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Talents what would be wanted, and what is needed.

Talent Recommendation

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#21
IndiraLightfoot

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Fighter:

   No code of honor: The figter can select thief only skills.

 

Ranger:

   Fight as one: Lvl 1 skill, the ranger has NO companion but gets bonuses depending on which companion he uses

I liked these two!

A question about the second: Do you mean that the ranger sacrifices having her/his animal companion, and instead he/she gets a number of fight like animal X,Y,Z-abilities?

If so, that is a brilliant suggestion! :w00t:

 

Lots of people here are suggesting combat-improving talents. I'd love to see heaps of more non-combat talents, though. :)



#22
Seari

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I'm not really good at making up talents, so I'll just list a couple of things from the top of my head that I would like to see in PoE.

  1. An anticaster paladin, like the inquisitor in BG2, I really found those fun.
  2. A more melee focused ranger.
  3. A melee focused priest with selfbuffs.
  4. Rogues more like thieves in BG2, chunk with a backstab, run away and hide, repeat. I know a lot of people don't like that, but I think rogues shouldn't be good at straight up combat. Maybe a focus on traps and poison.
  5. An agile dual wielding fighter.
  6. A more support/healing focused druid.
  7. Talents that focus on combat styles(sword and shield, dual wielding, twohander).
  8. Maybe talents that give you a bonus for wearing a light, medium or heavy armor.
  9. Talents that improve the ranger's animal companion.
  10. Something like Divine Might.
  11. A specialized wizard, probably not possible without magic schools.
  12. I would suck Sawyer's **** for Class Kits.

 

 

 

 


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#23
Marky

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Chanter:

   Chorus: The chanter sings so inspiring that every party member joins in and all chanter buffs get x% better per party member singing with him

 That one is brilliant.

 

I want wildmages in the game, so I suggest:

 

Wizards:

Wild spirited: 5% of the time, the wizard's spells end up doing something very different. The list of possibilities could include such things as the spell doing double damage, backfiring, squirrels appear and numerous other things.


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#24
Headbomb

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Hero only

 

* Conversationalist: All conversation requirements reduced by 1. (e. g. Perception 14 is now Perception 13, Honest 3 is now Honest 2).

 

* Pig-headed (Lvl 1): Diplomacy and wit are unknown concepts to you, but your Resolve increases by 2. [Cannot choose any diplomacy/clever option]

 

* Honest to a fault (Req: no rank in deception): You cannot be deceptive anymore, but you always qualify for the honest option. Merchants don't feel like you're trying to rip them off. (Buying price decreased by 10%).

 

* Lying through your teeth (Req: no rank in honesty): You cannot be honest anymore, but you always qualify for the deceptive option. You tend to exaggerate the quality of your wares when selling them. (Selling price increased by 10%.)

 

 

General

 

* Camaraderie:  Every ally within <range> decreases your change of being interrupted by 5%

 

* Loner: When no ally are within <range>, your DT increases by 3 and you gain level/second stamina regen.

 

* Pacifist (Needs no rank in cruelty): After resting, all stats are increased by 1 until you kill. Can no longer be cruel.

 

* Psychopath (Needs no rank in benevolence): Killing a friendly character increases all stats by 1 until you rest. Can no longer be benevolent.

 

* Penny Pincher: You always seem to find a bit more than you friends([25% more money when looting) [Applies to party as a whole rather than specific character, but the character must be in the party for this to kick in]

 

* Tough Bastard: The first time you go down, you don't get maimed. On "hardcore", the first time you go down, you get maimed (with 3 maims injuries) instead of outright killed. You can only heal one maim injury per rest, and need to be in full health before you can benefit from this again.

 

* Crippled Bastard: You're always maimed, but your wary nature automatically reveals traps and other hidden oddities, assuming your perception score is high enough.

 

* Lucky Bastard: You gain 5 accuracy and 5 deflection. Stronghold events are biased one step more favourable.


Edited by Headbomb, 27 August 2014 - 01:50 AM.

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#25
Hamenaglar

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Sword and spell - You sacrifice one or multiple spells for a bonus to Attack and Damage (maybe also deflection).  Duration is affected by resolve.

