firkraag888 Posted March 26, 2017 Posted March 26, 2017 Because you have to start from level 1 again I would be pretty disappointed if you have to progress though the same spells as pillars 1. I am seriously hoping that all classes have there abilities and spells completely changed to make deadfire more interesting.
algroth Posted March 26, 2017 Posted March 26, 2017 (edited) Because you have to start from level 1 again I would be pretty disappointed if you have to progress though the same spells as pillars 1. I am seriously hoping that all classes have there abilities and spells completely changed to make deadfire more interesting. I think Josh said something along the lines of having new spells, removing old weaker spells and keeping some the same, with perhaps adjusted power depending on balancing and the likes, on one of the initial Q&As. So I would reckon there'll be some mix-up in that department, though I'm unsure as to how much. Edited March 26, 2017 by algroth 1 My Twitch channel: https://www.twitch.tv/alephg Currently playing: Roadwarden
firkraag888 Posted March 26, 2017 Author Posted March 26, 2017 It would want to be a lot. What am I paying $50 for? It would just be like another expansion of pillars 1 if they didnt 1
Heijoushin Posted March 26, 2017 Posted March 26, 2017 (edited) It would want to be a lot. What am I paying $50 for? It would just be like another expansion of pillars 1 if they didnt That's a little harsh don't you think? Completely new storyline, reworked graphics engine, fresh companions etc. etc. is a more than an expansion. But I think its a safe bet that they'll add/modify/improve spells. Edited March 26, 2017 by Heijoushin 4
Katarack21 Posted March 26, 2017 Posted March 26, 2017 ...of course not every single spell. Even Mass Effect Andromeda shares abilities ("spells") with the original Mass Effect. That's...that's basically standard in sequels...
firkraag888 Posted March 26, 2017 Author Posted March 26, 2017 ...of course not every single spell. Even Mass Effect Andromeda shares abilities ("spells") with the original Mass Effect. That's...that's basically standard in sequels... I wonder what percentage of spells and abilities they are changing overall. has anyone seen that answered on the twitch live feeds?
Sedrefilos Posted March 26, 2017 Posted March 26, 2017 ...of course not every single spell. Even Mass Effect Andromeda shares abilities ("spells") with the original Mass Effect. That's...that's basically standard in sequels... I wonder what percentage of spells and abilities they are changing overall. has anyone seen that answered on the twitch live feeds? I think they mention something "about half of them" in a Q&A?
rjshae Posted March 26, 2017 Posted March 26, 2017 For flavor purposes, I'd like to see them expand the list of priest spells... then, for each deity, pick one spell per level that a follower can't cast. For example, a priest of Eothas would not have access to, say, Withdraw, Divine Mark, Despondent Blows, and Searing Seal. 2 "It has just been discovered that research causes cancer in rats."
Ninjamestari Posted March 26, 2017 Posted March 26, 2017 I think there are way too many spells in the game as is, most of them are just doing the same thing with slight variance in flavor anyway. Removing the spell-level concept completely would be a good thing, and would allow for a more meaningful set of spells to be made. Pillars of Eternity is one of the very few games I've ever played where I didn't find a single spell to my liking. The most important step you take in your life is the next one.
algroth Posted March 26, 2017 Posted March 26, 2017 It would want to be a lot. What am I paying $50 for? For a new game? 6 My Twitch channel: https://www.twitch.tv/alephg Currently playing: Roadwarden
Wormerine Posted March 26, 2017 Posted March 26, 2017 Because you have to start from level 1 again I would be pretty disappointed if you have to progress though the same spells as pillars 1. I am seriously hoping that all classes have there abilities and spells completely changed to make deadfire more interesting. I believe they mentioned they are looking and redesigning spells. They also mentioned they experiment with how you use spells (per rest, per encounter) and are adding an empowerment system. I am sure they will be working on it for a while, so don't expect to see specific responses until they are done with it. You will have multiclassing which is huge. You can try and play with that, plus you will have specialisations for each class. Higher level cap. Or just try different class.
Boeroer Posted March 27, 2017 Posted March 27, 2017 I wouldn't like it if they removed all spells from PoE. For what reason? Some meh spells like Sunless Grasp and Thrust of Tattered Veils can go away or be changed all right. But stuff like Chillfog, Relentles Storm and so on were so awesome I would totally miss them. But I wouldn't complain if they invented an equal amount of new spells. 3 Deadfire Community Patch: Nexus Mods
illathid Posted March 27, 2017 Posted March 27, 2017 For flavor purposes, I'd like to see them expand the list of priest spells... then, for each deity, pick one spell per level that a follower can't cast. For example, a priest of Eothas would not have access to, say, Withdraw, Divine Mark, Despondent Blows, and Searing Seal. In one of the twitch streams they've confirmed that priest deity selection will change your available spells. 3 "Wizards do not need to be The Dudes Who Can AoE Nuke You and Gish and Take as Many Hits as a Fighter and Make all Skills Irrelevant Because Magic." -Josh Sawyer
Ganrich Posted March 27, 2017 Posted March 27, 2017 I wouldn't like it if they removed all spells from PoE. For what reason? Some meh spells like Sunless Grasp and Thrust of Tattered Veils can go away or be changed all right. But stuff like Chillfog, Relentles Storm and so on were so awesome I would totally miss them. But I wouldn't complain if they invented an equal amount of new spells. Thrust of Tattered Veils was a spell with a 1 second interrupt iirc. With the overhaul to interrupt system it will step up in usefulness IMHO. I'm crossing my fingers for an Arcane Lore skill that will tell you what spell is being cast, and that would further Thrust's viability. It could go from middling to rocking really quickly with the right systems changes.
injurai Posted March 27, 2017 Posted March 27, 2017 All new would be a bit extreme. How often do games even manage to invent some sort of spell that hasn't already been done in another game. It's pretty rare when it's often all attribute and status manipulations.
firkraag888 Posted March 28, 2017 Author Posted March 28, 2017 All new would be a bit extreme. How often do games even manage to invent some sort of spell that hasn't already been done in another game. It's pretty rare when it's often all attribute and status manipulations. That's pretty negative
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