Mirandel Posted May 28, 2018 Posted May 28, 2018 I thought I saw some topic about it but can not find anymore, so, starting a new one. The question is - is that kind of reactivity exists within quests? I still did not reach even the middle point of the main plot (heavy - and I mean HEAVY case of restartitism), but so far I do not see much influence of the class on the story. Sure, random NPC comment on your race (pure cosmetic recognition), your origin plays some role in dialogs, but what about your class? In PoE1, for example, it was important to have a cipher in your group (or better to be one) - that alone was opening a lot of quest options. Pale elves had the whole quest dedicated to them (as a race example). Here I do not see anything like it. I am not complaining - that kind of quest structure makes all classes/races equally useless valuable story-wise - just want to be sure it is the case and I should not bother to search anymore. So... Can some kind soul, that finished the game (probably even several times already with different characters) tell if there is a difference story-wise for different races/classes?
Opheleus Posted May 28, 2018 Posted May 28, 2018 In regards to scripted events and dialogue, from personal experience: - Ciphers can still do some neat tricks - Paladins can heal/shield NPCs (and certain Orders can complete some quests differently) - Wizards can use their spells to trick, distract, and scatter NPCs I could be wrong, but I don't think any class in Deadfire has as much utility outside of combat as the Cipher did in PoE1; they were practically essential. 1
iscalio Posted May 28, 2018 Posted May 28, 2018 In addition to what Opheleus said, there are also many conversation options only members of certain classes, races, cultures and backgrounds have available. Priests of various gods, Vaillians, Huana from the Deadfire and Aumaua from Rauatai are particularly common. Often these conversation options are just fluff though. There are also means to complete quests and attain special boons for specific classes. Sometimes special items can replace the class (such as a unique staff from a completely unrelated unique enemy that can serve as a druid in one quest). 1
Dialekktik Posted May 28, 2018 Posted May 28, 2018 The most impactful reactivity in terms of race i noticed were some major ones to being a Death-Godlike. The whole Crypt-Questline in Nekataka gets significantly easier to talk your way through if people see you as a herald of Berath und also the Flying Hangman doesn't attack to because of it.
Mirandel Posted May 28, 2018 Author Posted May 28, 2018 Thank you! So, my impression was correct: we have more cosmetic recognition of backgrounds but no more "must have" classes, likely in order to keep things interesting for everyone? Well then, it opens up some possibilities
evilcat Posted May 28, 2018 Posted May 28, 2018 (edited) Race: Amanuas, Orlans (for being short), Godlikes Origin: Deadfire Profession: All Class: Ciphers (could read minds, or block intruders) (quite often) Spellcasters, in scripted encounters could use spells to extinguish fire or calm beast Druid: spiritshift to fear Rogue: to show that you know thug life Priest: Eothas, Berath, Magran Cant tell which of these are significant. Fire Godlike, Deadfire, Noble, Cipher Eoaths Priest would probably soak most, but it is very weird build to play. Druid: We can wildshape to scare mooks. Charm beast, could be charming. Also elemental spells. : There is quest for RDC when we can cure corrupted trees with Druid love, but it could be restricted to Teheku, not sure. Edited May 28, 2018 by evilcat 1
Katarack21 Posted May 28, 2018 Posted May 28, 2018 (edited) Thank you! So, my impression was correct: we have more cosmetic recognition of backgrounds but no more "must have" classes, likely in order to keep things interesting for everyone? Well then, it opens up some possibilities The scripted interactions make it less "cosmetic", but yes, there are no more "must have" classes because *most* classes get special options in the scripted interactions. Also, taking the race "Amaua" and the origin "Deadfire" opens up so many unique dialogue options that it really changes the flavor and atmosphere of the game, IMHO. Edited May 28, 2018 by Katarack21 1
Celan Posted May 28, 2018 Posted May 28, 2018 Druids get no love in PoE and haven't yet come across any special druid options in 2.
iscalio Posted May 28, 2018 Posted May 28, 2018 Druids get no love in PoE and haven't yet come across any special druid options in 2 Druids can solve a quest in a very satisfying manner on Motare o Kozi (if they have some stealth at least). This leads to more stuff on Sayuka. 1
Katarack21 Posted May 28, 2018 Posted May 28, 2018 Druids get no love in PoE and haven't yet come across any special druid options in 2 Druids can solve a quest in a very satisfying manner on Motare o Kozi (if they have some stealth at least). This leads to more stuff on Sayuka. Druids also have unique interactions and dialogue options with the wild druid on Port Maje, allowing one to resolve that interaction in a unique manner, and many special interactions during scripted events.
Climhazzard Posted May 28, 2018 Posted May 28, 2018 Cipher gets several, Monk mostly gets shrine interactions, though Nalpazca gets one or two drug conversation interactions. Various culture and backgrounds get interactions.
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