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rope kid posted:The stronghold additions are mostly focused on new or revised content. Visitors have dilemmas you can resolve in the great hall. Adventures now actually have names, descriptions, and resolutions with unique items for each one (and there are about 35 of them IIRC). Finally, there's a new quest line directly connected to the strongholds. If you're a liberty to say, will you miss out on the new stronghold stuff if you're already progressing the stronghold on that save?
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# ? Jan 6, 2016 22:08 |
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# ? Apr 29, 2024 18:42 |
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frajaq posted:
Abydon built his new body at the nearby forge, maybe that's his old body?
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# ? Jan 6, 2016 22:12 |
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VDay posted:A second-line barbarian with a reach weapon works great in PotD because every encounter has at least like 4 mobs in it so carnage damage is going to add up real quick. That gives you a high might/int character and fills a companion hole. Pillars of Eternity: just sticking two tanks in a doorway
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# ? Jan 6, 2016 22:13 |
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Randler posted:If you're a liberty to say, will you miss out on the new stronghold stuff if you're already progressing the stronghold on that save?
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# ? Jan 7, 2016 01:48 |
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One thing I would really like that is a really easy QoL stuff: distinct selection circle for whoever you have selected. Theres a bunch of green circles and the engaged ones have different shapes - but I would really like if it made whoever I have selected more visible. With 4 melee dudes all in variations of plate and mail it can get difficult to get an overview, even when paused. Yeah selected dudes have brighter green circles, but if you could customise or just differentiate selected party member's circle colors (For example: make current selected party member's circle yellow), that would make the overview much easier. I'm surprised even IE mod doesnt do this yet. Fishstick fucked around with this message at 02:02 on Jan 7, 2016 |
# ? Jan 7, 2016 01:56 |
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16 hours in I'm still hanging around Defiance Bay doing the side quests and loving it. I've only played Fallout 1, 2 and Planescape for games similar to these. I cheated my way through F2 and F1 since I was like 12 and I never got past the first building after you leave The City Of Doors in PST This game owns hella bones. Not very good at it but the lore and story is p cool and easy mode still lets me get my rear end kicked (gently caress YOU LILITH)
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# ? Jan 7, 2016 04:24 |
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Putting two tanks in a doorway works fine for average encounters, but most of the hard fights are either against teleporting enemies or feature relatively open spaces, so you still want your back-liners to be able to take a hit, especially once you get into the DLC. Edit: It's also not a recommended strategy against enemy mages since it lets them hit everyone with a single spell. Samuel Clemens fucked around with this message at 04:37 on Jan 7, 2016 |
# ? Jan 7, 2016 04:35 |
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Is there a reason behind no Barbarian companion
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# ? Jan 7, 2016 05:22 |
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verbal enema posted:Is there a reason behind no Barbarian companion There will be one in White March part 2.
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# ? Jan 7, 2016 05:31 |
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Samuel Clemens posted:Putting two tanks in a doorway works fine for average encounters, but most of the hard fights are either against teleporting enemies or feature relatively open spaces, so you still want your back-liners to be able to take a hit, especially once you get into the DLC. I mean mages are always going to be a pain in the rear end that kind of require their own approach, but you can just spread your backline guys out or move them out of the way to avoid bad AoE's. I gave the tanky doorway bottleneck advice as just a general tip because that's a really solid base to build a team around and is a strategy that works in like 95% of the fights in the game on at least some viable level. Fights in open areas are still way easier if you send your two tanks out in front and have them act like engagement sponges. Then you just act like they're a viking shield wall and you have your guys focus down any enemies that leak through before finishing off everyone else. Fights against teleporters are a bit tricky, but I've found that just flipping your 2nd and 3rd row guys works out pretty well. That way when the enemy inevitably teleports on top of your casters, your other damage dealers can focus them down quickly instead of having to run around someone or potentially get stuck in an awkward corner/hallway.
