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  1. Hello, so lately I know I've been asking around alot about various builds, trying to find the another build that is just as fun as the two builds I have only beaten the game with (Steel garrote/ Bloodmage) and (Forbidden Fist/Ascendant), So I tried other half caster multiclasses but they didn't Have the same fun feel as the previous 2, but one thing I keep coming back to for the caster half is Druid as I really like the spell list you get with it , with all the Storm, Plant, and Beast spells. But sadly they have a finite pool of spell slots/number of times you can use your spells, which gave me the idea of combining it with tactician which has the brilliant ability to regenerating class resources, which would allow me to cast spells like the more infinite resource having classes, But I'm having trouble picking a druid subclass for this warden build and also having trouble on how I would proc brilliant using said druid class(Fury,Ancient or maybe Shifter), I would really appreciate the help and advice thx.
  2. Hi, lately I've been messing around with chanter and other martial classes, and decided that I wanted something more mobile for the martial half, so I decided to go with rogue, but now I'm stuck on which subclasses would go best together for a harbinger, I'm looking for something that is able to hit hard and fast but has some survivability in a fight, so for the rogue side of the build I've narrowed it down to streetfighter or trickster, and for the chanter side Troubadour, Skald or Bellower, would really appreciate the help narrowing it down a bit more. Thanks.
  3. Hi, I've decided to try and make a melee chanter and decided to go with War Caller, I've decided to go with tactician for the fighter subclass as I would go devoted but I hate being locked into one weapon type , and I am trying to choose between Bellower and Troubadour for the chanter side of the multiclass, If not war caller I was thinking a Howler with either berserker or Furyshaper for the barbarian side and Bellower and or Troubadour for the chanter side, I would really appreciate the advice and help in deciding . P.S. is godlike worth losing a helm slot?
  4. Hey everybody been having fun playing various melee caster builds I decided on trying a potd solo run with a liberator, and I'm stuck on which version I should go with (kind wayfarer/fury or shifter), or (steel garrote/fury or shifter) and whether or not to use magran favor+sun &moon or darryns voulge as 2h for this run, would really appreciate the advice and help thx
  5. Hi folks. Long-time lurker here who’s benefited enormously from all the builds and advice on this board. After ~400 hours in Deadfire I recently completed my first Triple Crown (on the 4th attempt) and thought I’d share my approach for other pretty-good-but-not-great players who may be intimidated by that achievement (I certainly was!). Nothing here is particularly innovative and shouldn’t be surprising for veterans, but I haven’t found a complete guide like this anywhere. Cheers! General approach Stealthing solo through the whole game is possible and probably the quickest/easiest way to get the achievement, but I wanted to feel like I “earned it”. I don’t mind cheesing a bit (see Gaining XP below) but I did want to build a serious party and take on at least some of the tougher fights (dragons, high-level bounties, etc.). I didn’t attempt the DLCs or megabosses on my successful run because I was anxious about finishing, but I’d like to try that on a subsequent attempt. The hardest part of the Triple Crown is the Trial of Iron (permadeath). As an unabashed scum saver this really forced me to change how I play and basically everything below is how I adapted to it. Party composition Any build that works for a normal upscaled POTD playthrough can theoretically work here. However, if you’re a pretty-good-but-not-great player like me you want to err on the side of caution and build a party that’s as low-risk as possible. That means at least one dedicated tank plus a dedicated healer. At least two characters need revives so that if your healer goes down you’re not screwed. It’s worth equipping every member of your party with a Luminous Adra Potion as further insurance. Renewable resources should also be a priority. With a full party, fights don’t