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Give the mace to a barb I'd say. :)

 

The Wall seems to improve your deflection and reflex against ranged attacks, yes. So I think it's great against all sorts of missiles, Cleansing Flames and Fireballs & friends. Any other interpretation doesn't make sense. I guess a fighter with Charge will still be able to move, eh? ;)

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

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The Wall seems to improve your deflection and reflex against ranged attacks, yes.

Or it could add a negative damage coefficient to damage calculation. Like -0.5 on grazes.

 

I guess a fighter with Charge will still be able to move, eh? ;)

We'll have to see how it's implemented:

- movement speed set to zero

- movement speed set to have a -4 penalty. With base ms being 4 that's zero; but you could still move with something like Boots of Speed

- literally disabled movement, so all relocation like charge and push effects would fail

 

Blunderbuss - Powder Burns: Shooter is Distracted, gain Burn damage cone.

Black Jacket/Hellwalker gonna love this.

 

Small Shield - Binding Block: Slower Recovery, gain Accuracy on next melee attack when missed in melee.

Could be quite interesting on an interrupt barb/wizard, built as control freak offtank with Eldritch Aim and dumped MIG.

Also, riposte rogue, provided the shield is a bashing one.

Edited by MaxQuest
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a5vkr5W.png

 

 

And now we get modal abilities for weapons as well. I mean, my head explodes with all the build possibilities here.

I'm so bizarrely hyped for this game. I really do feel it will be a CRPG classic. I can't wait to have it in my hands, and then sit down and plan my character the first three days.

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*** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***

 

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These weapon modals are a nice addition. Am I right in thinking they are the replacement for the old +6 Accuracy for having a Weapon Focus?

Regarding Weapon Focus talents, yes it was said that they are replaced by proficiencies:

 

Weapons: The first Q&A reveals that unlike the first Pillars of Eternity, Deadfire will be using individual weapon proficiencies rather than group weapon proficiencies, meaning that you would use resources to become proficient with battle axes, for example, rather than choosing the Weapon Focus: Knight talent.

 

Also unlike the first Pillars of Eternity, weapon proficiencies will not provide accuracy bonuses for the weapons you select. Instead, they allow you to use modal abilities while you are wielding the associated weapon. These modal abilities provide both benefits and drawbacks.

 

On the other hand, proficiences also serve as replacement to: Penetrating Shot, Savage Attack, Vulnerable Attack, Swift Aim, Vicious Aim, Cautious Attack, Defender, Dangerous Implement and Powder Burns.

 

The rod proficiency is a bit unclear. Does it add Blast effect or AoE effect (like Kalakoth's Minor Blights).

 

P.S. Also we don't know yet if: Twinned Arrows, Reckless Assault, Guardian Stance, Take the Hit and Duality of Mortal Presence modals are still in the game / transformed into proficiences / removed altogether.

 

P.P.S. I hope Twinned Arrows modal is still in the game though.

Edited by MaxQuest
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The rod proficiency is a bit unclear. Does it add Blast effect or AoE effect (like Kalakoth's Minor Blights).

The rod proficiency modal is called Blast, I don't see how it can't be unclear what it is (regardless of how it is implemented in the game).

 

There is also plenty of weapon left to put the remaining POE modals on them (unless they gutted the weapon list):

crossbow

arbalest

pistol

arquebuse

wands

scepter (confirmed to be Dangerous Implements)

hachets

stiletto

fails

unarmed

warhammer

spear

battle axe

sword

estoc 

quaterstaff (Josh said it increased deflection)

medium shield

 

Also, any level 20 characters will be able to take 7 weapon proficiency (which is a lot).

Azarhal, Chanter and Keeper of Truth of the Obsidian Order of Eternity.


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The rod proficiency modal is called Blast, I don't see how it can't be unclear what it is (regardless of how it is implemented in the game).

