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  1. Combat against any of the larger creatures in this game is absurdly difficult. I enjoy a good fight, a hard one. I play Doom on Nightmare in my sleep and have beat Sekiro on more than one occasion. But the larger creatures here feel impossible. Poison arrows, smoothies, spike strips, armor, club II, parries...still it just feels like there isn't even a point to trying. Am I missing something? Is this how the game is supposed to feel?
  2. Hi everyone, i hope you're doing ok during this difficult time, please stay safe and follow the WHO instructions. With that said i wanna talk about something that will really improve the game imo and i hope it'll be addressed in the near future. I think the features of the supernova difficulty should be free to choose. Hunger, thirst and sleep should be available no matter the difficulty you chose to play. Supernova combat is more difficult only because it makes enemies more bullet sponge and i really dislike that, not just in this game but in any t/fps really. For me Su
  3. Here’s the thing, whenever I see these hardcore game modes, I really like some aspects of them and am annoyed by others. I think many people feel that way. Problem is, we probably don’t agree which parts we like and which we don’t. For me, I like the no manual saves outside the ship part, I like companion permadeath, I like the fast travel restriction and the only heal injuries by sleeping in a bed thing. I could do without only sleep on your ship, being forced to take flaws, and I loathe the eating and drinking bit. I just don’t see how that’s adding anything interesting to my game or even ma
  4. Hi I like the game but it would be even better if these survival restrictions (like food drink sleep) could be available for lower difficulties as well. Survival has got nothing to do with difficulty, imo there's no reason to lock it behind the highest difficulty. - Spacehamster
  5. Any chance to add a way to active level scalling and change up difficulty in middle of playthrough??? Both seems to be locked for now, only startting new game is possible to change.
  6. Since Patch 1.1, I'm having those problems. When I enable level scaling on the difficulty menu (only upwards), the difficulty indicators on quests and enemies stops showing. The other bug is that every time a close the game via "Quit to desktop" option, the game crashes.
  7. https://www.nexusmods.com/pillarsofeternity2/mods/43/ Hello guys, I released the first version of my mod, aiming to increase the challenge on POTD. I would love it if you could give me feedback on whether things work the way they are supposed to. --------------------------------------------------------------------------------- DEADLY DEADFIRE v1.8 New optional weapon balance tweaks! New HARDCORE version of the mod has been added! New modular mods have been added for maximum customization! Changelog: NORMAL VERSION: v1.8 - Adjusted XP reduction to -28%. I finally found
  8. Hi there! So I started up Pillars of Eternity: Complete Edition on PS4, I created an elf character, selected Expert Mode, and was playing as her for a bit when I noticed some unpleasant differences compared to my other character, and checked out the options to see exactly what was different. Upon realizing that Expert Mode disables the ability to see what reputation changes happen depending on dialogue choice, I wanted to disable it! The problem, is that I can find aaaaabsolutely no way to do so. I cannot press the 'Expert Mode' button, pressing any button while over the 'Expert Mode' butto
  9. For those who are interested on increase the difficulty during Solo Mode. Here are small variants might keep you on the edge of your table trying to survive and earn reputation in Eora. I recommend only try this new mode after you played at least 1-2 times the solitaire mode (so you are familiar with the mechanics and rules of the game) I created these variants due to I noticed while I played couple of times in solo mode, achieve highest score was not hard, since the player can send all the army cards to attack even highest dungeon and there are no risk for been attacked later on. With this
  10. Hey there. I am a 27 years old Baldur's Gate and old school RPG veteran. I also play Dota 2 actively, so I have good sense for game mechanics and rules. I like to be challenged, so I went for Hard mode, Expert mode and rolled a tank warrior. I took everyone I met into my party and after leaving Gilded Vale, in the forest maps there already were some encounters that simply wiped me in seconds. I try to use all the active abilities of my mage and priest, I pause, I send my tank forward and try to fight smart. So why am I getting my ass kicked? Is this normal or did I do something wrong?
  11. I've literally just started up this game for the first time and have installed the latest beta, 2.0, and just want to know if it's intentional that there is no Easy, Normal, Hard, and Path of the Damned modes in the Difficulty settings, as I've been led to believe there should be. Maybe it's a bug? Being brand new to the game, I've no idea if this is by design or not and would appreciate if someone would let me know. I've looked over the last couple patch notes and didn't see any mention of such a change. Thank you
  12. Hi all, I sincerely believe one of the most important and critical points of game design is the difficulty setting. Unfortunately today many games have simply lowered the bar so much that you literally have no fun playing them and you just experience them without having any feeling of achievement. On the other hand one of the reason the market is going that way is that people actually approve of this by purchasing these games. But it is pretty obvious that what really gives a feeling of achievement is when the difficulty is such that you can only achieve victory, not thanks to the "skill
  13. The suggestion is pretty straightforward. In a level based game, the player has to be provided level information on the adversaries he faces. First, levels are a total abstraction. There is simply no real world skill that links to what Obsidian's designers decide a mob's strength to be. Sure, I can sorta guess a bear is going to wtfpwn my newbie self, but how soon can I come back? And what exactly is the difficulty level of a shadow which has no real world counterpart at all? And what about humans? How am I supposed to know how strong that sellsword is compared to my sellsword self?
