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Found 37 results

  1. ∆ Ladder -Version 1. Permanent building -Version 2. Portable to get around everywhere with max length ∆ Fireman pole? -Its cool, just saying ∆ World weather -Rain? HIGH GROUND!!! -Windy? READY YOUR REPAIR KIT -Sunny? (Affects stamina and thirst) -Didn't get that far of the game, it might have it already ∆ More insects - More flying insects - Mosquitoes? -Flies? -Insects that ambush or that sets traps - Lol! Nightmare mode! ∆ Mounts (Few insects or rate insects) -Injured ant (We help, now it's a pet) -Having a pet is a great responsibility(Food, Health and stuff) or they will leave ∆ Acorn/Grass board -Boarding downhill is fun! -Getting pulled your pet or friend is cool ∆ Telescope -Is this even necessary? -Clover leave + water dew = good stuff ∆ Rope -Going down -Swinging -Going up -Pet pulling the characters? ∆ Flattener -Good looking base!!! ∆ Freshness level -Yes ∆ Difficulty -Nightmare (Some or few insects can climb!!! ∆ Suit for climbing -Only available in nightmare mode Cages -Harvestable Insect parts?
  2. Gameplay Suggestions 1. the ability to choose my respawn/lean-to on death from map..... few different times I've had to walk all the way across map to retrieve my bag. 2. also I think a time limit on common items on ground is needed .. main one for me being "plant fiber" ... after like 1 in-game day let it disappear... found myself many times going around and trashing 100's of them to declutter the ground.. Construction / Crafting Suggestions 1. roof clipping .... on more complex structures it would be nice to be able to join two perpendicular roofs...... say one roof is already built and the perpendicular one is being put up... as soon as the blueprint reaches the already built one it turns red... it would be nice if on the blueprint that turns red - it would snap to it and and anything on the inside of the already built roof would be red and on the outside of the roof would be blue and placeable........ and on the flip-side of that on the inside of the roof you could place wall against the roof and only the inside portion would be built... hopefully someone understands what I'm trying to say here... 2. custom wall and floor placement..... plus where is the stem floor? we have stem wall but no floor....... when choosing walls or floors it would be nice to have the ability to toggle custom and automatic placment .... we can be as creative as we want with the first piece but after that we are limited with what direction we can go... unless I'm just overlooking the how to.. 3. toggle how many blades of grass/stems are in walls and floors.... the ability to place down a single piece or up to 20 or so at a time... instead of the only option being 4... 4. I think " ladders/ropes" would be very useful.
  3. I would like to suggest seasons. I know the most difficult thing would be there are hardly any bugs during the winter time or plant life. so it would make things difficult to obtain however my suggestion to help with materials would be to allow player to go inside the home where they could get crumbs from for food under the table or counter pantry and so forth. Water from the sink or toilet shower Etc. Fight ****roaches,mice and house flies inside the home along with common house spiders. This way you can get your bug parts and materials. And you could gather plant-based material from the house plants.
  4. Suggestions as far as building... I think it would be a good idea for you guys to continue adding to the base building. Great start with what is offered, but I think there’s great opportunities to add more. Such as making “metal” or “aluminum” walls and doors from salvaging soda cans. Defenses against bugs like traps and large spiked barricades. Railings, fences and walls. Carts to haul large loads of items like weed stems that we usually have to search large areas for small amounts of. P.S. Bug taming with cages to lock them up in would be such a cool idea. I think you guys have created a special game here, a great twist in the survival world aspect. What a unique experience, I cannot wait for future updates keep up the good work. Thanks, ItsMrJoker
  5. The game is great! I'm having a blast, awesome work, nicely done!! Here some suggestions: 1) Block attack button should draw back the arrow from the bow 2) Resources tab under crafting should be listed alphabetically 3) Filter option to show Trail Markers on the map 4) Larva Blade is tier I, so it should show first in the Workbench Tools tab Here some other things that would be great! 1) If we could create a dedicated server and have more than 4 people playing together 2) More character options, skins, clothes, etc. 3) Pets! Besides that, I would like to suggest some changes to combat, so far you don't have much chance against spiders in melee combat, and is kind of forced to "cheese" the combat by jumping some place or bug the spider someplace where it can't pass.