Requires free hand to be activated (or free hand halves the activation time). Improved version does not require free hand.

 

Game implementation would be something like a metamagic from NWN games. You choose the ability and then you choose spells to sacrifice.

 

 

Another option:

 

Offensive spelldance - same as above, affecting only Attack and Damage.

Defensive Spelldance - defensive version. Affecting Deflection and other defenses (unnecessary due to Arcane veil?)

 

Combat style bonuses (dual wielding, two handed, single handed, sword and shield)


Edited by Hamenaglar, 27 August 2014 - 01:53 AM.


#26
IndiraLightfoot

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Headbomb: Those were excellent! Nice job. You wouldn't be DM-ing by any chance? :)



#27
Doppelschwert

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I think a lot of the ideas presented go against the design philosophy. For once, it was clearly stated that combat and non-combat ressources will be strictly separated, so talents influencing non-combat stuff are pretty much out of question, although there are good concepts.

 

Personally, I liked chorus and empathy much, although I think that empathy should be part of a monks class abilities anyway. I'd like to see a talent that transfers the monks unarmed bonuses to some kind of bonus for arms, such that a concept like a kensai/weaponmaster is feasible. For example:

 

Monk: Channeled Suffering  - Accuracy rises proportional to the bonus damage of 'Transcended Suffering' while having a weapon equipped.


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#28
Lasweetlife

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Rogue:
   Trip wire: The rogue shots a arrow/bolt with a rope attached. Knocks down the enemy it hits. Only works with bows and crossbows.


I was thinking of something along these lines but I thought of it more as a fighter talent than a rogue one.

#29
Wintersong

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Just for fun.
 
TALENTS
 
Rogue
Feign death
1/Encounter
You break engagements without generating attacks, become prone and as long as you don't do any other action, enemies cannot engage/target you (still prey to AoEs).
 
Fighter
Last stand
1/Rest, Combat Only
When under X% of Stamina or Health, reset all the other abilities' cooldowns.
 
Fighter/Monk
Stand against the waves
Perception, Resolve
As long as you are not prone, blind *insert here proper status*, and are unarmed or using melee weapons, you cannot be flanked.
 
Monk
Strike with no thought
Perception, Resolve
When you are being engaged by an enemy and as long as you are not prone, blind *insert here proper status*, and are unarmed or using melee weapons, make an attack on it (works like the attack on disangagement).
 
Fighter/Rogue
Bend like a reed
Dexterity, Perception
As long as you are not prone, blind *insert here proper status*, you gain a defense bonus against melee attacks.
 
Ranger/Fighter
Way of the Wasp
When using a bow of any kind, gain a bonus to accuracy, damage and speed.
 
Rogue/Ranger
Keen senses
Perception
You can detect traps/secrets without Stealth.
 
Fighter/Rogue
Two weapon style
Dexterity
When using two weapons, gain a bonus to damage and defense.
 
Fighter
Blade dancer
Dexterity, Resolve, Two weapon style
When using two blades (*insert list here*) and unarmored or using light armor, you gain a bonus to damage, speed and defense.
 
 
ABILITIES
 
Cipher
Shared bond
Intellect, Resolve
All the other party members, no matter position, have their Will defense reduced by X% and are considered to have the ability Psychic Backlash.
 
Druid
Unbound rage
Spiritshift
When using Spiritshift, you lose control of the character for the remainder of the combat. It gains bonus to damage, all of its defenses and some stamina regeneration but will only autoattack on nearby enemies.
 
Druid
Primal fear
Resolve, Spirishift
When activating Spiritshift, all enemies in radius X are frightened.

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#30
Lasweetlife

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@Wintersong: Great suggestions. Though I think some of these (blade dancer, keen senses, way of the wast etc) should not be class-restricted. I dream of building a naked, two-sword fighting Cipher of death and these talents would go a long way to helping me realize my dream :)

#31
Mayama

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I dream of building a naked, two-sword fighting Cipher

So three sword fighting style? (couldnt resist)


Edited by Mayama, 27 August 2014 - 04:36 AM.

