Daled Posted November 21, 2018 Posted November 21, 2018 (edited) Great update, hype train starting for DLC3 and new sub-classes. In other terms, I don't care that much for it but I expected some news on a revamp of the ship combat system, I remember some official words on Josh helping to shape it. Edited November 21, 2018 by Daled 4
DozingDragon Posted November 21, 2018 Posted November 21, 2018 So, beta patch for 4.0 in two weeks then?
Guest Psychovampiric Shield Posted November 21, 2018 Posted November 21, 2018 Yeah, well, but will it be possible to change subclass without restart?
Taevyr Posted November 21, 2018 Posted November 21, 2018 More subclasses, a Wael expansion, per-rest casting, no full healing between combat.... THIS IS EVERYTHING I WANTED Obsidian, thanks for being so awesome 3
Boeroer Posted November 21, 2018 Posted November 21, 2018 Awesomest update! The best news is that Deadfire will come to Nintendo Switch! . . . . . . . . ...Hahaha! For a second I got you! 7 Deadfire Community Patch: Nexus Mods
Lótus Haddock Posted November 21, 2018 Posted November 21, 2018 The Sleeping God could be Wael? Currently Playing Pillars of Eternity Morrowind Stardew Valley Future Play Deadfire Oblivion The Witcher
dukeisaac Posted November 21, 2018 Posted November 21, 2018 More subclasses, a Wael expansion, per-rest casting, no full healing between combat.... THIS IS EVERYTHING I WANTED Obsidian, thanks for being so awesome You and me bro. You and me 4
Logos Posted November 21, 2018 Posted November 21, 2018 This has been the dlc I've been looking forward to the most since they were first announced. To hear that we will be getting an extra wizard subclass out of it as well is great! 3 "Of all the kids in The Breakfast Club, Ally Sheedy would be the first one to sense Cthulhu's coming." -Patton Oswalt
InsaneCommander Posted November 21, 2018 Posted November 21, 2018 More subclasses, a Wael expansion, per-rest casting, no full healing between combat.... THIS IS EVERYTHING I WANTED Obsidian, thanks for being so awesome You and me bro. You and me Me too.
zealotstim Posted November 21, 2018 Posted November 21, 2018 Very excited about this patch. I want to brainstorm ideas for the new subclasses. I'll throw out some wild (crazy?) ideas. Maybe rogue could get a subclass specializing in range attacks, where they can use their melee weapon from range (counts as melee) and it flies back to them with some kind of technique or magic? Drawback could be a significant limitation on what kinds of weapons they can use. Maybe some weapons are too heavy or clunky to have it fly back, etc. I'm hoping they came up with something interesting for warriors. Maybe a light armor type of warrior where they get an armor penalty for heavier armor, but are more mobile and agile? I really don't know on this one. Warriors are hard to design for me. I would love something for wizards like they did with trickster for rogues. Could do a front line wizard where they reduce spell cast time, add skills like armored grace as choices when leveling, and increase base hp in exchange for -2pl for all spells. Idk if that's even balanced, but I'm just saying I want something exciting. They could also do something along the lines of the sorcerer class, where you get more casts in exchange for inability to use spellbooks? I can't imagine anyone giving up access to the unique spells though. If they came up with a way to make wizard spell casts a renewable resource, that would be an incredible new subclass too. What do you guys think, other ideas?
Insolentius Posted November 21, 2018 Posted November 21, 2018 To any Obsidian devs - how does the Woedica challenge affect the resource management of ciphers and chanters?
Khagmas Posted November 21, 2018 Posted November 21, 2018 (edited) Ok, another 3-4 months and it will be possible to play the final build.I hope that the subclass for the rogues will not be associated with pirates. Edited November 21, 2018 by Khagmas
injurai Posted November 21, 2018 Posted November 21, 2018 Ok, another 3-4 months and it will be possible to play the final build. I hope that the subclass for the rogues will not be associated with pirates. Is there supposed to be major patch release after Sanctum? Or are you just referring to a final bug patch?
baldurs_gate_2 Posted November 21, 2018 Posted November 21, 2018 This has been the dlc I've been looking forward to the most since they were first announced. To hear that we will be getting an extra wizard subclass out of it as well is great! Why? The sub-classes of wizards are bad. You lose access to 2 schools for 2 power levels. If it were +10 PL, i would say ok, but +2 is not enough. That needs a complete rework. 2
thelee Posted November 21, 2018 Posted November 21, 2018 (edited) This has been the dlc I've been looking forward to the most since they were first announced. To hear that we will be getting an extra wizard subclass out of it as well is great! Why? The sub-classes of wizards are bad. You lose access to 2 schools for 2 power levels. If it were +10 PL, i would say ok, but +2 is not enough. That needs a complete rework. +10 PL is way too obscene. The subclasses aren't really that bad. They are more niche. If all you do is focus in on your specialized school, you are strictly better than a normal wizard in every way possible. Try rolling an evoker, transmute, or illusionist. Conjurers and enchanters need some help because PL scaling is really bad for buffs and summons. Edited November 21, 2018 by thelee
ts-sts Posted November 21, 2018 Posted November 21, 2018 (edited) Ok, another 3-4 months and it will be possible to play the final build. I hope that the subclass for the rogues will not be associated with pirates. Is there supposed to be major patch release after Sanctum? Or are you just referring to a final bug patch? I think he is referring to the continued patching. Though PoE2 patch/dlc process has been faster, so who knows when it will be the close-to-final build Edited November 21, 2018 by ts-sts 1
anathanielh Posted November 21, 2018 Posted November 21, 2018 Perhaps my bananamancer dreams have come true. Only time will tell.
