master guardian Posted May 5, 2018 Posted May 5, 2018 Im not really that impressed from what ive seen on the full skill trees So they have: - all melee classes have gotten a really big overhaul with a lot of new talents and skills. - melee guys look pretty cool and will be good fun to play i think now the bits im super pissed off about: - the casters basically have the exact same spells as pillars 1 witch is a huge bummer. I was hoping for an overhaul here with alot of new spells but i didnt get it. There is the odd new spell thrown in here and there plus the one extra level of high spells. - not only this but they have appeared to have reduced the spells that where available in the first game - for those of us who have spent alot of time playing pillars one this is pretty sad because we allready have used these spells over and over. - alot of the new high level spells arent that good, and i mean really arent that good. IMHO there are lot of lower level spells that are better then them. very disappointing. There are a few good ones though From what ive seen casters may well be better off being multiclassed now. High level casters dont pack the punch they use to especailly when you take into consideration the new resting system
Ganrich Posted May 5, 2018 Posted May 5, 2018 Single classed casters will be silly good. Particularly Druids and Chanters IMHO. They have great high level abilities. Good enough that I am having trouble justifying MCing my first play through with my chanter. Mages, Priests, and Ciphers also have good top level skills. Keep in mind Power Level means single class spells will hit harder, last longer, and whatever else with lower and higher level spells alike than a multiclass. Multiclass get the benefit of syncing up abilities from two classes, and Single class gets the raw power. Of course they retained the majority of spells, though. This game is in the same world as the first. It is their own Forgotten Realms which has been rehashing their spells for 40+ years or more. Some of these spells are tied to famous/infamous Wizards in lore, some tied to diety, and so on. So, of course they came back. In however many months/years since the end of PoE1 I don't expect those spells to change. I'd be mad if they completely tossed out everything from the first game. I just can't agree with you on this. 2
master guardian Posted May 5, 2018 Author Posted May 5, 2018 does anyone know if they have said if more spells will come available through finding grimoires?? like the black pages in WM
Ganrich Posted May 5, 2018 Posted May 5, 2018 I haven't heard anything, no. It would be a cool thing to do. I am pretty sure Watcher spells/abilities will return, though.
TheisEjsing Posted May 5, 2018 Posted May 5, 2018 Wow. You sure get super pissed off alot, dude. Are you sure, you shouldn't just stay away from PoE for blood pressure reasons? 3
Boeroer Posted May 5, 2018 Posted May 5, 2018 Since we're meeting Arkemyr I guess we will also see some grimoires with unique spells. 2 Deadfire Community Patch: Nexus Mods
master guardian Posted May 5, 2018 Author Posted May 5, 2018 Since we're meeting Arkemyr I guess we will also see some grimoires with unique spells. hope so fingers crossed
evilcat Posted May 5, 2018 Posted May 5, 2018 There is always a problem of balancing staffs and sticks. Hitting one enemy really hard is cool, but hitting everyone in the room with falling sky is a bit better. One solution to that is to make spells look cool, but in terms of power keep them mediokey.
CottonWolf Posted May 5, 2018 Posted May 5, 2018 Since we're meeting Arkemyr I guess we will also see some grimoires with unique spells. And we know that Concelhaut's Crushing Doom is modelled in game, but not on the spell lists, so... 2
Boeroer Posted May 5, 2018 Posted May 5, 2018 Oh, right! Good point. Also hope for more spells from Kalakoth. I like his style (except his Sunless Grasp - that's really for a place where the sun doesn't shine...). Deadfire Community Patch: Nexus Mods
Voss Posted May 5, 2018 Posted May 5, 2018 ... it's a sequel. Of course most of the spells returned. [As have most of the melee abilities, if you're really paying attention.]
Pidesco Posted May 5, 2018 Posted May 5, 2018 Moved to a more appropriate location. "My hovercraft is full of eels!" - Hungarian tourist I am Dan Quayle of the Romans. I want to tattoo a map of the Netherlands on my nether lands. Heja Sverige!! Everyone should cuffawkle more. The wrench is your friend.
Amentep Posted May 5, 2018 Posted May 5, 2018 Also a reminder to stick to the arguments and not discussing each other. I cannot - yet I must. How do you calculate that? At what point on the graph do "must" and "cannot" meet? Yet I must - but I cannot! ~ Ro-Man
TheisEjsing Posted May 5, 2018 Posted May 5, 2018 (edited) Also a reminder to stick to the arguments and not discussing each other. Sorry. It was just friendly concern for his mental health. But it's understood. Edited May 5, 2018 by TheisEjsing
SaruNi Posted May 5, 2018 Posted May 5, 2018 (edited) The beta has wizard spells which don't show up as options on leveling but can be added using the console. Presumably they'll be available in grimoires. All the ones I've found are on the rpgcodex list. Consulting the list just now I found one I hadn't remembered to check for---Ninagauth's Death Ray. (As in WM 1, "This more powerful variant of the common Ray of Fire spell inflicts Raw damage, attacks the targets' Fortitude, and only affects enemies.") Hopefully there will be more, and some completely new spells.... Edited May 5, 2018 by SaruNi
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