  14. I'm confused about Trial of Iron in the new update. It says that "loading a game causes a save to happen." Previously, we couldn't load a savegame in Trial of Iron while ingame at all. We had to quit and then load the save game. Should it have been worded _leaving_ a game now causes a save to happen? In other words, if we quit to main screen or Alt + F4, it now saves the game (even during combat)? Or is it simply a booby trap replacing the non-functional Load button?
  15. Difficulty: I'm sure that some of these suggestions will be fairly contentious, however, I beat the game on PotD using only story NPCs, didn't use figurines/potions/scrolls/traps, had expert mode on, and found it to be more of a 'hard' mode (hard mode was much too easy) than a ridiculous, unfair challenge. I even ended up using Cheat Engine to drastically reduce my party's experience on multiple occasions. If they're too much for expert mode/PotD, maybe they could be implemented, with others, into an even higher difficulty mode for the expansion/sequel, 'Way of the Grognard'?
  16. This problem is not unique to Pillars of Eternity. However, it is still interesting from design perspective and overall enjoyment of the game. Casual players usually stick to the main quest, don't feel compelled to check every corner of the game, look behind every rock. They don't do every single side quest and therefore they have lower level and worse equipment. It's funny because they would prefer the game to be easier but their play style make it harder. Hardcore gamers on the other hand don't want to miss anything. They will walk into every house, look for every hidd
  17. Easy difficulty is fine 90% of the time. But there are certain encounters where the difficulty ramps up considerably (usually boss fights) and makes it almost impossible for a casual player to succeed. Pillars is a spiritual successor to the isometric RPGs of my childhood, and I respect the deeply strategic combat that has been inherited from these ancestors. Unfortunately, I am now suffering from a condition which makes computer use difficult and I would appreciate an easier 'easy' mode, so that I can enjoy this game. Is anyone else in the same position? As I say, for the most part ea
  18. I'm considering pre-ordering the game. I know I'm a bit late to the party but I'd like to get the pre-order bonuses. The only thing stopping me from pre-ordering right now is concerns about the difficulty of the game. I've played a little bit of Baldur's Gate and enjoyed it. However, I found combat a bit of a challange. Is Pillars of Eternity easier or harder than Baldur's Gate? I do have a few additional questions. First off, Have any off the backers been able to use the pre-order bonuses? The Pledge of Gaun ring sounds useful but the Space Piglet sounds more like a gimmick.
  19. This would be more a question for developers, but due to time constrains I've not been reading everything they've said and I have missed something others haven't and can actually shed some light on. I just saw the post about different stages in the life of a dragon in PoE from wurm to adult dragon, and had to ask if Pillars of Eternity will have high challenge-high reward optional areas/encounters. Normally very large, dangerous encounters/enemies that really have no major impact on the storyline but those who seek to test their party to the limits can try to tackle for the thrill of chall
  20. Hello everyone! New player here, willing to buy the game as soon as possible from GOG. I've been following the development of the game during the last few years, but without putting too much attention on it, because I really hate to wait and I already knew that the anticipation would have killed me. So, now that we are really close to release, I'm just starting to catch up with the game, and I've got some questions for the backers/beta/knowledgeable players; I'd really appreciate your help! 1) How difficult is "normal"? I'm not an RPG expert by any means. I'm fascinated by this world, but so
  21. I'd like to ask the backer beta players, based on their exp with the different beta builds, and their intution on how the classes will end up in the final build, to make a top 3 list of the most valuable classes, explaining the reasons they find them most valuable. Of course the top 3 will be subjective to one's playstyle (for example someone may manage without fighter's sticky methods, while someone else cannot picture playing without it) and to play difficulty (some classes may shine on hard-PotD, while others may become obsolete and hamper the player), but in general the feedback will b
  22. With the beta coming up soon, it'd be nice to start listing possible difficulty options they could include for players who want an easier or harder game. I've gone through several threads on difficulty to compile this list, but I probably haven't put everything down. List all things you'd like to be optional in game settings/configuration. Not everything will make it in, but we can still make a list! Enemies Enemy hitpoints (and/or stamina points?) - half value - normal value - double value Enemy damage - half value - normal value - double value Enemy critical hit cha
  23. So, I'm guessing that most people have noticed that combat seems really swingy: you often either take massive damage or just completely steamroll the enemy. Well, I think I figured out why. When you reload an area, the Damage Threshold of the enemies in it drops to 0. Steps to reproduce: 1) Start a new game 2) Head to Dyrford Crossing 3) Quicksave 4) Attack the first group of beetles you see. Look at the damage you're doing to them and hover over a damage line to get the attack breakdown. You should see something like "33.6 - 30.0 = 3.4 Slash Damage". 5) Quickload 6) Attack the s
  24. Is it possible to hotfix a harder difficulty ? i did the game on hardcore but it still wasn't much of a challenge. Like just scale enemy damage/health in a hotfix or something? BUT i'd just like to say i loved the game thought it was amazing, could not stop playing it, brilliant job trey&matt and everyone involved.
  25. Hello everyone, I'm writing a couple of thoughts after reading this article published on RPS a couple days ago. To be more specific, these lines: So... my doubts follows: The Dungeon will be fully integrated in the main storyline? Or it will have an own story line wich lead you into and out of the dungeon? For such a huge thing like the Dungeon, having to go in and out soon, pausing exploration to level up, won't it be a little distracting from the main quest-line? I mean, the main concerning should be the main quest-line to me. Having that and the Dungeon quest-line do not risk to
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