  6. Feedback/Experience/Suggestions This feedback is based on 8 hours of playtime on medium and easy difficulty. I play coop with my girlfriend where she gathers most materials and I do the main of the combat and building schematics in the game. After my playtime I’ve got a grasp of the main gameplay and experience of this early access and would like to hereby share my highlights and suggestions for the game to hopefully better help the future design of the game. I see a lot of potential in this game and love the way it makes you feel so small and fragile in the backyard. The ambience and setting of the game is already great and fully immerses you into the character, ants feel cute and creepy at the same time with their small head tilt they feel alive. Already the game runs smooth for me and the game hasn’t crashed on me yet which is pretty astonishing for a game in early access. Main feedback is that I would like there to be identifiable attack waves based on progress or time survived or bosses/raid spots in the game which I believe would boost the longevity of the game. The game already offers a really challenging experience. I’d love to see this game get more challenging on the medium and high difficulty by implementing more insects and improving the AI. If the team keeps balancing the players cooperative power and insect diversity this will become a game that just doesn’t get old. Written below I have categorized my suggestions/ideas or just missing features for the game which I believe might help add on the experience. To elaborate on each point I’ve written an experience and explanation for each. Settings Advanced graphical options More in depth graphical options would help run the game on all systems Multiplayer private lobbies / Search server filter Haven’t encountered this but seen other people have issue with this. I know this probably is already in the make but still needs to be mentioned. Difficulty mode Better Description with modes In the menu there is a description present at the difficulty modes which explain the different modes. When our base got destroyed in the medium mode my gf wished to switch to the easy mode to try and survive there for a less stressful experience. When I read the description of the easy mode I found it rather vague on what to expect from it (wondering if I even would like the mode). Are there attack waves in the medium mode that aren’t in the easy mode? Are there more or less attack waves? Are the monsters stronger? What is the health and damage boost of the insects in game? How much % does the hunger and thirst drain between the modes? This information should be mentioned before choosing so the players know better which mode they would like to play rather than try by trial and error to prevent fatigue of gameplay / bore them. Medium and High difficulty should invoke some kind of attack wave system based on progress or amount of days survived. Iron man mode I’ve seen some players complaining about the challenge and I could see a very big challenge for the developers to try and balance the 3 modes all out for everyone. To create that bit extra challenge for veteran survivalists next to the 3 standard modes I would recommend the implementation of the iron man mod. Only one save file. I’d recommend implementing this mode just before release of 1.0 after most kinks are solved because some would get frustrated by bugs/crashes destroying their save files Hardcore mode Only 1 life or set # life’s and then you’re game over. This would satisfy players that like a more challenging experience and give it to them without their voice/vote changing the main balance. I’d recommend implementing this mode just before release of 1.0 after most kinks are solved because some would get frustrated by bugs/crashes killing their character. HUD Compass Standard or creatable compass that appears in the HUD. Personally I love looking at the landmarks and map to find my bearing. My gf though is frustrating herself and has difficulty moving around and finding out where to go. A compass would help, and with such a high tech watch around our wrist shouldn’t be hard to implement in the story of the game. Could be a hidden legendary item or creatable item Inventory and Crafting Tooltips Armor/tools/healing. The current tooltips of all the items are too vague. I would like there to be a more in-dept explanation of what exactly the tool, armor or healing provides. As example I see diablo 3 doing it better. They have an option in game which can be turned ticked on to increase the amount of information given to the player. Increase max health, by how much? Increases carry capacity, by how much? Inventory slots Armor slots. Mentioned by others. Wearing armor shouldn’t take up inventory space. More = More. Of course I would like to see the game expand on its current amount crafting option. Tier 3 weapons and tools ( maybe from bosses), Legendary items, higher tier crafting base building, ladders, etc. devs prob already have this planned. Gathering Mule. Currently we need to walk far for our weed stems and to build a wall around our house is a drag/chore. It would lighten the load if we had a way to mule the grass and weed stems to the working area. Maybe as mentioned by others here on the forum by a tamable ladybug or cart. Combat Classes by equipment If players could get gear to support the other players in close combat in a way that would open the game up for a more challenging late game. If the players could heal, buff or keep aggro it would open up for a higher amount of insects attacking the players or designed choreographed boss fights with phases. For players that don’t like fighting it’s also a fun way to participate in the combat. Example; Shield with taunt ability. flower stem/ bee honey spray for healing (healing slows both players while healing so should be used carefully). Insects Flying enemies Building high up floating building removes all danger. Implementing some flying enemies that want to keep the sky to themselves or are attracted to sweets it will remove the safe feeling some players have up there and gives them a reason to choose between a ground or floating air base. All players get a reason to build a roof as well. More = More Same as with the building/crafting/weapons/armor I also would love the dev’s to expand the enemy roster further Butterfly, passive neutral, difficult to catch due to speed and being high up. Materials. Caterpillar, passive neutral. Eats grass structures but very slow. Bees, passive neutral, Dangerous. Dodgeble stinger attack. steal. Wasps, aggressive, Dangerous, Dodgeble stinger attack, stuns. Charge (Advanced programming Ignores you when standing still unless attacked), steal. Bosses I’ve seen some players implementing the idea of giant monsters and bosses. Animals seem to be unrealistically big and don’t seem fitting to me in the power balance. Maybe a rat is manageable or a snake that is stuck where you need to avoid its choreographed attacks. I’d rather suggest; Mantis, Swipe attack. Grab attack, Can cut down grass and grass structures easily. I hope you build some of your base out of weed stems Giant Horned Beetle. Swipe attack with clippers. Dodgeble by jumping Queen ant/wasp/bee. Lives in hive. Protected by multiple guardians. Queen keeps spawning adds slowly when engaged but is passive herself. Hornet, Giant wasp boss. 2 phases or modes. Flying and landed. Stay clear of its stinger, it stuns. Dodgeble charge up attack. Hornet can grab you and will fly up then drop you from damaging vertical distance. Black widow, poison kills you slowly unless you take antidote. Poison doesn’t expire. Weather and world Rain/storm Damages the player and provides water. Building a roof or taking shelter prevents damage. Rain doesn’t or barely damages buildings. Biomes Bee hive, stuck to house, corner of map. Crawling space under house. centipedes Coolbox, move slow due to frost. I hope some of these points help or inspire.
  7. So far, Im glued and loving this game. However, I think there are some QOL features that would make things better. 1. The ability to sort your inventory/chest/container by type/quantity/name? 2. The ability to move items/furniture you placed in your base next to recycling. 3. a mini-map so I dont have to press M often when Im turned around?