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# ? Jan 7, 2016 05:32 |
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Samuel Clemens posted:Putting two tanks in a doorway works fine for average encounters, but most of the hard fights are either against teleporting enemies or feature relatively open spaces, so you still want your back-liners to be able to take a hit, especially once you get into the DLC. You can chokepoint the vast majority of the fights in this game if you're willing to do a trivial bit of kiting. It's not always a doorway. Can be between trees, a bridge, a narrow path. You can even do it around a sharp corner, sort of, since their casters and ranged won't go around the corner and they'll stay out of LOS of your backline. And most of the enemy mage spells aren't THAT bad, especially since you can space your backline out to avoid AOEs.
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# ? Jan 7, 2016 06:37 |
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rope kid posted:Because we don't want to require people to finish the base game or jump ahead to the end of the game to access the expansion. Heart of Winter, Trials of the Luremaster, and Tales of the Sword Coast all worked this way. Isn't it a little bit easier too for the story to happen before the end of the game? This way you don't have to take all the possible endings into account?
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# ? Jan 7, 2016 11:07 |
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Jeoh posted:Pillars of Eternity: just sticking two tanks in a doorway PotD without both choke points and using a CC class would probably be pretty hard, but it's not like I've ever tried doing that.
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# ? Jan 7, 2016 11:55 |
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When the White March Part 2 comes out will the game be finished outside of patching, or are Obsidian thinking of doing one of those Enhanced Edition/Director's Cut that are popular these days?
Inspector Gesicht fucked around with this message at 13:01 on Jan 7, 2016 |
# ? Jan 7, 2016 12:56 |
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Inspector Gesicht posted:When the White March Part 2 comes out will the game be finished content-wise, or are Obsidian thinking of doing one of those Enhanced Edition/Director's Cut that are popular these days? iirc ropekid said they'd probably move on after it, excepting patches to correct problems.
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# ? Jan 7, 2016 13:01 |
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The expansions were kinda like enhanced editions anyway, considering how much of the base game they change
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# ? Jan 7, 2016 13:16 |
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VDay posted:I gave the tanky doorway bottleneck advice as just a general tip because that's a really solid base to build a team around and is a strategy that works in like 95% of the fights in the game on at least some viable level. Fights in open areas are still way easier if you send your two tanks out in front and have them act like engagement sponges. Don't get me wrong, having some tanky characters engage first is always a sound strategy, I'm just saying you have to be prepared for the contigency that your squishier characters might take a hit. Especially on PotD where most encounters have more enemies than you do engagement slots. Khizan posted:You can chokepoint the vast majority of the fights in this game if you're willing to do a trivial bit of kiting. It's not always a doorway. Can be between trees, a bridge, a narrow path. You can even do it around a sharp corner, sort of, since their casters and ranged won't go around the corner and they'll stay out of LOS of your backline. Yeah, but that requires effort, maaan.
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# ? Jan 7, 2016 14:31 |
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if/when they're making PoE2, could be they make a version of PoE1 on the PoE2 engine at some point.
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# ? Jan 7, 2016 14:57 |
Oh, and have any of the expansions or patches changed how charming / dazing works? I gave up on the Endless Paths about 3/4ths of the way down because my party just got chain-charmed all the time and there didn't seem to be much I could do about it.
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# ? Jan 7, 2016 15:03 |
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Hieronymous Alloy posted:Oh, and have any of the expansions or patches changed how charming / dazing works? I gave up on the Endless Paths about 3/4ths of the way down because my party just got chain-charmed all the time and there didn't seem to be much I could do about it. I forget the name of the item, but there is an item that when in combat you can hit your party with suppression. It prevents them from being charmed, so get that person that has the item into combat ASAP and hit your team with it. You get like 10-15 seconds of charm immunity. Edit: This ring - http://pillarsofeternity.gamepedia.com/Ring_of_Unshackling Double Edit: You can also use the level 2 Priest spell Suppress Affliction. Mesadoram fucked around with this message at 15:46 on Jan 7, 2016 |
# ? Jan 7, 2016 15:44 |
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Yeah, Suppress Affliction now works on allegiance-shifting stuff. That's it, though, the abilities themselves haven't changed. The best option still is to CC them before they CC you. Like, fights against groups of Vithracks + Crystal Eaters especially feel like a game of status effect tag.