Enoch Posted November 21, 2018 Posted November 21, 2018 This has been the dlc I've been looking forward to the most since they were first announced. To hear that we will be getting an extra wizard subclass out of it as well is great! Why? The sub-classes of wizards are bad. You lose access to 2 schools for 2 power levels. If it were +10 PL, i would say ok, but +2 is not enough. That needs a complete rework. +10 PL is way too obscene. The subclasses aren't really that bad. They are more niche. If all you do is focus in on your specialized school, you are strictly better than a normal wizard in every way possible. Try rolling an evoker, transmute, or illusionist. Conjurers and enchanters need some help because PL scaling is really bad for buffs and summons. I haven't tried them personally, but I would think that Illusionists suffer more than Conjurers. The vast majority of illusions just get duration and (for the debuffs) tiny ACC boosts from a higher PL. Conjurers at least have some staple spells that benefit from the PL scaling on Damage and Penetration (NecLance, NoxBurst, the Walls, etc.). Are there even Illusions that do direct damage besides Wall of Many Colors? (That said, the non-spell specialization benefit and excluded schools probably both favor Illusionists.)
uuuhhii Posted November 21, 2018 Posted November 21, 2018 This has been the dlc I've been looking forward to the most since they were first announced. To hear that we will be getting an extra wizard subclass out of it as well is great! Why? The sub-classes of wizards are bad. You lose access to 2 schools for 2 power levels. If it were +10 PL, i would say ok, but +2 is not enough. That needs a complete rework. +10 PL is way too obscene. The subclasses aren't really that bad. They are more niche. If all you do is focus in on your specialized school, you are strictly better than a normal wizard in every way possible. Try rolling an evoker, transmute, or illusionist. Conjurers and enchanters need some help because PL scaling is really bad for buffs and summons. I haven't tried them personally, but I would think that Illusionists suffer more than Conjurers. The vast majority of illusions just get duration and (for the debuffs) tiny ACC boosts from a higher PL. Conjurers at least have some staple spells that benefit from the PL scaling on Damage and Penetration (NecLance, NoxBurst, the Walls, etc.). Are there even Illusions that do direct damage besides Wall of Many Colors? (That said, the non-spell specialization benefit and excluded schools probably both favor Illusionists.) Concelhaut's Crushing Doom are illusion spell
Frak Posted November 21, 2018 Posted November 21, 2018 Perhaps my bananamancer dreams have come true. Only time will tell. *Strokes beard thoughtfully* Interesting. How ... would ... that ... work? (Also, how do you feel about Pallegina?) Nerf Troubadour!
Sceptenar Posted November 21, 2018 Posted November 21, 2018 So, this DLC seems pretty centered around Wael. Would a Wael-godlike be too much to hope for?
AndreaColombo Posted November 21, 2018 Posted November 21, 2018 So, this DLC seems pretty centered around Wael. Would a Wael-godlike be too much to hope for? They're in. 3 "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
White Phoenix Posted November 21, 2018 Posted November 21, 2018 I hope it will be as good as Beast of Winter. I'd love to see some Lovecraftian themes in FS (personally I am huge fan of Nyarlathotep) however I never liked Wael much (ironically as it is the closest thing to 'Lovecraftian deity'). Hope Ondra will have some love in FS too Patch 4.0 sounds fantastic, especially Woedica's challenge.
dukeisaac Posted November 21, 2018 Posted November 21, 2018 More subclasses, a Wael expansion, per-rest casting, no full healing between combat.... THIS IS EVERYTHING I WANTED Obsidian, thanks for being so awesome You and me bro. You and me Me too. There's space for all of us 1
AndreaColombo Posted November 21, 2018 Posted November 21, 2018 Based on this: All of the subclasses were designed by Nick Carver, though I gave some high-level feedback on them. I’m not sure if we have plans for an update about them, so I’ll refrain for now. Looks like they won't be reusing any of the unique companion subclasses, which in my book is a huge plus. I'm very curious about them. I don't think there can be any DPS-oriented Fighter or Monk subclass that trumps the Devoted/Helwalker combo for me, but still—you never know, and I'm very curious nonetheless. Now we really need to know whether we can mix the Challenges with mods and Blessings 5 "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
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now