often last long enough to need them, but you can’t risk ending up in a long fight without abilities/spells. Alternatively, have a few get-out-of-jail free cards like invisibility that allow you to reset combat in a pinch. Inspired by this post, the party I used for my successful run were all multiclassed Fighters (Tacticians) that can reliably trigger Brilliant. Specifically I used: Watcher: Fighter (Tactician) / Wizard (Blood Mage) → damage, crowd control, debuffs or whatever else is needed in each fight (micro-intensive) Fighter (Tactician) / Wizard (Blood Mage) → wizard buffs + Citzal’s Spirit Lance + Cleaving Stance + Clear Out = main damage dealer Fighter (Tactician) / Cipher (Beguiler) → keeps all enemies flanked with Phantom Foes; additional buffs/debuffs as needed; uses The Red Hand for supplementary DPS Fighter (Tactician) / Paladin (Shieldbearers of St. Elcga) → main tank and backup healer, stacked engagement to hold down the front line (Kapana Taga for flank immune) Fighter (Tactician) / Priest (Eothas) → main healer, buffer and off-tank (Squid’s Grasp for flank immune) Yes, it’s a cheesy OP party, but sometimes you need to pull out all the stops! Happy to provide specific build details if anyone’s interested. Gaining XP In a normal run I enjoy grinding through the low levels, but with permadeath looming I had to adapt by rushing to a relatively high level before getting into any real fights. Here’s my strategy (requires Berath’s Blessings for Level 4 + 50,000 gold + Stormwind Sails + veteran sailors): Make Edér a Rogue and put all points into Stealth (and Smoke Veil to be safe, though you shouldn’t need it). He can easily sneak through the Sea Cave to rescue Beodul and through the digsite to get Oderisi’s notes. Go to Maje and remove all companions from your party at the Kraken’s Eye. You gain experience 40% faster when solo and you won’t need any help for a while. Might as well do the other quick Maje quests while you’re here (can’t sail anywhere without my boy Riggere!). Sail to Nekataka, complete The Shipwright's Plight, then buy a Dhow. Sail to Sayuka and buy three Royal Bronzers. Equip your hull/sails from Berath. Hire/recruit the finest sailors the Deadfire has to offer… or whatever you can afford. At this point you can comfortably win every single naval combat on the map (see this thread on naval combat tips). If in doubt (e.g., if your hull health is low or a ship starts sailing toward you to board), just retreat and try again. With Dhow + Stormwind Sails you almost always have the initiative. Sail around sinking all the named ships and visiting all the named map features for additional XP. You should also collect any freebies relevant to your planned build (e.g., Nalvi pet, Lord Darryn's Voulge). Cash in those bounties! Specifically, go to Aenia (Queen’s Berth), Barati (Kahanga Palace), Fleet Master Wakoyo (Brass Citadel) and Udita (Dunnage) who have all the ship bounties. At this point you should be around level 13 and that’s without doing any of the non-combat quests in Nekataka! You can tackle those now if you want (see these threads for suggested quest order) to gain another level or two. Once you’re ready to actually fight stuff (and ideally right after your Watcher has hit a new level), go ahead and hire/recruit your companions who will be one level behind. You can then circle back to low-level combat quests/bounties. Make sure to prioritize whatever gear you need for your builds before taking on any harder fights. By my 4th Triple Crown attempt, I was able to make it to level 13 in about 2.5 hours realtime. Since I was prepared for my runs to end at any moment, I didn’t want to waste any more time than necessary getting up to speed. Dealing with Expert Mode If you’re not used to playing in Expert Mode (where lots of useful UI features are missing), there are a couple things you need to get used to. The biggest one is not being able to see area of effect indicators. I died on one of my attempts because I accidentally aggroed the Nekataka city guards with a fireball while fighting Katrenn. For my successful run, I switched my main grimoire from Ninagauth’s Teachings to the Dusty Black Grimoire which has more single-target and Foe-only spells. Not having combat tooltips was also tricky, mainly for determining enemy AC and defenses at a glance. However, you still get