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#32
Wintersong

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@Wintersong: Great suggestions. Though I think some of these (blade dancer, keen senses, way of the wast etc) should not be class-restricted. I dream of building a naked, two-sword fighting Cipher of death and these talents would go a long way to helping me realize my dream :)

Talents, from what I read in the gamepedia, are class neutral. I just put a class or classes for which would make more sense. But being talents, anyone can pick them.



#33
Lasweetlife

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@Wintersong: Great suggestions. Though I think some of these (blade dancer, keen senses, way of the wast etc) should not be class-restricted. I dream of building a naked, two-sword fighting Cipher of death and these talents would go a long way to helping me realize my dream :)

Talents, from what I read in the gamepedia, are class neutral. I just put a class or classes for which would make more sense. But being talents, anyone can pick them.
There is a mix; some are class-neutral while some (like Grimoire Slam) are class-specific.

Edited by Lasweetlife, 27 August 2014 - 04:51 AM.


#34
Polanski

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I think in general Talents that come with a trade-off is fun, and can help to focus a character in a certain direction.
 

Chanter

- A talent that greatly increases the bonuses/maluses of the Chants, but doubles the required amount of chants before casting an invocation.

- Several necromancer talents, that increases the Power and Duration of summons.

- A talent that increases the beneficial effects for allies.

- A talent that increases the detrimental effects on enemies.

- An talent that adds the ability to instead of chanting the Chanter make use a silent no effect-chant. If the chanter (only) used these then the following invocation would be a lot more powerful (maybe only damage increase). Maybe this would also require the chanter to stand still and be unable to do anything else. So the Chanter would be a sort of nuclear bomb building up silent chants and then booom!

- Talents that increases the fighting capabilities of Chanters, focusing more on the low-maintenance aspect of the class. Just singing and fighting :)

 

Wizard

Enchanter - the wizard increases the duration of effects, but decreases the dmg of spells.

Spellsword - THe wizard increases his accuracy with melee weapons

High Lvl talent - The wizard has tatoo'd the magic symbols on his own body (or just memorized them). The wizard doesn't need the grimoire anymore, but can cast a limited amount of spells. All the spells are now pr. encounter. (makes the wizard play more as a sorcerer)

- A talent that increases the appropriate dmg of the character for a short time after taking dmg of that type.
- a Talent that gives the wizard the ability to always have one buff of a certain lvl (or maybe just selected between certain buffs) active on himself. He is then unable to cast that buff on anyone.

 

Priest

Zealot - a talent that increases the bonus of following the way of their belief.

- A talent that increases the priests damage against mechanical/undead creatures.

- A talent that makes the priest able to control mechanical/undead creatures. Not possible with the abovementioned talent.

Martyr - A talent that makes other partymembers regain stamina when the character loses stamina

Leech - A talent that makes the character gain stamina, when enemies/allies loses it
Syphon soul - The Priest is able to make a character lose all stamina, to restore health to another character.

 

Monk

Martyr - A talent that makes other partymembers regain stamina when the character loses stamina

Leech - A talent that makes the character gain stamina, when enemies/allies loses it

 

Cipher

- A talent that doubles/increases the cipher focus build, but the cipher is not able to use abilities on enemies, that isn't being attacked by the Cipher. (modal perhaps?)
- A talent that increases the cipher defences, the more focus the cipher has build up.
- Talent that increases/removes the maximum for build up focus.
 

 

Druid

- A talent that increases the appropriate dmg of the character for a short time after taking dmg of that type.

- The druid completely becomes their spirit animal. They are now able to cast spells in spiritform, but are always in that form. (would maybe be a problem with dialog, requiring reactivity, maybe the change would only happen at night, and then they would be unable to talk to characters, when in spiritform)

- A talent where the druid loses the ability to shapeshift, and instead increases the power/dmg of the Druid's spells.

- If the Druid would lose all stamina while in spiritform, the spirit of the Druid would continue to fight. In essence summoning a spirit wolf/bear/lion... .
- a talent that allows the druid to take control of on animal. That will follow and protect the druid untill it is dead.
 

Paladin

Zealot - a talent that increases the bonus of following the way of their belief.

