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The 8 Companions


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#21
Sensuki

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In the latest series of Sensuki's speculations

 
Yes I did.
 

Of course this just might be a good reason to break the conventions.


Well there's 25 Combinations of Godlike based on the parent races and godlike types available on the wiki (there may be more), that's not counting ethnicity types, which if you include those there are 90 different combinations of Godlike.
 


Edited by Sensuki, 26 May 2014 - 08:14 AM.

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#22
Bryy

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Caroc and Death Godlike makes so much sense. Dat name.



#23
Sharp_one

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Isn't the devil of caroc the nicknane of Eder? Abd wasn't he changed from fighter to rogue!

#24
PrimeJunta

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Both Edér and the Devil of Caroc are mentioned on the character sheet mockup. That would be unlikely if it's the same person.
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#25
Messier-31

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Caroc and Death Godlike makes so much sense. Dat name.

 

Maybe not 'Caroc' but 'Devil'. I admit that might be it, like from some legend of an offworld-y entity being a bitch somewhere near a settlement called Caroc. Peasants called it the 'devil' out of fear, prejudice and/or lack of knowledge. A godlike makes more sense now.


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#26
IndiraLightfoot

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Don't forget that Josh is very well versed linguistically, especially in the tongues of the British Isles.

 

And so was of course Tolkien, as you all know. He, too, had a Carrock in his books, but there it was

a stony eyot in the upper reaches of the River Anduin, to the north of the Old Ford a few miles west of Beorn's farmstead.

 

During their journey to the Lonely Mountain (Erebor), Thorin and Company were housed there overnight by the Eagles before they went to see Beorn.

Gandalf states that the steps from the base of the rock to the flat top were made by Beorn and that "Carrock" is Beorn's name for it. 

 

"Carrock" is somewhat of a linguistic joke on Tolkien's part; in Anglo-Saxon carr means "rock" and in Welsh, carreg also means "rock, stone". So, basically, Josh's Caroc most likely means stone-stone, that is, something super-duper-tough!!

 

Devil certainly increases the possibility of a godlike, but I'm not so sure it's a death godlike, but rather a nature/stone/earth-elemental godlike.


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#27
IndiraLightfoot

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More on the word "Caroc". Possibly, it's using Old Norse roots instead, and then it would mean an islet in a marsh or some wetland. In Yorkshire, you often see place-names with "Carr", which is a word that many Scandinavian languages still use today for smaller marshes or marshy woodlands. Compare Swedish "kärr" and  Icelandic "kjarr".



#28
Zwiebelchen

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Hmm... is it just me or does PoE expect me to make at least 1-2 additional NPCs in the adventurers hall?

 

8 companions is extremely limited considering that we can take 5 of them with us.

 

If you need a cleric and a thief, there's basicly no options other than Eder and Cadegund. I mean... it would be okay for the release to just have 8 companions, but I really hope they deliver a good amount of new companions in further patches or addons, just to allow the player to build a full party without lifeless automatons from the adventurers hall.

 

 

I think it's a safe bet that all the characters the TO listed ARE the final 8 companions that will be in the game. I don't think they would do any more dramatic content changes at this state of game developement (it would be unreasonable to do that).

 

 

I'll probably do my first run with the PC (Mage), Eder (Rogue), Pallegina (Paladin), Cadegund (Cleric), Forton (Monk) and Sagani (Ranger), assuming that all of them are compatible to each other (and a "good" playthrough).

 

That leaves me only with 3 companions to "discover" for my second playthrough. :/



#29
Kjaamor

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Hmm... is it just me or does PoE expect me to make at least 1-2 additional NPCs in the adventurers hall?

 

8 companions is extremely limited considering that we can take 5 of them with us.

 

That leaves me only with 3 companions to "discover" for my second playthrough. :/

 

Once upon a time I argued that 8 was sub-optimal. A lengthy internet argument followed.


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#30
Sensuki

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8 is fine. I'd hope that we get a Barbarian, Druid and Monk companion in the Expansion.


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#31
Suburban-Fox

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You know, I actually preferred RPGs when there wasn't this whole "tank, healer, damage dealer" hard segregation of roles. The characters simply were who they were, and while it's true that some classes more naturally fitted certain roles, it was by no means a requirement - it certainly wasn't hard-coded into the system. I really don't like terms like "ranged DPS", "melee DPS" and "crowd control".

 

Declaring a wizard to be "crowd control", and building the game accordingly, means he can't do anything other than...well, control crowds. No utility spells like Light, Knock, Detect Magic, etc. Rogues now have one function, and it isn't the function that rogues were originally designed for - they're not scouts, locksmiths or trapsmiths anymore, they're "melee DPS". Fighters are now required to run with only one build: heavy armour, and either a big weapon or weapon and shield. You can't build a fighter as a duellist, a skirmisher or a bowman anymore, because they're meant to be "tanks".

 

I hope Obsidian aren't going to force these roles upon characters, because an RPG character is supposed to be about so much more than a specialised role designed for optimum combat effectiveness.


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#32
aluminiumtrioxid

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You know, I actually preferred RPGs when there wasn't this whole "tank, healer, damage dealer" hard segregation of roles. The characters simply were who they were, and while it's true that some classes more naturally fitted certain roles, it was by no means a requirement - it certainly wasn't hard-coded into the system. I really don't like terms like "ranged DPS", "melee DPS" and "crowd control".

 

Declaring a wizard to be "crowd control", and building the game accordingly, means he can't do anything other than...well, control crowds. No utility spells like Light, Knock, Detect Magic, etc. Rogues now have one function, and it isn't the function that rogues were originally designed for - they're not scouts, locksmiths or trapsmiths anymore, they're "melee DPS". Fighters are now required to run with only one build: heavy armour, and either a big weapon or weapon and shield. You can't build a fighter as a duellist, a skirmisher or a bowman anymore, because they're meant to be "tanks".