most of that information in the combat log. In general, having the wiki open in the background is helpful to fill in gaps, especially for dialogue options. Also, the AI is your best tool for minimizing human error (e.g., you can set up your AI to use/avoid abilities based on enemy immunities that you can’t immediately see as a player). The More Custom AI Conditions mod is a true blessing, but mods certainly aren't necessary. Final thoughts By the time you’re level ~15 with all your core abilities and gear, your Triple Crown run shouldn’t feel fundamentally different from a normal POTD playthrough. By that point a solid party composition should be pretty resilient in any fights below your level (even with upscaling). You just can’t afford to make any dumb mistakes. Often I play with a podcast or movie running in the background, but for my Triple Crown runs I really had to be paying attention to avoid silly mistakes (forgetting to rest off injuries before a tough fight, picking a wrong dialogue option that triggers combat, etc.). It may help to actually write out a plan before you start your run. I know it sounds like homework, but I promise it’ll take less time than restarting after you get killed by Ateira (like I did on my first attempt). Knowing which quests and gear to prioritize (and in which order) will reduce the likelihood of a game-ending error. Final tip: when you do inevitably fail an attempt, I suggest sticking with the same party concept for the next run (with any necessary tweaks) so you can reuse your AI scripts and quest order. You’ll save time and you’re less likely to make the same dumb mistake twice. As I said above, I’m no expert at this game. Just an enthusiast happy to achieve this milestone. I hope this advice is helpful to others, and maybe even encourages other long-time players to attempt the Triple Crown for the first time. Next stop: The Ultimate!
  6. Hey all! I am trying to complete the Plucked Fruit quest in Tikawara. I have advanced to the quest to the point where I need to confront Rongi on the beach at Midnight. I followed him one night and confronted him, but I clicked "leave him alone", and Rongi hasn't returned to the beach ever since. I've waited several nights, and he's just hanging out at home now. There was no quest update to my journal. Is there a way to reset his pathing so I can catch him at the beach again? Thanks for any tips!! **I noticed I do not meet Insight req's for a dialogue option while speaking to Rongi in his hut. Maybe I'll reroll for Insight and see if I can finish this quest.
  7. Hi guys, I've recently started a Deadfire playthrough after beating PoE and importing my save file. In PoE I allowed the Devil to get her revenge and sacrificed her at the pool, which I thought would trigger her Breastplate in Deadfire according to what I had read, that she just had to be dead in PoE. Well it is not appearing. So what I did was to download the Unity Console to get the brute way. But it is not working, and I can't find anything about it. The thing is, I think I deserve that damn armor. The game is only getting fun now that I got past the bull**** (Maje island on PotD) and I can actually see my character improving. I had planned his whole build with the armor in mind, given that he being a Marauder would benefit from the resistance to intelligence affliction and stop hitting Eder. Can someone help?
  8. Because of the pinned thread: https://forums.obsidian.net/topic/103029-issues-with-nvidia-graphics-cards/ Still a thing or fixed?
  9. I'm playing an Ascendent/Assassin mindstalker, and I'm noticing that when I make my first attack from stealth (to initiate combat), sometimes I gain focus, and other times I don't. The weapon seems to make a difference (I have never received focus from the initial sneak attack with an arquebus, and most of the time it works with a warbow, but not always). Is this a bug? What am I missing?
  10. Hello, As I playing Deadfire on Turn based mode, I noticed that every single area randomly reset. As part of a quest, I had to return to where you find Tekehu and he is now sitting there unable to re-recruit and no longer in my party. I didn't save before this glitch so I am unable to continue playing my game I put upwards of 30+ hours in. Very frustrated by this experience. I've attached my save file where this happened.