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# ? Jan 7, 2016 16:00 |
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Priest protection spells did get buffed a bunch since release, not to mention that fampyr charm (but not vithrack dominate) can be reflected with minor arcane reflection, which the White March has made available in potion form!
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# ? Jan 7, 2016 16:12 |
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Prayer against ________ spells now grant full immunity to their afflictions, though the base duration was reduced a bit.
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# ? Jan 7, 2016 17:04 |
OK awesome, from what I remember most of that didn't work before or worked only marginally.
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# ? Jan 7, 2016 17:35 |
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VDay posted:A second-line barbarian with a reach weapon works great in PotD because every encounter has at least like 4 mobs in it so carnage damage is going to add up real quick. That gives you a high might/int character and fills a companion hole. I've never had a second-line damage dealer in the party, looks interesting enough that I might want to try it, thanks. I'd rather not cheat in some extra stats but pehaps if things turn too tedious. I just got back into the main game from White March and now I have all these diamond-tipped blades and Ninagauth's spells of doom and death; I only need to glance at groups of enemies for them to keel over. Makes for a nice change in pace compared to the arduous, challenging as well as fun romps in the north, but I hope things get more difficult again once I advance to act 3. That's really what I'm looking for from PotD, more challenge throughout the game, not just at the start. Perhaps I need to give the IE mod xp nerf a try next run. rope kid posted:Prayer against ________ spells now grant full immunity to their afflictions, though the base duration was reduced a bit. Are they preventative, curative, or both? I could swear I had trouble getting rid of certain afflictions but that might've been before I got the relevant prayers. Or before I understood what the hell I was doing.
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# ? Jan 7, 2016 17:48 |
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Hieronymous Alloy posted:OK awesome, from what I remember most of that didn't work before or worked only marginally. Tried it out a few days ago and it worked great. Makes those fights so much less of a pain in the rear end.
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# ? Jan 7, 2016 17:48 |
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Fleve posted:Are they preventative, curative, or both? I could swear I had trouble getting rid of certain afflictions but that might've been before I got the relevant prayers. Or before I understood what the hell I was doing. Prayer Against X spells are preventive. Cast them at the start of a battle and they'll give you protection (or full immunity in the next patch, apparently) against their respective status effects. You can also cast Crowns for the Faithful, which gives you 62 Will on top of all other defences. Priests are the king of status protection, which is why I never play without them. Hieronymous Alloy posted:OK awesome, from what I remember most of that didn't work before or worked only marginally. Supress Affliction didn't work against Charm and Dominate, since charmed party members didn't count as allies. Also, Suppress only disables status effects that are already there but not new ones, so it's not that great in fights where you're constantly assaulted (such as against the spores).
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# ? Jan 7, 2016 17:55 |
Oh, is there a barbarian companion yet? You can reset their skills right? What about stats?
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# ? Jan 7, 2016 18:01 |
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rope kid posted:Prayer against ________ spells now grant full immunity to their afflictions, though the base duration was reduced a bit. Very nice. Any chance of other classes getting some better resistance to the more obnoxious effects (beyond scrolls of Priest spells)? One of my favorite things about D&D 4E was how it was no longer ABSOLUTELY loving MANDATORY to have either a Cleric or a fuckton of potions/scrolls in the party, and some status effects in PoE really hurt if you can't counter them immediately, mainly because they last so long. Maybe Constitution could reduce hostile effect durations, like Intellect improves your own?
