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Posted (edited)

This seems to be one interview weirdly split across two sites.

 

https://www.mmorpg.com/pillars-of-eternity-2-deadfire/interviews/things-will-get-frosty-in-beast-of-winter-we-chat-with-brandon-adler-1000012883

 

https://www.gamespace.com/featured/pillars-of-eternity-2-interview/

 

Contains interesting new-to-me info on Trinkets, target level range (14-15), and Magran's Fires, among others.

 

 

Edit:  "Winder"??!  I am an idiot.  I'd appreciate it if a mod could do me a solid an correct this.

Edited by Enoch
  • Like 7
Posted

Is the Beast of Winder DLC like the part 2 of the Beast of Wind DLC? ;)

 

Thank you for the links! The Obsidian developer interviews I've seen are surprisingly straightforward and upfront, if they can say anything, which is cool.

  • Like 1
Posted

I'll admit I'm a little disappointed at the DLC's being aimed at characters "only" 14th-15th level, as I was hoping for more level 19-20 content. Hopefully it'll stay challenging with level scaling.

 

It'll be interesting to see what Trinkets they're adding and what they bring to the table, much as I'm not a fan of per-rest resources (I tend to never use them just in case I need them in a tougher fight before resting again.)

 

I'm also quite intrigued by the Deck of Many Things DLC—both for the items it sells and for the allegedly toughest ship fight in the game (I hope the "toughest" qualifier is also true if you choose to close to board.)

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

Posted

They're not increasing the level cap, so 1st DLC 14-15, 2nd DLC 16-17, 3rd DLC 18-20 is my expectation.

 

They need to reduce the exp gain by like 15% globally or something... or increase the level cap. But no, that's too much work. I'm 100% sure they're expecting the option of level scaling to be enough.

 

What I'd LOVE is that all three DLCs would be lv20 tough content.

  • Like 1
Posted

I like how the special kids on the forum straight out denied any chance of another PoE cuz of the "terrbile" sales of PoE II. "As for Pillars of Eternity 3, we always have things in the works and lots of ideas for things we could do with a Pillars 3." - Adler 

  • Like 11
Posted

I’ll have to wait and see how it’s implemented, but the trinkets described in the interview seem like the most disappointing possible design. I thought Deadfire was a step away from per rest! And with no meaningful restriction on resting anyway, the only thing powerful per rest abilities adds is a big leap up in player power paired with an increase in tedium.

 

Perhaps the 2.0 patch or beast of winter will make resting a more difficult decision.

Posted

I agree with the sentiment of another per rest resource. I think trinkets should be something like a class mod/set bonus of other games and change how a class skill works or something like that.

Posted

Yay! Trinkets finally!

 

Nay! Powerful 1/rest ability! :(

 

That sounds a bit uninspired. But better than an empty trinket slot, right? ;)

 

Maybe there's more to them than just the per-rest thing. I hardly ever use the per-rest charged items we have in the game so far. I mean it's basically 1/encounter as long as you have food and don't give a damn about immersion (unless you roleplay a narcoleptic of course). But still feels meh every time I see them.

 

Changing how a class (or ability) works would also be a nice effect (see Path of Exile's Keystone passives). Something different that opens up more build variants.

 

Ach, now I have to go and figure out how to build a narcoleptic character who sleeps all the time. Damn you, unrestrainedly meandering steam of consciousness!

  • Like 3

Deadfire Community Patch: Nexus Mods

Posted

Wouldn’t cooldowns feel like an artificial, MMORPG-like gameplay limitation?

 

I mean, per-rest is also an artificial limitation in itself; so is per-encounter. However there is something about cooldowns than just rubs me the wrong way for some reason.

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

Posted

Per rest = per encounter now, so why not go one step further to make them more different. I’m fine with dragon age origin system, so I’m fine if per rest change into cooldowns.

Posted

Wouldn’t cooldowns feel like an artificial, MMORPG-like gameplay limitation?

 

I mean, per-rest is also an artificial limitation in itself; so is per-encounter. However there is something about cooldowns than just rubs me the wrong way for some reason.

It worked well in Tyranny. I know many people will disagree with me, but in my opinion cooldowns do work in these kind of games. Maybe not as a main mechanic, but imagine how cool it would be if all per-rest abilities were replaced with cooldowns.. per encounter can stay as they are.

 

Mod idea? :p

  • Like 1
Posted

Per rest = per encounter now

Indeed. Say what you will about Camping Supplies, but they did impose a(n admittedly small) restriction on rest spamming. No such restriction exists in Deadfire, so per rest is meaningless.

Posted

I mean it's basically 1/encounter as long as you have food and don't give a damn about immersion (unless you roleplay a narcoleptic of course).

 

Or you treat your rest as a short rest and move on. I think I checked actual date once when I started playing and that's it. As for day/night cycles I think it's more of a problem that for some magical reason whenever I'm playing it's mostly night (in-game) which makes it a pain for my eyes %)

Pillars of Bugothas

Posted

I’ll have to wait and see how it’s implemented, but the trinkets described in the interview seem like the most disappointing possible design. I thought Deadfire was a step away from per rest! And with no meaningful restriction on resting anyway, the only thing powerful per rest abilities adds is a big leap up in player power paired with an increase in tedium.

 

Perhaps the 2.0 patch or beast of winter will make resting a more difficult decision.

 

I don't understand too why there is still per rest stuff in the game. You can activate a trap, rest, activate a trap immediatly after and rest again... what the point of resting & injuries? Food could be a consumable like in poe1.

 

I was hoping trinkets would work like a subclass/prestige specialisation and modify each class.

 

How new trinkets will work with wizards? They don't have any since they already have grimoires? You have to don't use grimoires? or grimoires will get a revamp and they will all have some bonus ?

Posted

Also, if the powers provided by trinkets really are "powerful [...] abilities that can turn the tide of a battle" then we'll find ourselves, under the current rest system, they're going to be horribly broken.

  • Like 1
Posted

I agree they should reduce exp gain by like 15%~20% with the additizonal contexts.

Agreed this is the solution.

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