  11. Not sure what happened to my previous topic so sorry if this is a double post. Forgotten Sanctum installed and Pallegina suddenly leaves my party (we have a pretty good rapport, I think, and I have a good rep with Vailian Trading). Maia leaves suddenly as well. Pallegina leaves and stands in the middle of the ocean. The cursor changes to speech, but you can't interact. Screen 1 Screen 2 Save Thanks. output_log.txt
  12. Intro: I think it would be really cool if Obsidian added a 12th class to Deadfire and I think that class should be the Shaman. I know shaman right now is a multiclass between a Barbarian and Priest, but I think that should be changed to something else and Shaman should be its own single class. Why Shaman? I think shaman could be a really fun, unique class if it was added as a stand-alone class. Totems are cool and add a completely different play style. I gathered my thought and made up what I think would be a cool approach to making Shaman an official class. Below are class descriptions, abilities, and subclasses that I made up for this class. Obviously, there is no way for me to test any of this and maybe this class would be super overpowered the way I have thought of it. I also just described the abilities and didn't mention anything about what defenses they go against or anything that specific. This is just something I made up and would love to see added to the game with real values! I am very open to suggestions and ideas and even though this will probably never be added to the game, it is fun to think and dream about! Thanks for reading! Class: Shaman Roles: Striker, Support, Crowd Control Power Source: Ancestors (Shaman would use Ancestral spirits as a resource like paladins use Zeal instead of having spell slots like a wizard.) Subclasses: (names pending) Double number of allowable active totems. 25% chance to regain resources when totem unsummoned/destroyed. Totems are weaker and have a lower duration Totems no longer consume resources and are have a 0.5 sec cast time. Can only cast each totem once per combat. Total resources cut in half. Gain ability “Extract Spirit” – consume the spirits of fallen kith, wilder, and beasts to regain resources. Can also target low level/near death spirits. Successful use also grants Strong and Smart for 5 sec. Can no longer use empower. -10 all defenses All totems are more powerful, have longer duration, higher defenses, and more health. Having a totem active gives +1 all PL. Can only have 1 totem active at a time. Totems destroyed by enemies inflict damage to the shaman. Not having a totem active gives shaken. Abilities by Power Level PL Active Abilities Passive Abilities 0 Shaman use spirits to summon Totems in combat. Shaman use spirits to infuse their weapons with special abilities Can only have 1 Totem active at a time. Totems Count as summoned creature Totems are immune to Intellect Afflictions but have low reflex 1 Purge Totem – Removes 1 negative affect from nearby allies every 5 sec Fire Totem – Shots small fire balls at enemy targets Taunt Totem – Forces nearest 2 enemies to attack. Enemies are distracted Earth Weapon – Full attack, Deals additional Crush Damage Poison Weapon - Primary attack, Applies poison Hex that sickens the target Arms Bearer Monastic Unarmed Training Will of the Spirits - +5 Will, +5 defense against spirits 2 Water Totem – Regen health in area Earth Totem – Damage enemies in area, enemies are hobbled and shaken Totem of Atrophy - Applies Curse of Atrophy in AOE Shaman Modal – Earth (-5% damage taken), Water (Gain Concentration every 5 sec), Air (charges up, pushes back enemies tat attack in melee), Lightning (+5% Crit Chance), Shadow (increase duration of will targeting attacks) Lightning Weapon – Primary Attack, deals additional lightning damage in small AOE around target Shadow Weapon - Full attack, applies a Hex that lowers accuracy of target Weapon and Shield Style Two Weapon Style One-Handed Style Two Handed Style 3 Pull Totem – Pulls farthest enemy in range to totem Stone Totem – Throws rocks for crush damage at enemies Totem of Nightmares - Applies Curse of Nightmares in AOE Taunt Totem 2A – Increases health, defenses, duration Taunt Totem 2B – when destroyed or unsummoned, deals fire damage and staggers and sickens enemies Earth Weapon 2 – Successful hits also bleed the target over time Poison Weapon 2 - adds poison damage to weapons attacks while hex persist Can have 2 active Totems Bear’s Fortitude Snake’s Reflexes Bull’s Will 4 Water Totem 2 – Activate again for instant heal. Destroyed when activated. Heal amount determined by time remaining Spirit Totem – Frighten nearby enemies Shadow Totem - Applies Curse of Darkness in AOE Modal 2 – Earth (increase AR by 2), Water (Gain Acute at the beginning of combat), Air (recharges faster), Lightning (crits have 50% to set off lesser chain lightning), Shadow (Will targeting attacks also lower will by 5) Water Weapon – Full Attack, target ally instead of enemy, heals instead of dealing damage Lightning Weapon 2 – Full Attack, increased AOE damage Weapon of Rot - Primary Attack, Applies hex deals poison damage over time +1 Penetration with Fire Attacks +1 Penetration with Earth Attacks +1 Penetration with Electricity Attacks Spell Shaping Tumbling 5 Pull Totem 2 – Immobilize Pulled targets Stone Totem 2A – Has a chance to knock down Stone Totem 2B – Stone explodes and deals pierce damage in AOE Defense Totem - +5 all defenses, stacks with other defensive abilities Totem of Obedience - Dominates targets in small AOE Lava Weapon – Primary Attack, increase the time of beneficial effects on allies in a small AOE around the enemy hit Plague Weapon - Primary Attack, Applies a hex that adds damage each time the target is hit in melee Shadow Weapon 2 - The hex also deals damage each time the target misses an attack Tough Uncanny Luck Practiced Healer Far Casting (Totems Only) Strong Totems – Increase Totem defenses and AR 6 Air Totem – Blinds in AOE Lightning Totem – Deals damage in AOE Spirt Weapon – Primary attack, terrify enemy Water Weapon 2 – if ally is below 50% health, leaves a small heal over time Weapon of Rot 2 - Target explodes if killed while the Hex persists Spell Resistance Improved Crit Quick Summoning (Totems Only) Increase number of resources by 1. +1 Spirit 7 Speed Totem – Increase stride and lower recovery speed. Doesn’t stack Rez Totem – Revives ally Air Weapon – Recover Instantly on next weapon Crit Lava Weapon 2 – Crits cause the attack to be more benefical Plague Weapon 2 - the Hex spreads if the target is killed while still affected by the hex Killing blows have a 25% chance to recover 1 resource Lasting Empower Accurate Empower Penetrating Empower Potent Empower 8 Water Totem 3 – Using the active ability with 10+ seconds remaining restores the resource cost Lightning Totem 2A – chance to stun Lightning Totem 2B – increase AOE Spirit Weapon 2 – Hit enemies behind the initial target in a cone area Totem of Serpents Gaze - Petrifies targets in a cone in the direction the totem faces Great Soul Totems have increased Duration 9 Ancestral Totem – lashes out at enemies at range dealing Fire, Earth (crush), lightning damage Rez Totem 2A – Revives in area and gives robust and resolute Rez Totem 2B – Revives 1 ally with more health and brilliant Air Weapon 2 – Recover Instantly on next 3 weapon crits Prestige Totem Master – Can have 3 active totems EDIT - Added some totems and weapon attacks to go along with the theme of curses and hexes and made some minor wording changes
  13. I just got the game and am really looking forward to checking it out but due to never playing the first one I'm going to be picking a pre made history, is there any way to see what choices make up each preset background? I've been looking all over the forums on here, steam, and reddit and can't seem to find a definitive list of each of the choices for each background. Can anyone help me out with this or point me in the right direction?
  14. Just installed POE2 Deadfire after ending poe1 , although i think its better to create custom Poe 1 game stats , which is possible through the game menu . But there are essential questions that need to be answered regarding the Poe1 Game stats (story continuity / story legacy) . hopefully these questions will be useful to other players as well : 1) How do i apply the story Poe1 game stats that are done in the game menu (used to create a custom Poe1 story) to a new deadfire game (im not talking about importing) ? 2) Is there a way to check or change your custom poe1 game stats story choices during the middle of a started game? perhaps through the console or through cheats? or through the game fies? . i think this important to the player checking that the story choices were chosen correctly and to avoid errors. 3) Is there a way to create (copy) save backups for the files of the custom story Poe1 Game story stats ? where are such fies stored ? i think its important to create game backups to preserve the game integrity. Thanks for the help.