  8. So far, really enjoyed the game. Really wish there was more to the story right now, as I like where it's going, but I guess we'll have to wait. Here's the bugs and suggestions I've found so far (Playing on Xbox One X, hosting a multiplayer game) Bugs: Grass planks (and other items) occasionally falling through the ground and gone forever If armor is created when you have a full inventory, it uses your materials but doesn't give you the armor. As with most base builders, the walls sometimes really struggle to snap correctly as they should, or they will be blocked for now visible reason. This damn wolf spider that for some reason spawned outside our base and constantly circles us, killing us as soon as we leave and attacking our base. Only get him to disappear by quitting out. Talked to a friend and he said it happened to him multiple times, destroying his whole base every time. When you go to continue your multiplayer game, it doesn't allow you to change the difficulty. I started a game in Mild, but when I go to continue the game, in the lobby it says it's set to Medium, but it doesn't let me change it. I don't know whether it's actually changing to medium or if just shows it there. Playing with a friend (I was hosting) and my friend got disconnected twice. The second time, he came back and his player had reset (lost all his stuff) so we had to reload an older save file. Repair tool doesn't seem to be working. Tried to fix some grass plank walls and it won't do anything. The Clover Poncho has the description of the Clover Shin Guards The decoration Slime Mold Sconce stops lighting up after coming back to the game another day. (If this is how it's designed, I think it should definitely be changed, as it's a base decoration, replacing it every day would be silly) Is quartzite supposed to respawn? Only found it once, but noticed that it didn't respawn after going to check another day. I'm concerned that if it doesn't respawn, and so far, I've only found it once, means that it is fairly limited in the world. It's required for repairing a lot of the important tools, which makes it concerning that it will run out quick. When playing in multiplayer, we have found two SCA:B's laying around, however, only the person who picks it up gets the item and the SCA:B theme. Not a big deal, but it seems to mean that we can't both get it, since it disappears. Josh Brener's name is spelled wrong on this page (they spelled it Brenner, rather than Brener) https://grounded.obsidian.net/news/grounded/get-ready-to-meet-the-cast-of-grounded When the sun is rising, it doesn't do so gradually, it just suddenly appears and you're blasted with light. Seems to happen every morning. items being put into storage sometimes don't load properly, or sometimes even seem to disappear if the box is full and you put push the button to move a whole stack. Suggestions: Change armor so that it doesn't take up inventory space when you are wearing it. The Spider Chunks icon image definitely looks like spider testicles, which is kind of funny, not sure if that was intentional. I noticed the Acid Sack (I think it's called?) has the same icon, making it hard to distinguish at a glance. Make a way to move a whole stack between inventory and storage with one button, rather than having to drag and drop. Recycling walls and such seems to be too easy sometime. I've accidentally deleted things (then lost some of the needed materials) we needed just by accidentally tapping B one too many times while working on stuff. Maybe make recycling require a longer B press. Let us play more of the storyline
  9. Hi guys! Im loving the game but i really like to be able to play with my son on the same console. My son has difficulties interacting and this game can be an excellent chance to get closer to him. So i would like to ask you, if possible, to add a local co-op mode. Thank you so much for this game! Greetings from Brazil.
  10. So I've Played about 24 hours Or more. besides exploration gearing up and besting the enemies already available in the game. Opting to Building a base with a nice View in Lieu of a courtyard made around a can and a research centre. I was allowed to place my storage in said can, but ants would still poke their head through and steal my precious aphid honeydew. And spiders still finding ways to bite me through the can and my poorly constructed fence. So I had to move. Now I live under the oak tree. Blinded by the light of a solar powered lamp. Upon occasion the wolf spiders that lives there likes to get inside my foundation and break it from the inside out. But only sometimes! So it's not that bad But enough with setting the story. This game isnt without its kinks what without. Sometimes Spiders can be lurking inside logs (Solid ones) so one has to watch out for that. Spiders though extremely large have found there way into the smallest of places. Often yielding rewards. A bit to easy... Acorns explode incessantly to the point they break time itself. Only to find the remains respawn there from the follow day this isn't guaranteed daily. But eventually missing items reappear in follow days. Most issues have been deftly spotted by the community thus far I've have seen Larva do incredible things.. But it's a Glitch love. There is nothing more terrifying than the alien like cave of 40 horrible creatures of indescribable origin. They have there own mind often attacking the abandoned ant hive.. just what do they do when they roam around in packs of 40 . It's like the larvae have A hive mind Ai. more so than the ants do Ants Don't Act as much as a group unit as I would have expected. They do respond to your aggression and send a soilder unit to your base eventually. But I've yet to see anything of an actual raid. Of sorts. So I hope that's coming. Lack of raw research as collectable. I saw that in the demo access this was in the fame but has since been taken out or reworked. I hope they return as the current research grind is lacking. I do understand at full release there will be many more items to learn from. Bees. Please make bees work when you can I'm sure everyone would love that I also see there is wasps in the cover art. So having a more aggressive flying insect would he awesome not to mention two possible hives to visit. Perhaps a few passive. Imagine a handful of butterflies. The pond. The pond is a great biome that needs lot of love and live. I can imagine Dragonflies at the pond. Water skates, beetles. A few Koi to make swimming challenging. More water based resources to force player to go to depths.. Perhaps a craftable diving suit might be in order. Maybe a big old boss bulltoad sat on the edge. Birds would also be a good addition being a random event where if your too high they may swoop in and attack. even better take you up to their nest. Feathers could be another form of glider. Or be used to make a more refined sort of paraglider People want to go in the house and if you can do that I'd be impressed. But I won't hold you to it. Maybe one room? Or the shed. The story build up so far has a little hint to some sort of story already there. What with the various little skeletons around the map. And the mysterious Doctor that surely can't be father to all four children right? Wonder if we will see this doctor or did he too succumb to the backyard. Also I may or may not have seen that behind a locked door, there may or may not have been some weird experiments with berries too. Anyway just a couple of bugs and suggestions I have. Don't normally even write bug reports or just general feedback and suggestions. What the heck is it even a larvae of anyway. No really
  11. Out of the hours of play that I have had there was nothing more than fun and I will keep playing more but over this time I have found some glitches and some things that I wanted to suggest. glitch one of two has to do with the ground allowing anything to go through it, Most of the time nothing happens but in some areas I can drop an item and it fall straight through the ground and the most frustrating part was it can happen with your death bag. Glitch two is that when building sometimes it wont allow placements and it mainly has to do with it not connecting properly at the top of foundations or wall or scaffolding. In mention of building I think the addition of half walls and triangle walls to place on the sides on stairs and roofs, half versions of those would also help and the reinforced varieties would help. these would help with the glitch placement at times and give more opportunities. Add a fence as well for porches as it would help add more variety and atheistic to a building. Stilts / Columns would help to add over hangs. I'm sure all of this was thought of or possible already set for a future update but saying we want or need it might help push it closer or add it to a development list. With food to me and my friend we found it odd we couldn't make grilled mushrooms or that we didn't get much insect meat we thought it would be nice to add roasted nuts and such items to add more reliable foods. And finally something with looting is the drops, Many items we have to get can sometimes take awhile so increase loot tables or allowing us to pick up body parts after the body splits apart.