Martyr - A talent that makes other partymembers regain stamina when the character loses stamina

Leech - A talent that makes the character gain stamina, when partymembers/allies loses it

Rogue

Skilled - increases the amount of skill points gained
- Whenever you crit an enemy, allies attacking this enemy attack instantly (their recovery time is set to 0). 
- If the rogue is the only character attacking an enemy, she receives a quicker recovery time and/or higher deflection.


Edited by Polanski, 27 August 2014 - 06:14 AM.

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#35
Sylvanpyxie

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Zealot - a talent that increases the bonus of following the way of their belief.

I actually really hope there's something like this in the final build... There's a talent in the Beta to reduce the negative effect of not following the Creed of your chosen Faith/Conviction on Priests and Paladins. I would rather like one that increases the effect.


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#36
Lasweetlife

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Armor Focus - basically like weapon focus but for armor. Adds +x DT for a group of similar armors. I would prefer if this was across a cross-section of armors (i.e. Padded armor + brigandine) rather than the DnD standard light, medium, heavy armor groupings.

#37
KaineParker

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Barbarian
Brutality: Increases AoE damagae dealt by Carnage
Unrelenting Fury:Increases Duration of Frenzy

Chanter
Lingering Voice: Effects of Chant phrases last longer

Cipher
Punishing Lash: Enemies hit by Soul Whip take X damage for X seconds
Expanded Focus: Focus Pool is increased

Druid
Wanderer of the Wilds: Can select an additional Wildstrike

Fighter
Offensive Defender: Reduced speed penalty and increased damage when in Defender
Overwatch: While using a ranged weapon in Defender, gains disengagement attacks against all enemies in range

Monk
Agonising Focus: Gains bonuses to Will and Ref as Wounds accumulate
Scarred Flesh: Gains a DT bonus

Paladin
Glorious Beacon: Increases AoE of auras
Fanatical Zeal: Can have two Auras active at once

Priest
Aegis of Faith: Grants defence bonuses to the Priest

Ranger
Independent: Damage taken by Ranger or Companion when the other is hit is reduced
Aspect of the Beast: Ranger gains a bonus based on Animal Companion

Rogue
Opportunist: Gains damage bonus against engaged targets

Wizard
Scholar of the Obscure: Gains 1 spell known for each spell level
Arcane Potency: Spells are harder to resist
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#38
Lasweetlife

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Zealot - a talent that increases the bonus of following the way of their belief.

I actually really hope there's something like this in the final build... There's a talent in the Beta to reduce the negative effect of not following the Creed of your chosen Faith/Conviction on Priests and Paladins. I would rather like one that increases the effect.

I think this would be even more interesting if it also had the effect of increasing the penalty for going against your cause/deity/order.
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#39
Shadenuat

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I think adding even more active abilities to the game, especially ones that require a lot of precision to activate and follow through, would make RtWP combat even more chaotic and a mess. Even AOOs for now seem like an unnecessary feature, since there is a good interrupt mechanic that allows punishing various actions in combat.

I'd present players with more archetypes to choose from instead. Talents like turning all positive Paladin's abilities into damaging ones (negative auras, all that). Or something that would make all Priest buffs to target only Priest himself but with more power, to let you play combat-priest instead of a healing bot. Changing Ranger's companion into some sort of spirit instead buffing Ranger and party so you won't be forced into bow&arrow Ranger.

For now I just don't like how they pigeonholed every class into one role, except those that have naturally flexible mechanics (Wizard).


Edited by Shadenuat, 27 August 2014 - 06:35 AM.

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#40
Polanski

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Zealot - a talent that increases the bonus of following the way of their belief.

I actually really hope there's something like this in the final build... There's a talent in the Beta to reduce the negative effect of not following the Creed of your chosen Faith/Conviction on Priests and Paladins. I would rather like one that increases the effect.

I think this would be even more interesting if it also had the effect of increasing the penalty for going against your cause/deity/order.

 

That was very much the idea. But that would almost never be relevant, as only the ones who actually roleplay the character to follow the path, would take this trait anyway. It would only serve to punish those that take the talent by mistake/misunderstanding.







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