholar.
  3. As these are the three classes which haven't really been talked about by Obsidian, I thought I'd bring them up for discussion, particularly as to some degree I think they are all classes which have had conceptual problems in some games, so more or less just opening this up to have a place to debate a bit at what these classes are about/how to fix the problems. MONK Issue 1: Monks as the loot-poor class. I think this is perhaps the most pressing issue of the class historically in D&D as far as IWD2, NWN and NWN2 had it - because the whole point of monks was that they are a class which relies on their own body as a weapon they don't really get to partake in looting in the same way as all the other classes. This can be fixed to some degree by having robes for their armour slot, but I found many of the robes from the Neverwinter games not very exciting, finding a robe with resistance to 1 point of slashing just isn't even the same as finding, say, a +1 suit of chainmail. You obviously don't want them to become too similar to fighters as part of their appeal is that they are so different. This is also putting into account that Obsidian have stated that they want to be able to have anyone wearing any armour if they want to. The weapon thing is similar. So how do you make them be able to get loot (which I consider a cornerstone of the genre) without ruining the class concept? Issues 2: Monks as a low choice/linear class. The other big problem I see with monks is how they were handled in the D&D games had very little "give" in their levelling up/character creation. You would level up and though there were certainly feats you could use, there weren't really any designed for them. You got lots of cool abilities but you didn't have any say over them. How do you inject some player input into the design of a monk, without either breaking the class concept or going the opposite end and becoming overly "move" based? DRUID Issue 1: Druids, wildshape and spellcasting. I think one of the biggest problems with any class is that Druids are a two focus class, and those focuses don't really mesh well in combat - a cleric can go whack someone with a mace on the front line and then cast a spell the next, but when you have wildshape it doesn't gel well with casting. Yes, there is the NWN2 solution of giving the player a feat to cast spells while in animal form but that didn't quite work for me - it felt a bit silly to have a wolf stop in the middle of combat to cast a traditional spell, and if you are going to do that it should have been built into the class rather than having to take a feat to make the basic premise of the class useable. So, how to balance shapeshifting with wildshape? Issue 2: Wildshape becoming redundant At this point I'd like to clarrify, I really feel like wildshape is something that really makes druids stand out as a class, sure wizards can do it too, but not to the same degree. However, I do think the focus should generally be on versatility - in the 3rd edition games there was a bit of an issue where really, only the most recent shape you learnt was actually useful, the rest became gradually more redundant. This especially felt a bit of a shame when you progressed onto the elementals, which although technically less powerful, felt less cool than turning into, say, a polar bear. Is there a way to keep the wildshapes relevant throughout? Issue 3: Wildshapes outside combat This has never really been addressed in any of the IE games/NWN, but one thing I feel hasn't really been done is use of wildshapes outside of combat. Even if it were limited to anonymously scouting as a fox or eagle or something that wouldn't arouse suspicion (with some risk of being detected from other spellcasters perhaps so as not to be too useful) or to reach a certain place quickly using the form of some fast animal, it's never really been explored. RANGER Issue 1: Making Rangers stand out. I do feel rangers have been sometimes treated as a bit of a generic hybrid between rogue and fighter, but how do you make them more unique compared to those two? This was done in D&D by use of favoured enemy, spells and animal companions, but are these things you want in the class? Could they be elaborated on more (having favoured enemy options including classes perhaps?) or is there some other feature that you think would fit the archetype? Anyway, I do have my own ideas on these but for the mean time I mainly wanted to see what everyone else's thoughts on these were?
  4. Hello everybody.I want to tell about the druid class in Project Eternity.How do you think Obsidian can make our beloved class more interesting to play?A big choice of nature powers,shape-shifting,summoning the creatures of mother nature-an ancient treeman is may favorite=). Some things about how the druids can look-good for me=) Watch attached pics.
×
×
  • Create New...