  12. Here's the list of all current racials: Also here's the list with descriptions included. As you can see some are more useful than the other; be it because some are more useful due to encounters we have to face, or as in case of moon and fire godlikes: lack of scaling. I have assembled a few suggestions in this regard, grouped in 4 sections (from important to optional): Suggestion Group 1: Scaling Silver Tide: currently restores only 10 hp per proc, and doesn't scale. This makes it a really weak racial. in PoE1 it was restoring 10 + 3 * (CL - 1). average health pool in Deadfire is 40 + 10 * CL. thus proposing the following scalling: 6 + 2 * CL. This way it will heal for 8 at level 1, and for 46 at level 20 Battle Forged: currently deals only 2-4 burn damage per proc, and doesn't scale. in PoE1 it was dealing ~ 2 * CL. proposing the following scalling: 1..3 + CL. On average it will take ~11 hits for a 240 hp enemy to kill himself against Battle Forged. Suggestion Group 2: Double racials for godlikes During Q&A #7 Josh told that godlikes will have two racials. One on par with the rest of the races. And a second one that will be on the same power-level with headgear we'll be able to find: I do find this to be a nice idea and would like to see it implemented. Out of playable races, Moon and Nature godlikes are the ones who lack a second racial. Here's my suggestion for them: As for Avian and Marine, their current racials are already quite strong, so they could be just split in two. For consistency. Suggestion Group 3: Optional minor tweaks Some racials could get a few minor changes to make them either more appropriate or a bit more comfortable to capitalize on. For example I do find it strange that Fire Godlikes have lower +AR bonus vs burn than Pale Elves. Thus proposing: Elemental Endurance: +4 Burn AR, + 4 Freeze AR -> +2 Burn AR, +2 Shock AR, + 4 Freeze AR Ashen Skin: +2 Burn AR -> +3 Burn AR The next thing is human's racial. In PoE1 it had a duration. In Deadfire it is active indefinitely while you are below 50% hp. I understand that this one is a matter of taste, but I liked more the PoE1 version. Plus, if I want to make use of Barring Death's Door and akin effects, human choice kinda clashes with Death Godlike. So: Fighting Spirit (Before): +7 Accuracy and +15% Damage Done, while Bloodied or near Death Fighting Spirit (After): +7 Accuracy and +15% Damage Done for 10s upon reaching Bloodied. Can trigger twice per encounter. And lastly the Hearth Orlan's racial: Minor Threat (Before): +10% hit-to-crit while attacking same target as an ally Minor Threat (After): +5% hit-to-crit. While attacking same target as an ally get +5% more. Suggestion Group 4: Feat-alike, selectable racials that are partially decoupled from races .. in progress.. So these are the suggested changes to current racials so far. Thoughts?
  13. So, didn't the devs mention the option to review your class' skill tree at any given moment (and not just at level up) being introduced at some point? Does anyone know what's going on with that?
  14. So, I was hoping that I'd be able to make this thread after finishing the actual game, but the issues with my computer are worse than expected (i.e. there's always a worse scenario than the worst case scenario) and so I doubt I'll get to finish it in some time. Likewise I've only been able to skim the boards of late so if this is all already being discussed elsewhere and people feel it comes across as spam or the likes, feel free to merge it with that other thread. For the most part I hope I can add something worthwhile to the discussion regarding the two titular topics and present some possibilities that could potentially help improve the same. So, I'll go ahead and reiterate that I have not finished the game so I would appreciate spoiler tags being used when appropriate and so on, and also that my assessments below are based on what I have experienced so far of the game, which I would still say is over 100 hours or the same. With that out of the way, I'll start off with the more contentious subject based on what opinions I've read, which is the companion relationship/reputation system. Right off the bat I would say that in general I dislike relationship systems based on a reputation scale the likes we've seen in previous games like Neverwinter Nights 2 and Dragon Age: Origins, and to me this is no exception to the rule. I feel that the more transparent these systems are, the more they invite the player to play to their companions' ego and "game" their way to a max relationship, and the more unnatural and mechanical the relationships feel; Deadfire seems to exasperate this further by adding a very clear set of traits that each companion likes and dislikes, and making them respond with stock reactions to every instance where either the player or another companion acts in a way that they like (leading to many strange reactions the likes we've seen many times in other threads already). In turn I also know that if I am to respond to a certain interaction in a specific manner, the rest of the party will inevitably "like" or "dislike" that response because that's what they're very broadly and obviously programmed to do - which is odd because even if someone is "light-hearted" for example, that same person won't necessarily find every joke amusing or every situation ideal for the same. Personally I would have liked a more invisible system myself which kept track in the background of what each liked and disliked and where we'd see only the results of these opinions more so than the ticking of every instance where we say something or do something that increases a character's disposition towards us; but what's done is done and for what it's worth I think the idea of keeping track of companion-companion relationships is an interesting one which I'm glad is to some extent or other being worked on, as it would seem a good way in which to make the party feel a little more dynamic and reactive and all that jazz. But still, even if the system can't be torn down and reworked from the ground, there's a few things I reckon could improve it going further in Deadfire's development. For example, one thing I would love to see looked at is the effect that certain actions we take have on characters regardless of whether they match with their "traits" or not. For example, I am of the opinion that there's things that very likely have a deeper effect on a relationship than whether or not you are one way or abscribe to a certain philosophy. I feel that in cases like these for each character, having a reputation change unaffiliated to companion likes/dislikes would do a lot of good towards making the relationship system feel a lot more natural and less "gamey" or jumpy than it does currently. I feel the like/dislike system is fine but it should really be relegated to very minor shifts, with maybe some big swings at very