  15. First let me say that I'm very pleased with the work done on the introduction since the game shipped originally--it's much better now! It's 95% fixed, I'd say, and was actually enjoyable. The only part of the intro that still sticks out like a sore thumb is the unbelievably verbose description of the dwarf's face... The narrated description would have been fine if you were reading it in a book--but we're looking at the dwarf in the scene, and there's a sketch of the dwarf's face we see as well--and so the verbosity of the description is way, way over the top and wholly gratuitous--I actually grimaced through that bit of the narration. A one-liner like "The dwarf had a face only a mother could truly love," or something similar would have been much better--the stuff about the "giant acne craters" (paraphrased) was really too much. But everything else is much, much better in the intro. Good job on almost getting it 100%... (Watching the Intro originally inspired me to hold off purchasing the game until now.) Right now, my impression is that the game is much superior to PoE1 in just about every way. The musical score in PoE2 is actually excellent--I find it enhances the game. Where in PoE1, it was as likely to put me to sleep as anything else. It seemed more of a dirge in the first game...Graphic rendering in PoE2 is much better--noticeably--than PoE1, especially at 3840x2160..! Very nice. Very nice voice acting, too--giving voice to the lines is a massive improvement over the old days. I still read, of course, but it is much more enjoyable with voice--good voice, that is. Still in the very beginning--out of the caves--met the Govenor--but that's all, so far. I'm sure I will have more to say later on...
  16. After getting Kalakoth's Freezing Rake as a Trickster Rogue, the ability appears to be usable anywhere on a map. The normal iconography would imply not - you get the usual range circle, but if you actually click anywhere (whether it's a "can't see" icon or just "too far" icon), the spell just casts and affects the given area. This is Mac GoG version 4.0.1.0041 - game was started back in 3.x days, but I don't know whether it was a problem then or not as I discovered this purely by accident. The save file is 6M so can't upload it here; I can link to it from external if you actually need it. I've attached an image showing the rake activating in the sky over Periki's Overlook, being cast from outside the Adra Bath House. This does not affect any of the other ranged trickster abilities (e.g. "Gaze of Adragon" or "Wall of Many Colours")
  17. Description: Not sure if this is the right section for it, but two Fighter abilities / talents aren't exactly working as intended - the Guardian Stance upgrade to Fighter Stances, the Unbending skill, as well as the Unbending Trunk upgrade. Steps to Reproduce the Issue: Guardian Stance reads: "Enemies that disengage from the fighter are immediately attacked and proned, if successful." What it does: It seems to occur regardless of who disengages, and if the fighter actually performs a disengage attack. You could be running in circles and proning everyone that you engage just by moving out of engagement range. Unbending reads: "50% of Damage Taken converted into Healing for 15.0 sec." What it does: It actually converts 100% damage taken to healing, a 1:1 ratio, effectively making the fighter immortal for the duration. Unbending Trunk reads: "75% of Damage Taken converted into Healing for 15.0 sec." What it does: Yeah, it heals more than your damage taken, so not only are you immortal, you actively heal any lost health the more you get hit. I'm not sure about Guardian Stance, but Unbending and Unbending Trunk applies to NPCs as well, so when they hit that button they become effectively unkillable until the ability expires. Important Files: Er, I think this is largely irrelevant, but I'll upload a few videos to showcase it the abilities in question. Guardian Stance: Unbending: Unbending Trunk:
  18. Well would you look at that! Deadfire didn't just win the best desktop/console game for Unity, it even won the Golden Cube award! I say this is definitely well-deserved considering the fact that Deadfire is a criminally underrated gem. It even managed to beat Cuphead which makes it even more impressive. Congrats to Obsidian for this amazing milestone. With Microsoft's funding I can only see good things coming out from the talented developer over the coming years. (Link provided below) https://awards.unity.com/?utm_source=twitter&utm_medium=social&utm_campaign=community_global_generalpromo_2018-12-27_awards&utm_content=winnersannounced_static-image
