MaxQuest Posted July 9, 2017 Share Posted July 9, 2017 (edited) .. that I will be using for importing in Deadfire.The party will consist of MC (cipher) + Aloth + 4 hirelings (chanter, barb, priest, cipher).But have a few questions / interested in opinions on:1. I have never finished Durance quest. What's the best/reliable way to do it, without traveling with him? (rest-spamming in the wilderness doesn't seem to work). The thing is: I want to finish all companion quests, but will travel with hirelings most of the time.2. Have anyone tried to change a companion class? (If Eder was barbarian...)3. If you destroy the machine (in Heritage Hill), the traped souls are destroyed as well?4. I feel conflicted on how to handle the conflict with Llengrath. From one point of view, killing her is a feat of power, on the other hand "Mental Prowess" passive might get carried to Deadfire.5. Background choice: Aedyre Colonist (for the +2 survival bonus), or Deadfire Explorer...6. And the last question is regarding endgame choice of god:So far, I was always choosing Hylea. But now am thinking that Berath option might be even better. Recycled souls can find their way into the new wave of Dyrwood newborns, instead of the hollowborn bodies (which can be up to 15 years old), and... avoid the delay in psychological development.Also, as far as we know majority of souls get fragmented over time. And thus Galawain's way doesn't seem bad either, plus it results in a better ending for Pallegina.Thoughts? Edited July 10, 2017 by MaxQuest PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses Link to comment Share on other sites More sharing options...
anameforobsidian Posted July 10, 2017 Share Posted July 10, 2017 I doubt they're destroyed. Sent back to the wheel more likely. Although that machine probably shouldn't have souls at all considering that it keeps them in bodies creating guls instead of taking them. Galawain offers a wider variety of endings you haven't seen before. I've had luck inviting Durance to the party, talking to him, ditching him in Caed Nua and then coming back and doing it again. Link to comment Share on other sites More sharing options...
MaxQuest Posted July 10, 2017 Author Share Posted July 10, 2017 (edited) Regarding machine. As we know there are 3 options: 1. stop the machine 2. destroy the machine 3. gift of the machine First time, I've just stopped the machine. I was thinking maybe we'll get a chance to get back and research it; trying to destroy it is dangerous as we don't know apriori how big the explosion will be, if any. But after seeing the ending slides, I started to destroy it everytime. Edit: I've just checked the journal entries: 1. "I turned the machine atop Teir Nowneth off, which means that the souls in Heritage Hill can be returned to the cycle.". 2. "To prevent the machine from ever being used again, I sacrificed the trapped souls of Heritage Hill to destroy the machine." And now I have doubts... dilemma 1: allow trapped souls get back to the cycle, but there will be new victims [vs] destroy trapped souls (going for choice 2) dilemma 2: simply destroy the trapped souls [vs] consume the trapped souls, and sacrifice Saeda (just no) or Icantha's prisones Btw, absorbing the souls - does it [stop] or [destroy] the machine? Edited July 10, 2017 by MaxQuest PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses Link to comment Share on other sites More sharing options...
Khagmas Posted July 10, 2017 Share Posted July 10, 2017 Galawain's way in PoE is better for PoE2, i think.Destroy the machine.Llengrath alive.if your MC are evil cipher - Devil of Caroc for Effigy's Resentment.Deadfire Explorer (I lived out on a frontier for a time.) for PoE2, and give with cheat this passives talents: Accurate Traps and Powerful Traps. 1 Link to comment Share on other sites More sharing options...
MaxQuest Posted July 10, 2017 Author Share Posted July 10, 2017 Would be nice, if Llengrath would make a cameo appearance. Deadfire Explorer it is then PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses Link to comment Share on other sites More sharing options...
ColeTrain9192 Posted July 18, 2017 Share Posted July 18, 2017 In regards to changing companion classes, do you mean in-game? Or are you asking if there's a mod out there that will allow you to do this? Link to comment Share on other sites More sharing options...
MaxQuest Posted July 19, 2017 Author Share Posted July 19, 2017 Both will do. I am especially interested if someone changed one of companions class, and didn't encounter any problems during the playthrough. PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses Link to comment Share on other sites More sharing options...