determined situations when things do get very personal, in either a positive or negative sense (e.g. Serafen helping Xoti out with her nightmares, or Aloth not being able to stand Tekehu's vanity anymore). Likewise it wouldn't be an entirely bad idea to have certain "critical" situations affect a companion's disposition to the *whole* party and not just the Watcher (to use Pallegina's example above, she'd probably be appreciative towards all who helped out with her personal quest and not just the Watcher). Also something that I've noted is that at the beginning of the game, when we were first shown the relationship system via the tutorial, the tutorial section mentioned that companions could lead to forging deeper and more unique bonds and these same would be detailed through the "relationship" box right next to the reputation compass and so on… But has anyone actually seen this box get updated with new content between companions? Or even between companions and the Watcher themselves? I reckoned it was a bit early in my playthrough at first, but as the game moved on, and having reached the point I have most recently, it seems very odd that I should see no update to the same, not even to indicate the ongoing relationship between Maia and my Watcher for example. This would be worth looking into, I think, whether it is working as intended or not. Moving onto the crew now… I for one will say I really liked the crew system, a heck of a lot more than the hirelings back in the first Pillars for certain. I liked the many vignettes involving them, I liked being able to collect them all across the Deadfire almost as if I were filling out my own little Eoradex, I liked how you could get an idea to their individual personalities through many of their introductory interactions and quests and so on. I also reckon that their personalities also determine the role they'd take in the vignettes out at sea, so I liked how Eld Engrim often played the pious character, Emeini the more combative type, and so on. However, I do feel that I would like to see a few situations more appropriately tailored to either the events of the game or to individual crewmembers, which I'll expand upon next. Likewise, and this is a minor addition but and important one I feel: when we look into our journal for information on the mechanics to crewmembers, be it the way they level up on their positions or what advantage does each position and experience in the same bring, these are either not present or very scarcely explained, with all that's said about them is that they're a "motley assortment of neerdowells" and so on. I don't think it's ever mentioned that crewmembers can earn four overall stars across all ranks before they max out either, and I only learned it once I looked at the wiki or a subreddit discussion about it. A more detailed clarification within the game itself that we could access at any time would be appreciated, I think. These are some aspects which I feel could improve both systems over how they presently are, which I also feel would be feasible to do for a future patch or something. What do you guys think? Anything else you would like to add, or would disagree with, or any changes you would propose yourselves?
  15. Like if my party member is a very beautiful women she can make some merchants give her discount or have more favorable options with males or lesbians in general. Likewise with the Watcher. Maybe ugly has bad options in dialogue and some interactions, but it repulses combatants making them aim worse or you smell bad etc. You can be ugly or beautiful depending on culture or race of people you talk to. Beauty can also just be female trait as it matter a lot more for them in most cultures, but with that you can also make them have less athletics, HP, or attack power etc to balance it out. Renown can work like how people know who you are. High renown will make you unable to lie very well as people know you, but low renown allows you to bluff and lie better. We already have reputation so renown can't really do much to change interaction with factions, but it can allow you to gain favor or disfavor with random people. Like if you are known murderer etc people will not talk to you and police will try to capture or kill you. There might be better ways to implement these ideas, or do you guys think it is bad to add this? Since I am about 5 hours into the game this system might already been added and I just do not know. If so, please tell me.
  16. I was attempting to make a Pale Elf Mystic (Cipher/Priest), since Pale Elves come from The White that Wends, and their culture also has the option of Mystic... it seemed to be a really tight knit concept expect for an oversight, Pale Elves typically worship Rymrgand Beast of Winter, God of Cold, Death, Winter, Famine, Entropy, Bad Luck etc, but clearly there is no Priest subclass for this god at the moment, I was thinking Ice damage/Debuff theme, likely from the mage tree of spells, with a favored weapon that also does ice damage (I'm thinking two handed Axe for the true executioner's vibe, or some sort of spear for their winter beast theme)
  17. Hey there! One thing that always bothered about me is that I have this chronic thing of restarting a play through multiple times - I'm sure I'm not the only one with this issue among the fans of this kind of games. I'm trying to play the game again for a character to import in deadfire - the previous save I had were lost - but every time I put 2/4 hours in, I then restart again with a different build. I'm stuck in this unsatisfying loop! Main reason is because another idea pops in my head and I don't have the will force to resist eheh. So I thought to maybe gather from suggestions from you guys *swings his arms to the sky invoking Boeroer* in the hope to find a cool idea. I've looked of course in the pinned build's thread and tried some of them already but could be that I overlooked something. Do you have any build / concept in mind? Even if you haven't tried it maybe. Maybe there's a combination of talents and abilities that have unexpected synergies that flies under the radar? Maybe this said combination reflects one of the possible multi classing in deadfire already? that's great! An example: actually using drugs for a specific purpose, and then it'll work well with the drug monk subclass in deadifre. I'm not min-maxing that much usually and I'll play just on hard so it doesn't have to be something that well thought. I'll play with the game companions; flexibility there too if there's someone that works well with your idea. Staples are going to be Eder, Aloth and Palegina so I can play with them in deadfire (possibly it would be good to avoid picking the same classes for the main character build, but it's also true that the same class can be played in many different ways of course). All right, that's all folks, thanks for the read!