 

I hope Obsidian aren't going to force these roles upon characters, because an RPG character is supposed to be about so much more than a specialised role designed for optimum combat effectiveness.

 

They are most definitely not, and you're supposedly able to build quite effective characters who have nothing to do with their class' classification, but there are certain abilities that wizards get for free which predispose them towards doing damage to grouped enemies, just like fighters get free tanky abilities etc.

 

On the other hand, out of combat utility now springs entirely from skills, so your fighter will be just as effective (ok, a bit less effective because certain classes gain certain small bonuses in certain skills) in picking locks as your rogue, if you wish to specialize him that way.



#33
Sensuki

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By the way there's two new portraits in here: #3 and #6

UOGQIND.jpg

#34
PrimeJunta

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You know, I actually preferred RPGs when there wasn't this whole "tank, healer, damage dealer" hard segregation of roles. The characters simply were who they were, and while it's true that some classes more naturally fitted certain roles, it was by no means a requirement - it certainly wasn't hard-coded into the system. I really don't like terms like "ranged DPS", "melee DPS" and "crowd control".

 

Declaring a wizard to be "crowd control", and building the game accordingly, means he can't do anything other than...well, control crowds. No utility spells like Light, Knock, Detect Magic, etc. Rogues now have one function, and it isn't the function that rogues were originally designed for - they're not scouts, locksmiths or trapsmiths anymore, they're "melee DPS". Fighters are now required to run with only one build: heavy armour, and either a big weapon or weapon and shield. You can't build a fighter as a duellist, a skirmisher or a bowman anymore, because they're meant to be "tanks".

 

I hope Obsidian aren't going to force these roles upon characters, because an RPG character is supposed to be about so much more than a specialised role designed for optimum combat effectiveness.

 

I don't think you need to worry. JES has said repeatedly that playing a class against its type is perfectly doable, it just won't be optimal. 



#35
HoonDing

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Devil of Caroc is from Discworld.


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#36
Messier-31

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A placeholder then?



#37
Barothmuk

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I too will echo the sentiments of everyone else by saying 8 is a fine number. I doubt all of the companions will 'mesh' appropriately so we will probably have to use 2 or 3 HoH followers and I have no problem with that.

 

I will go against the grain however and hope we get Forton over some Drizzt Do'urden godlike.


Edited by Barothmuk, 27 May 2014 - 05:15 AM.

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#38
Mannock

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I'm doubting the devil of Caroc too. The entire name is somehow out of place, compared to the other names we've seen so far. Also, Caroc seems to be a card game within the Discworld setting, where the devil is one of the cards in the deck (if I understood it correctly).

 

I do not doubt however that we'll have a fighter companion. I feel fairly certain the companions will cover all the four basic classes.



#39
Gromnir

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Hmm... is it just me or does PoE expect me to make at least 1-2 additional NPCs in the adventurers hall?

 

8 companions is extremely limited considering that we can take 5 of them with us.

 

If you need a cleric and a thief, there's basicly no options other than Eder and Cadegund. I mean... it would be okay for the release to just have 8 companions, but I really hope they deliver a good amount of new companions in further patches or addons, just to allow the player to build a full party without lifeless automatons from the adventurers hall.

 

 

I think it's a safe bet that all the characters the TO listed ARE the final 8 companions that will be in the game. I don't think they would do any more dramatic content changes at this state of game developement (it would be unreasonable to do that).

 

 

I'll probably do my first run with the PC (Mage), Eder (Rogue), Pallegina (Paladin), Cadegund (Cleric), Forton (Monk) and Sagani (Ranger), assuming that all of them are compatible to each other (and a "good" playthrough).

 

That leaves me only with 3 companions to "discover" for my second playthrough. :/

iwd games had no joinables. am not gonna bother counting storm o' zehir "companions." ps:t had seven companions, yes? nwn2 had fourteen or fifteen companions... our memory seems to be missing one. mask of the betrayer, whose companions Gromnir found disappointing save for ammon jerro, had six. maybe add kotor2... 11 or 12? regardless, nwn 2 appears to a bit o' an aberration for obsidian black isle. having fewer companions won't make the companions better, but am thinking it is safe to say that the more companions a developer adds, the less they can be developed. am thinking that obsidian has received most of their positive feedback from companions of ps:t and motb, so perhaps they is skewing more towards increased development. 

 

is unlikely that we will have a party of more than three or four companions at any given time, so eight companions is likely to take us a couple playthroughs-- that or some frequent party juggling. 

 

one quibble:

 

"Dwarf Rangers were not possible in 2E AD&D and almost never seen in 3E/3.5E, so it's a breath of fresh air." 

 

in our experience, dwarf rangers in 3.0 and 3.5 were increasingly common. the pathfinder iconic ranger is a dwarf, for example, and pathfinder were officially ogl 3.5 at its start. with the seemingly endless race variations, you can play a 3.0/3.5 dwarf with no dex penalty. also, perhaps sadly, 3.0 ranger were initially only worth taking a handful o' levels, and dwarf had fighter as favored class-- made for ideal min/max. as such, in our experience, dwarf rangers were hardly rare in 3.0 and 3.5.

 

HA! Good Fun!



#40
Mannock

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is unlikely that we will have a party of more than three or four companions at any given time, so eight companions is likely to take us a couple playthroughs-- that or some frequent party juggling.

 

HA! Good Fun!

 

 

What makes you think we will only have three or four companions at any given time?






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