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# ? Jan 7, 2016 18:04 |
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rope kid posted:Prayer against ________ spells now grant full immunity to their afflictions, though the base duration was reduced a bit. Btw, Liberating Exhortation still doesn't work on Charm etc., right? Hieronymous Alloy posted:Oh, is there a barbarian companion yet? You can reset their skills right? What about stats? You can only reset what they got from level 2 onwards, so not the stats and first level ability pick. Edit: Thesaurasaurus posted:Very nice. Any chance of other classes getting some better resistance to the more obnoxious effects (beyond scrolls of Priest spells)? One of my favorite things about D&D 4E was how it was no longer ABSOLUTELY loving MANDATORY to have either a Cleric or a fuckton of potions/scrolls in the party, and some status effects in PoE really hurt if you can't counter them immediately, mainly because they last so long. Maybe Constitution could reduce hostile effect durations, like Intellect improves your own? Wizard Styles fucked around with this message at 18:06 on Jan 7, 2016 |
# ? Jan 7, 2016 18:04 |
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Wizard Styles posted:Edit: Nah, I'm just another goon who gnashed his teeth and pulled his hair out in frustration at "...and Grazes Eder with additional effect" *checks duration* "Blinded/Terrified/Stunned/whatever: A REAL loving LONG TIME". Prayer Against..., Remove Affliction, and Liberating Exhortation are nice and all, I just wish they weren't absolutely mandatory for getting through some fights, and that more classes had abilities like Clarity of Agony to power through the nastier debuffs with sheer chutzpah.
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# ? Jan 7, 2016 18:24 |
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rope kid posted:Prayer against ________ spells now grant full immunity to their afflictions, though the base duration was reduced a bit. Did you move the one that prevents Charm effect? I always felt the Priests got it a little late in the game.
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# ? Jan 7, 2016 18:36 |
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Thesaurasaurus posted:Nah, I'm just another goon who gnashed his teeth and pulled his hair out in frustration at "...and Grazes Eder with additional effect" *checks duration* "Blinded/Terrified/Stunned/whatever: A REAL loving LONG TIME". Prayer Against..., Remove Affliction, and Liberating Exhortation are nice and all, I just wish they weren't absolutely mandatory for getting through some fights, and that more classes had abilities like Clarity of Agony to power through the nastier debuffs with sheer chutzpah. Most if not all other battles I could solve by just having the CC trifecta of Wizard/Cipher/Druid hit the enemies first. Of course, those fights would have been a lot more interesting if both I and those enemies would have had a way to deal with hard CC.
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# ? Jan 7, 2016 18:41 |
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Thesaurasaurus posted:Very nice. Any chance of other classes getting some better resistance to the more obnoxious effects (beyond scrolls of Priest spells)?
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# ? Jan 7, 2016 19:40 |
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Fleve posted:I've never had a second-line damage dealer in the party, looks interesting enough that I might want to try it, thanks. I'd rather not cheat in some extra stats but pehaps if things turn too tedious. Oh I don't mean like give them all 20's across the board. I'm talking about moving their stats up and down so that they reflect the kind of character you would make, ie: stuff like dumping Int on Eder to get more Might or Res. The default companions are ok but their stats also reflect their personalities and aren't meant to be min/maxed. Like I said you don't really need to fudge them, but it's just something to keep in mind if you're going to go with a default companion party.
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# ? Jan 7, 2016 20:36 |
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Is chant speed affected by Dex/Action speed at all?
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# ? Jan 7, 2016 20:53 |
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rope kid posted:Prayer against ________ spells now grant full immunity to their afflictions, though the base duration was reduced a bit. Man all these changes sound great.
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# ? Jan 7, 2016 21:25 |
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Fishstick posted:Is chant speed affected by Dex/Action speed at all? No
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# ? Jan 7, 2016 21:53 |
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This isn't solely related to Pillars, but playing through the Temple of Skaen made me wonder how all of you feel about traps in RPGs. I get that they're a staple of dungeon-delving, but would you say they add anything to the gameplay? From my point of view, they don't seem to accomplish much other than slow you down and force you to invest in Mechanics. Maybe if you could do something more interesting than simply disarm them (turning them against enemies, for instance), they would offer a bit of tactical depth, but as it is, they feel like filler more than anything else.
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# ? Jan 7, 2016 22:57 |
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# ? Apr 29, 2024 18:42 |
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... in PoE you can very specifically use traps you've disarmed against enemies, though, and it's quite strong! (But you're right, I do think it's cooler in games where you "hack" the trap to target former friendlies or whatever instead)
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# ? Jan 7, 2016 23:05 |