  18. 1) In PoE1, most battles play out the same way over and over again, it gets boring. We should have less battles, but more interestingly-designed encounters with more variety. Hope to see more enemies with more pronounced strengths and weaknesses, e.g. extremely high hp and regen, low hp but extremely hard to hit, oozes that multiply, glass cannons, a huge army of weak enemies etc, that will require different strategies and gear, even on easier difficulty settings. Another aspect is to create interesting battle scenarios, e.g. split your party into groups to defend different entrances, escort a caravan, protect a fragile character. Perhaps a few epic battle scenarios which allow a 10 member party. 2) PoE's artwork is the best out there. However the maps and dungeons all follow very similar and predictable designs, the same thing in different skins. Please do not limit maps to the same dimensions. Create more variety, each dungeon should have a unique distinct archiecture, e.g. a huge open cavern, a claustrophobic labyrinth. For good map/dungeon design, please check out Wizardry 7/8 and Dark Heart of Uukrul. Good dungeon design is a lost art. 3) Create some challenging dungeons where we cannot rest or escape, forcing us to prepare carefully, test our limits and come up with strategies to survive. 4) PoE1 had too much text and uninteresting details. Just 1 interesting line will do, rather than 10 monotonous ones. 5) Rename enchanted items, customize look of item, more enchantment options such as stun and crit. 6) A workshop where we can craft various golems, which we can deploy in battle, or to carry out tasks. 7) Allow more traps to be set. Deploy temporary defensive structures such as ballistas, cannons or magic totems. Tower defense-like battle scenarios where we need to build up defenses and withstand waves of enemies.
  19. 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 way of a flaming dragon belch".
  20. Are there any "app only" exclusive cards? If not has there been any talk of them? Being that the game has gone digital I'm hoping that there ends up being an achievement system that can net you special things like exclusive cards, treasure chests, "Fate points" per scenario, +% of gold found, or +% of base items removed when advancing in levels... Kind of like "Badass Points" in Borderlands 2....
  21. In the dialogue between Lady Webb and Thaos, Thaos looked at the label of the bottle she drank from and wanted to taste it too. But she saw it and said that she's "been saving it for someone". I guess she saved it for me to celebrate the victory, right? So, Thaos replied "Pity." and "carefully placed the bottle back on the table". In the Lady Webb office, I see this opened bottle on the nightstand beside the bed. And there's even a clean glass beside it - the very glass Thaos was reaching for, I guess. But this bottle and the glass are part of the background, not game objects. So I can't take the bottle with me, nor can I drink it. That's a pity. I wish I could take that bottle. I would drink it after defeating Thaos, after getting the answers. To remember the Lady Webb and her contribution. Because without her contribution, I would never have taken part in any of the Act III events. Just imagine how rewarding it would be to have that bottle at the very end. Her soul would have cheered seeing me do it. I suggest Obsidian fixes it in the next patch -- makes the bottle an object. More precisely, the table top should become a lootable container with a bottle in it.
  22. I tag this thread with Possible Spoilers, not because there is intended to be any, but because there'll possibly be a few, probably minor ones, but possibly major, so if you are sensitive, stay out. Now, anyway, there was this other thread, where I found myself running away with a concept, and realized that we needed a thread for suggesting CNPC:s! Woo. As I have harped on numerous times, the number of CNPC:s in the game is abysmal, and leave very little options in regard to choice, and it's exceedingly hard to push them away. Also, their reactivity leaves a lot to be desired. And during the course of the "Lack of Evil Companions"-thread, I started drawing the outlines for a suggested CNPC, and realized I wanted a thread like this. In it, we will both broad-stroke suggestions for various companions as well as flesh them out as much as we desire, albeit not write them. It's mostly meant to be food for thought and little more. Now, from my own perspective here, I'm going to be assuming balanced Attributes, as well as more diverse and different weapon focus groups. I hated how the existing CNPC:s got compromised and actually changed because of the Attribute system resulting in them getting "bad" Attributes, so if I suggest "bad" Attribute spreads for anything, it's because I operate under the assumption that they're not bad, and Attribute spreads are more about characterization and playstyle (beyond Tank vs. DPS), rather than lopsided and simple min/max. I suggest everyone else does the same. I will also assume a CNPC Level of 2, meaning 1 Ability, 1 Talent. This is purely because that's what I think CNPC:s should be limited to in terms of auto-leveling, in order for them to be a bit fleshed out, but still have ample room to move. It is by no means a rule; feel free to post full progressions suggestions in the same way CNPC:s in the game already has. And without further ado, a "proper" post of my original idea that made me want this thread, below. I will put it in a separate post.
  23. Hello Obsidian Entertainment. Thank you for the incredible game and congratulations on the well-deserved accolades it has garnered. If I had to assign a number on a scale of 1-10 to PoE, I'd give it at a solid 8.8; an incredible game, albeit one with some room for improvement. I kept a document open while playing to jot down ideas/observations/bugs... it's a very long game so there ended up being quite a few of them! I can't wait for the sequel since I'm certain it will prove to be the BG2 to PoE's BG1... perhaps—hopefully—even surpassing that venerable legend. Gameplay Improvements: -In my opinion the Stash is the worst part of this game (excluding the inevitable initial bugs and I can hardly believe that disabling the stash not actually disabling the stash isn't one of them). In-game mechanics, especially fundamental ones, must have some attempt, no matter how feeble, at in-game explanations: bags of holding; pocket-planes; storage demons; some sort of spell; a donkey (pets are already in game and who wouldn't jump at the opportunity to have a 'dirty ass' follow them around); you're a priest in the service of Storly, god of storage and miscellaneous items; etc. The more powerful the in-game mechanic is, the greater the importance of explaining it becomes, at least if your intention is an immersive and believable world. A completely realistic system would be terrible too, however, making no attempt whatsoever to address so fundamental a mechanic as item storage, both on the character or in the world, is horrendous, more so when considering the fantastic lore and world-building achieved via the supplementary material: the myriad books, cyclopedia and bestiary. The stash, in its current iteration, totally negates all the considerable effort put into the creation of alternatives to combat. This is exemplified by Raedric's Keep. Why avoid killing all the enemies and forego 15000+ copper from selling all their equipment? Wasn't the point of quest only experience to disincentivize indiscriminately killing absolutely everything? The current inventory system also renders money a total