The implementation is the thing I care about  :grin:

It is clear to me what this proficency does. It's a bit unclear how it does)

If it acts like Blast from PoE1 - it's useless for ciphers from focus generation point of view. But if it "gains AOE around target" (which imho is closer to Kalakots Minor Blights' description) then suddenly it becomes overly-great for ciphers, one could say that ciphers have a Blast with it  :lol:

Edited by MaxQuest
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I think weapon focus talents are no longer a thing, since they're cutting down on all the fiddly bits that modify accuracy. If you're proficient with a weapon, you can use its modal, and that's it. Except for the Devoted fighter subclass, which actually gets penalties for stepping outside its one and only proficiency.

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I think weapon focus talents are no longer a thing, since they're cutting down on all the fiddly bits that modify accuracy. If you're proficient with a weapon, you can use its modal, and that's it. Except for the Devoted fighter subclass, which actually gets penalties for stepping outside its one and only proficiency.

 

Wait... it sounds like they are still in. Because you need the proficiency talent to unlock the use of a modal.

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I think weapon focus talents are no longer a thing, since they're cutting down on all the fiddly bits that modify accuracy. If you're proficient with a weapon, you can use its modal, and that's it. Except for the Devoted fighter subclass, which actually gets penalties for stepping outside its one and only proficiency.

Wait... it sounds like they are still in. Because you need the proficiency talent to unlock the use of a modal.

Proficiencies are replacing the weapon focus talents. We know that there are no plans for proficiencies to give generic stat boosts to the weapon, weapons are what they are and proficiencies simply open up modals for use with the weapon. We know that a single point investment gets you a modal for the chosen weapon. outside that nothing has been said that I am aware of thats new detail wise. By that I mean we don't if there is more than one proficiency level for each weapon or if its just a one and done type thing, for example.

Edited by DigitalCrack
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By that I mean we don't if there is more than one proficiency level for each weapon or if its just a one and done type thing, for example.

Good point. Without ranks, I don't quite imagine what to do with 7 proficiencies at max level. I mean having proficiency modals for 7 different weapons miiight be useful on the first playthrough, but any subsequential runs will have a character built around 1-3 weapon types, 4 tops. Edited by MaxQuest
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I think weapon focus talents are no longer a thing, since they're cutting down on all the fiddly bits that modify accuracy. If you're proficient with a weapon, you can use its modal, and that's it. Except for the Devoted fighter subclass, which actually gets penalties for stepping outside its one and only proficiency.

Wait... it sounds like they are still in. Because you need the proficiency talent to unlock the use of a modal.

Proficiencies are replacing the weapon focus talents. We know that there are no plans for proficiencies to give generic stat boosts to the weapon, weapons are what they are and proficiencies simply open up modals for use with the weapon. We know that a single point investment gets you a modal for the chosen weapon. outside that nothing has been said that I am aware of thats new detail wise. By that I mean we don't if there is more than one proficiency level for each weapon or if its just a one and done type thing, for example.

 

 

Alright, but it doesn't seem like any fiddly bits are going away, it's just a different sort of focus to invest in.

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I think weapon focus talents are no longer a thing, since they're cutting down on all the fiddly bits that modify accuracy. If you're proficient with a weapon, you can use its modal, and that's it. Except for the Devoted fighter subclass, which actually gets penalties for stepping outside its one and only proficiency.

Wait... it sounds like they are still in. Because you need the proficiency talent to unlock the use of a modal.
Proficiencies are replacing the weapon focus talents. We know that there are no plans for proficiencies to give generic stat boosts to the weapon, weapons are what they are and proficiencies simply open up modals for use with the weapon. We know that a single point investment gets you a modal for the chosen weapon. outside that nothing has been said that I am aware of thats new detail wise. By that I mean we don't if there is more than one proficiency level for each weapon or if its just a one and done type thing, for example.

Alright, but it doesn't seem like any fiddly bits are going away, it's just a different sort of focus to invest in.

It is a more interesting way of doing it in my opinion. However I am assuming/hoping that weapons will have more then one level of investment. Not that it needs to be a ton but 3-4 would be nice if possible.

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Cryptic message from Adams twitter:

 

https://twitter.com/adam_brennecke/status/929043902497153024

 

Beta before Christmas or, perhaps, the extra content for Pillars of Eternity seem most likely.

 

 

There's already the Deadfire pack for PoE coming this Wednesday, so my money is on the Beta.

It would be of small avail to talk of magic in the air...

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