  19. I'm putting together an article over on the wiki (https://pillarsofeternity.gamepedia.com/Pillars_of_Eternity_II:_Deadfire_backer_created_content) which aims to list all of the backer-created (or at least backer-inspired) content that was added to the game as a result of the Fig campaign. While I have some of this already - since they can be inferred by their debug names, a lot of it I have no clue about and could really use some help on. If you backed one of the below tiers, or know any information regarding (perhaps the devs have a list?), please leave a reply below, it would be much appreciated! If you would like your name/handle attributed to the item alongside the listing on the wiki (knowing well that it is a public site), feel free to add this information too. The categories which I need input on are as follows: Items in the "Create an Item" and "Create an Item II" rewards tiers, should be at least 35. Portraits in the "Portrait In-Game" tiers I through IV, should be at least 18. (see https://pillarsofeternity.gamepedia.com/Category:Pillars_of_Eternity_II:_Deadfire_portraits) Spells in the "Create a Spell" tier, should be at least 3. Inns in the "Create an Inn" tier, should be at least 3. Islands in the "Own an Island" tier, should be at least 2. The soulbound item that was created by backer in the "Top Backer" tier. Additionally, there are some discrepancies between the amount of claimed rewards, and the actual content in-game. For example there seems to be only 8 backer NPCs, while there have been 10 rewards claimed. Is there any particular reason for this? Since I don't want to force people over to another site, here is what I've got so far: Pets (complete): Super Pets (complete): Items (incomplete): NPCs (complete?): Portraits (incomplete): I got nothing, see https://pillarsofeternity.gamepedia.com/Category:Pillars_of_Eternity_II:_Deadfire_portraits Spells (incomplete): Also nothing Pirates: Inns: Nothing Islands: Nothing Soulbound items: Nothing
  20. What are the dialogues (no need to be too specific) and consequences in Deadfire of choosing the destiny of souls in the end of poe1 ?
  21. Long story short Pillars of Eternity 2: Deadfire saved my life with it's beautiful world and storytelling when I was suicidal and in a deep psychosis. Thank you to all of the developers of this game for saving my life! Greatest game ever made. <3
  22. So both Pillars Of Eternity and Deadfire reviewed very well and were (so far for deadfire) well received by players too. However I do remember hearing a lot about how the story for POE was slow, boring , "dry" ect especially at the start. I've looked at a few reviews for this game and I am noticing that although it is reviewing very well some of the critics are saying the story is bad, they couldn't get into it and it's slow at the start. Now I don't think the story of Pillars Of Eternity is like the best story I have ever played in a video game or anything. I have plenty of criticisms of it but then I have plenty of criticisms of the story in many games. Compared to other games though I really don't get why it got these comments and although I am still pretty early on in Deadfire I feel the same about this game. What is it about the way these stories are told that is putting people off? Where as a relatively simplistic story like in the Divinity OS games does not seem to be getting this kind of response (and I am not bashing those games I loved those too). The "slow at the start" comments especially are odd as this is pretty standard for this kind of rpg and a lot of people who are making these arguments should know this.
  23. I finished Deadfire four months ago and then I let it rest a while. I didn't hate the ending, but what I mostly thought was "what was this all about?" I didn't think we would fight Eothas, but I thought there would be something. We did all this work and then this ending. But a few sleepless nights ago I got an idea: what if this was the whole point? To ask ourselves, what one individual, even a capable one as the Watcher, could really do to change the world? We did so much throughout our journey, influenced leaders of nations and changed the course of history forever. But that was mortal stuff, things we could handle. Buttnaked Eothas was something else, a force of nature, that couldn't be stopped. He would destroy the Wheel, no matter what we did. So why keep going, if we couldn't stop him? Well, my Watcher wanted to see this to the bitter end and because he believed in the potencial of Animancy. If he couldn't stop the catastrophe, at least he could help the world healing faster. So, what was it for you and your Watchers?
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