non-issue less than 1/3 through the game. At the very least, if total replacement (optimally with Josh's original, involved—not dumbed down to the point of mindlessness—inventory system) for an enhanced expert mode is not an option, the disable stash toggle should disable both withdrawal and deposit when not in a tavern/resting and bags for crafting materials should be added into the game. -I was very surprised by the absence of a tutorial option when I started the game for the first time. Some sort of primer would be incredibly useful for people new to this type of RPG, as there is a ton of information and systems that would be better learned if shown first-hand than read about in the manual. Also, there are many shortcuts and UI tricks not even mentioned in the manual that could be taught in a tutorial. -An overarching narrator (ideally a pitch-perfect Morgan Freeman imitator) who spoke the gray 'flavor' text for the voiced sections would be wildly entertaining as there usually is insufficient time to actually read that text before the VO resumes. If that's not feasible, perhaps a slight delay to allow the player to actually read that text could be implemented? -It would be great if instead of automatically succeeding, adventures forced the player to take control of the assigned character and fight solo to determine the outcome of the adventure. The difficulty of the fight(s) would be determined by the quality of the adventure. -Enemies should not just line up behind each other at a blocked doorway if there are other available paths to the blocked room. -Music volume should be reduced 50% when voiced dialogue begins. -NPC banter has too long a delay between quips. Furthermore, it'd be nice if the portraits had some indication showing which NPC was speaking. -It's very hard to see NPCs or loot if they're behind things. Increasing the transparency of foreground structures when something is behind them would help a lot. -When sending someone to your dungeon you should get their equipment. -Your party should never automatically attack charmed members, nor should enemies immediately attack their charmed allies for that matter. -Important outdoor quest NPCs/merchants should adhere to a rudimentary day/night cycle, e.g., why is a fisherman on the docks 24/7... is the fishing really that good? -It'd be very cool if reading books opened choices in dialogue or gave quests, but only if the book was actually read, which would be determined by a combination of the player scrolling to the bottom of the text and keeping the book open a minimum length of time, which would vary depending on the length of the book. -A high reputation with a city should grant a discount on items bought at stores and a very high reputation should result in a premium being offered for items sold by the player. -Items sold at the stronghold should be priced similarly to those sold by stores in a city at maximum reputation, or even cheaper. -Getting caught lock picking a chest, or even opening it to see what's inside, should cause loss of reputation or hostility depending on the situation. -There should be armor proficiency talents. As it stands, characters are either in plate, if they're front-line, or, if they're back-line, in enchanted clothing... medium armor is garbage. With armor talents the recovery speed penalty could be reduced (or DR increased or a combination of both) and make medium armor a more viable option, increasing build diversity. -Stronghold resting bonuses must stack to be even remotely competitive with mid-game or later inns. -It would be interesting if the stronghold's library offered experience for depositing books not currently found within. Perhaps the steward could offer an item that started a quest if every possible book was collected? This also opens up an interesting, alternate resolution to a quest where you have to procure a certain book. -There should be a way to deposit pets in the stronghold, so that they can wander around. Some sort of pet fighting mini-game would be rather interesting. Hell, an NPC that allowed you to sacrifice all the available pets and choose one to turn into a figurine that would summon a giant version of that pet would be incredible. -Supplicants should stay at the stronghold longer. It's frustrating to be incapable of travelling large distances on the map in one go without risking having a supplicant come and go whilst in transit. The current solution is to split that long trip into multiple medium ones... which is an annoying circumvention. -The hide merchant in Twin Elms should pay more for hides. *Mild Act 3 Spoilers* -It'd be nice if the slides in the epilogue could be navigated both forwards and backwards, currently you can only skip forwards. UI Improvements: -Hovering over the name of a combatant in the combat log should highlight that combatant on the screen so that the player can see which of the identically named enemies was responsible for the respective entry. -It'd be nice if the combat log could be toggled to show only specific types of entries: individual characters' entries, rep gain/loss, exp, crits/grazes/types of damage, item gain/loss, etc. -List identical items numerically in shops, e.g., 13 daggers collectively instead of showing 13 individual daggers. Food/scrolls/potions/crafting materials already stack so I can't imagine this would be overly difficult to implement for other items. -Items sold by the player should go to the bottom of a shop's inventory. -When moving/selling large quantities of items the number should be able to be set using the number keys instead of just clicking the arrow to make the total lower or higher 1 by 1. For example, if I have 100 vessel bones and want to move 50, currently it requires clicking the arrow to make the total smaller 50 times... which is absurd. -Numerous properties on magic items are not listed in the cyclopedia and have no explanation, or, at best, an insufficiently detailed explanation, e.g., does an amulet that grants a 1.15 healing bonus apply to healing given or received, or does it apply to both? How far is a 'distant' enemy? Is 'low endurance' considered 'near death' or 'badly injured'? How often is 'every few seconds'? How often does 'overbearing' proc and what determines if it does? What's the difference between major and minor spellbinds? These are just some examples of missing or insufficient information pertaining to items. In addition, Spell Striking and Spell Holding have no in-game explanation whatsoever. -When an item grants/modifies a spell it should show a tool-tip on mouse-over for that spell, in addition to indicating how many times it can be used and whether it is per encounter or per rest. It's very annoying to have to close the level-up screen to check a spell that's modified by a potential talent. -It'd be nice if the transparency of the combat log could be adjusted. -NPC text bubbles shouldn't overlap, instead, a new text bubble should be forced to the top or bottom edge of the existing one. -Switching weapons should be capable of being bound to a hot-key. -Displaying stealth mode on portraits when the central UI is minimized needs a rework, the small green square highlighting the stealth icon is still visible through the 4'th PC's portrait. -There should be a toggleable icon on the portraits showing the current activity of the character, also, if a character is currently attacking there should be a small icon above that character (like there is when they're using a skill) that resembles the attack cursor. -The total number of enemies that a character is capable of engaging should be shown on that character's information