ColeTrain9192 Posted July 19, 2017 Share Posted July 19, 2017 (edited) So there's no way to change your companions classes in-game. What they are is what they are - as far as class is concerned. Modding is a bit trickier. I'm not a big modder myself, so I can't give you first-hand accounts. But I looked into it, and it appears there may possibly be a way to do it through modding. The problem is, a lot of people are saying it could potentially compromise the stability of the game, specifically the stability of the companion characters. Either way, if you want to try it out, here is a link to a discussion people had, and their advice on how to go about it. Personally, I think you'd be better off going with hirelings instead, as Pillars is historically not great at accepting a lot of mods. But here is that link: https://www.reddit.com/r/projecteternity/comments/31kmfe/question_about_ie_mod_npc_class_and_attribute/ Edited July 19, 2017 by ColeTrain9192 Link to comment Share on other sites More sharing options...
rheingold Posted July 19, 2017 Share Posted July 19, 2017 To destroy the machine or not is surely a meta gaming issue? Sure blowing it up could be construed as a better choice though it can be argued that it's not worth sacrificing souls in order to do it. But without hindsight it doesn't feel like a great decision, certainly from a nice guy perspective. "Those who look upon gods then say, without even knowing their names, 'He is Fire. She is Dance. He is Destruction. She is Love.' So, to reply to your statement, they do not call themselves gods. Everyone else does, though, everyone who beholds them.""So they play that on their fascist banjos, eh?""You choose the wrong adjective.""You've already used up all the others.” Lord of Light Link to comment Share on other sites More sharing options...
MaxQuest Posted July 20, 2017 Author Share Posted July 20, 2017 Personally, I think you'd be better off going with hirelings insteadThat's what I did. Just wanted to know if someone has changed the class of a companion, and the game did recognize it correctly. To destroy the machine or not is surely a meta gaming issue? Sure blowing it up could be construed as a better choice though it can be argued that it's not worth sacrificing souls in order to do it. But without hindsight it doesn't feel like a great decision, certainly from a nice guy perspective.I guess it is indeed a meta issue. A nice guy without meta knowledge, would quite unlike try to blow it up. It's a mysterious machine he knows little about. What if it would blow the entire district, or the whole of Defiance Bay? It's safer just to stop it, and put guards and quarantine (so no one can enter into Heritage Hill) until further investigation. Too bad there is no such option. PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses Link to comment Share on other sites More sharing options...
draego Posted July 20, 2017 Share Posted July 20, 2017 Personally, I think you'd be better off going with hirelings insteadThat's what I did. Just wanted to know if someone has changed the class of a companion, and the game did recognize it correctly. To destroy the machine or not is surely a meta gaming issue? Sure blowing it up could be construed as a better choice though it can be argued that it's not worth sacrificing souls in order to do it. But without hindsight it doesn't feel like a great decision, certainly from a nice guy perspective.I guess it is indeed a meta issue. A nice guy without meta knowledge, would quite unlike try to blow it up. It's a mysterious machine he knows little about. What if it would blow the entire district, or the whole of Defiance Bay? It's safer just to stop it, and put guards and quarantine (so no one can enter into Heritage Hill) until further investigation. Too bad there is no such option. I have rolled a character who in part despised animancy and who thought it was a threat to all god fearing folks so i destroyed it. In general he was a 'good' guy but still found reasons to destroy the thing for the good of the community. So it just depends on what you mean by good guy. Link to comment Share on other sites More sharing options...
MaxQuest Posted July 20, 2017 Author Share Posted July 20, 2017 (edited) There needs to be an option: - safely destroy P.S. Since the trapped souls are getting destroyed anyway (as I don't want there to be victims later) I'll just pretend that my character has figured how to consume them without Aldhelm's help. I.e. destroy the machine, add talent via console. Problem solved) Edited July 20, 2017 by MaxQuest PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses Link to comment Share on other sites More sharing options...
Piero Posted July 21, 2017 Share Posted July 21, 2017 Just wanted to know if someone has changed the class of a companion, and the game did recognize it correctly. I have, using IE MOD, ChangeClass <name> <Class>, didn't find any problem http://rien-ici.com/iemod/console ( 20. Respec your party members) 1 Link to comment Share on other sites More sharing options...
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