screen. -Stop movement on trap spotted would be an excellent addition to the auto-pause menu. Also, it's quite odd that the party doesn't avoid traps once they have been spotted, I have a hard time believing my mechanic wouldn't say, “Hey, watch out, there's a trap right there, how about not killing everyone... stupid Aloth.” -The inability to add markers to the map is a particularly glaring omission. Being unable to click on the map to move is kind of disappointing as well. -The cursor should be capable of being positioned mid-note with the mouse when taking notes in the journal. Or, if that isn't possible, the cursor should be capable of being moved with the arrow keys instead of forcing the player to delete what is written. -It would be nice if, when in the journal, quests & tasks were capable of being selected with the arrow keys instead of just the mouse. This capability would also be nice when perusing possible talents during level up. Really, every UI screen featuring a multitude of vertically listed entries, be they quests/talents/spells/monsters in the bestiary/etc., should be navigable using the arrow keys. -Holding ctrl+click-and-drag selecting other characters should add them to the currently selected group, similar to how you can add characters to the currently selected group by holding ctrl+clicking on their portraits. -An option to disable switching to fists while clicking to switch weapons would be nice. -It should be possible to zoom out when viewing the Od Nua staircase interface. -The icon for stairs should show whether those stairs go up or down, after a few days without playing it can be hard to remember which set of stairs heads down upon exiting the master staircase in Od Nua. It would be an excellent addition if the map showed 'Stairs Down' or 'Stairs Up' instead of just 'Stairs'. -It would be nice if it was possible to zoom in on the map. -It would be useful if it was possible to click on a region when looking at the world map and see that region's map. There are quests that describe geological features that could be seen through the fog of war, making this a practical addition. -Completed quests/tasks should be arranged so that the most recently finished is at the top of the list. Also, when a quest is completed and the tool-tip pops up, clicking on it doesn't actually select that quest when the journal is opened... it should. -Stronghold status updates should list the most recent at the top and continue in descending order. Currently the oldest is at the top and the most recent is at the bottom.
  24. 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 more fun) as a series of talents available to any character. (Think about it: then Sagani could be a rogue!) That's a pretty dire verdict on a class. I'm not joking though. At this point, if I had to fix the ranger I would just get rid of it completely and allow any character to buy into the ranger pet through a series of talents (starting with something weaker, of course, since a whole ranger pet would be a bit OPed for just one talent). The remaining abilities could be divided among other classes as made sense. I'm not being hyperbolically negative here either. I actually think this would be a nice improvement to the game--allowing characters to be distinguished by the fact that they have an animal companion rather than defined by the fact they have an animal companion. The fighter with a pet wolf would feel a lot different than one without, both mechanically and from a storytelling perspective. Same for every other class.
  25. My PC was a Goldpact Paladin. Overall, I found the Paladin decently interesting to build and play. I liked the bonus to defenses from certain reputations. I felt that was a much nicer way to make Paladin's the "roleplay" class ala D&D without hamfisting it (like AD&D does with most things) and still allowing a wide representation of roleplaying Paladins that weren't all Lawful Good. However, I found the Paladin to be pretty boring in combat due to the low number of abilities, with a low number of uses, that were fairly niche as well and no distinguishing combat mechanics (other than a couple auras that overlap with Chanter anyway). By the end of the game, in particular, my PC Paladin had a laundry list of low-use abilities (many of which were per-rest) that I rarely used, and were frequently irrelevant anyway. (Some of that was because I would wear ability-granting equipment just because there was nothing else to wear in that slot, but that's another issue.) Even though I accidentally picked Lay on Hands at the beginning of the game, by the end of the game I was running out of abilities that I wanted to pick. I've read somewhere that the Paladin was supposed to be like a D&D4 Warlord, but giving the Paladin single-target buffs doesn't really play like a Warlord at all--it plays like a Priest. Putting the Warlord into RTwP gameplay would probably be hard, but I think you could do a lot better than PoE. First step would be to make Coordinated Attacks an early, rather than a late, ability, so that the player can build around it. I'd remove the melee limitation of Flames of Devotion, because that bombos with Coordinated Attacks. I'd add an ability that let the Warlord swap places with an ally without triggering Engagement Attacks. Liberating Exhortation works okay for this paradigm, because it's a bit about controlling the battlefield by helping your allies. I'd let nearby allies use Flames of Devotion, Sworn Enemy, and any other attack ability that makes sense. Abilities that trigger on killing enemies are yucky because they are "win more" abilities and they encourage unrealistic and unfun gameplay where you stop attacking an enemy so that the relevant character will get the kill. Instead, I'd give the Warlord an ability that applies a limited duration debuff to defenses when the warlord attacks a full-health enemy. That way the Warlord is leading the charge. But honestly, I'd make the Warlord paradigm a set of talents that anyone can take because, why not let the Fighter or any class be the battlefield coordinator too? To fix Paladins, first of all, I'd give the Paladin all the auras one by one, because they're not significant enough that it feels worth giving up an ability to get another aura that's mutually exclusive with the aura you already have. Second, I'd make Lay on Hands and Reviving Exhortation into Priest spells (because that's what they really are), and then just let the Paladin pick a spell from a list determined by his Order but taken (thematically) from the spell lists of all other classes, and have that spell as a 1-per encounter ability. Let the Paladin do it again at 6th and 11th level, or something. This should allow the player to build the kind of Paladin he or she wants to play while ensuring that the Paladin has abilities that the player actually wants to use. In this concept, the Paladin becomes a knights that draws on supernatural powers to complement his traditional martial abilities instead of pursuing an alternative martial art like the Barbarian or Monk. I felt that the Paladin didn't get enough tanking support in comparison to the Fighter. Some possible ways to improve that might be: Since Paladin's are known for wearing armor, give the Paladin a free small reduction to their armor penalty. I'd give them a Challenge ability that reduces the target's accuracy against other allies. Maybe give the Paladin an aura that slows enemy movement while the Paladin is standing still. Make the Paladin's single-enemy abilities allow the Paladin to engage that enemy for free.
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