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To be honest, I've been kind of unimpressed with the Druid post 1.06. Until level 7, the class just lacks the raw damage-dealing potential it had before, and it isn't until level 9 that it really takes off. There are still strong Druid spells even at lower levels, but to me the class mostly feels like an inferior Wizard now until pretty late in the game. Part of my problem could just be comparing it to the Wizard, of course, which I'm pretty sure is the most powerful class in the game now. Edit: Also, I feel like mentioning that post-nerf Stag's Horn has pretty consistently been worse than my Rogue doing a Crippling Strike with one of her two Sabres. That was one of my favorite spells in my first playthrough. bunnielab posted:Awesome info, thanks! First, there's an ability called Brute Force that allows you to attack the Fortitude defense instead of Deflection with weapon attacks. It's not worth it, or at least I'm absolutely convinced it isn't. Most enemies have higher Fortitude than Deflection, and the best debuffs lower Deflection. Also, lowering Deflection benefits everyone with a weapon. Second, get two points of Lore and try using a Jolting Touch scroll on an enemy. Wizard Styles fucked around with this message at 19:20 on Jun 24, 2015 |
# ? Jun 24, 2015 18:58 |
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# ? Apr 25, 2024 11:13 |
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Wizard Styles posted:... Take it a step further and give your barbarian all of your jolting touch granting items. It's a wonderful way to clear out all of the trash mobs in a large fight.
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# ? Jun 24, 2015 19:21 |
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Druid spells should be weaker since they have shapeshift. What they should do is make shapeshift worth a drat.
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# ? Jun 24, 2015 19:21 |
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I feel like they made shapeshifting suck because you can cast spells while shifted, but there's nothing interesting about being able to shift into "kind of a suckier fighter I guess" when you're already a great caster class. Being able to choose between being a Fire Elemental or casting awesome spells would be better than "a casting bear?!?!?!"
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# ? Jun 24, 2015 19:27 |
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Spiritshifting would be fine if it got a leveling accuracy bonus imo. The weapon damage is already really high, but that lovely caster base accuracy is just not good enough.
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# ? Jun 24, 2015 19:30 |
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Shape shift is basically druid equivalent to arcane assault or whatever. Useful early in the game and plummets from there oh yeah also to do this:
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# ? Jun 24, 2015 19:30 |
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Which classes have people tried to solo with? I've tried monk and cipher and monk seemed much stronger between the two.
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# ? Jun 24, 2015 19:34 |
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Rascyc posted:They sort of used to and sort of not. It's inconsistent across spells. I don't get the system myself. Like the marksman talent doesn't work in the current patched game like it used to at launch for spells.
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# ? Jun 24, 2015 19:37 |
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Rascyc posted:Shape shift is basically druid equivalent to arcane assault or whatever. Useful early in the game and plummets from there Except it has an entire line of talents devoted to it.
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# ? Jun 24, 2015 19:48 |
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Hey, have patches since 1.03 improved the lagginess for lower end computers? I didn't understand why painted backgrounds and a couple non anti aliased characters make my ultraportable lag perceptibly, and chug if there's even a few sprites thrown around.
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# ? Jun 24, 2015 19:51 |
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Kafka Esq. posted:Hey, have patches since 1.03 improved the lagginess for lower end computers? I didn't understand why painted backgrounds and a couple non anti aliased characters make my ultraportable lag perceptibly, and chug if there's even a few sprites thrown around. On our lower end laptop, some games made in Unity (I've noticed it with this one and Magic 2015) that launch through Steam will randomly perform better/worse with no rhyme or reason. It's slowly driving me mad, as I know a decent bit about computers and can't find any consistent fix to make the games always run with maximum frame/refresh rates. Sometimes there's a little lag that lasts the whole session, sometimes there is absolutely none for the whole session. indeed.
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# ? Jun 24, 2015 19:56 |
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I think in the event of a sequel they could have quests that inter-connect all the towns and hubs. Having little arcs like delivering a package from Town A to Town B or scouring the countryside in search of a serial killer would make the game feel more dynamic. A downside of the three-act structure in Pillars is that you can wrap all your business in a hub in the one go and are given little reason to return, the exceptions being the Undead Raedric quest and the plotless bounty missions. Defiance Bay and its peoples feel irrelevant in Act 3 and the events of Twin Elms are deemed so inconsequential that they don't have ending slides. A little more back-and-forth can keep these places fresh in the player's mind. Back-tracking works when it helps players forge a connection with the places they visit, in the Baldur's Gate 2 sense, not the Broken Age sense.
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# ? Jun 24, 2015 20:32 |
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I think the IE games mostly never gave you new reasons to return to places once you finish all the initial quest offerings. I can't think of any cases in BG where this happened, in BGII the only ones that come to mind are in Athkatla and even then I think it may just be me not having finished all the quests the first time I was there. I agree that there could have been more quests that started in one hub and continued/ended in another, though. All in all I am really happy with the game and I'm also happy to see so much criticism of the mechanics and design. The tone of some of the criticism feels like "the experiment has failed, pack it in", which is disappointing to me. I really, really hope that Obsidian keep making PoE games and refining the formula as they go.
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# ? Jun 24, 2015 20:52 |
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What are some good talents for Hiravius? I'm mostly using him as a ranged nuker in place of Aloth since Aloth never says anything. None of the class talents really seem to apply and I'm hesitant to get him the +shock damage talent since that only applies to his first level spell; and lightning call I guess. Edit: On a related note, are arquebuses good for anything? That talent of Durance's that gives +10 accuracy looks pretty sweet but base -5 accuracy and reduced crit damage from the arqubuse looks awful. LLSix fucked around with this message at 00:53 on Jun 25, 2015 |
# ? Jun 25, 2015 00:42 |
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precision posted:I don't know who at Obsidian loves Druids but I'm not complaining. Druids are by far the most fun and useful casters in the game. I'm honestly not feeling why people love druids so much. They really do just seem like less-good Wizards to me. Wizards can deal just as much damage but have better crowd control. Also, imo priests are way more useful as casters than druids as well. Buffs, debuffs, spell-traps, negating charmed/dominated/confused and other afflictions, and a variety of neat little priest-type talents. What's not to love? Don't get me wrong, I think druids are alright, but I definitely consider one of my non-essential party classes.
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# ? Jun 25, 2015 00:54 |
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https://www.youtube.com/watch?v=I0GvsA6exuY Obsidian released a video talking about some of the content of the 2.0 patch, which will come with the release of The White March. This patch will be available for everyone, even people who don't buy the expac. Patch 2.0 brings Party AI, individual stealth, range indicators for spells and weapons, and accuracy indicators. These were all things mentioned in the previews, but it's nice to know that everyone gets them.
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# ? Jun 25, 2015 01:01 |
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I may have missed discussion of The White March somewhere back, but one thing I really hope is that apart from some sort of starting "base camp", the rest of the adventure in this expansion should be inaccessible via fast travel. If this expansion hopes to capture the feeling of IWD - my first infinity engine game actually, with a special place in my heart - it would need to create a sense of being truly isolated and far from safety and civilisation. If I can do a dungeon here or there then pop back to my bloody castle to rest in my luxurious bed whenever I want, there's no way it will create the same sort of feeling of desparation, desolation, survival in a harsh land... and careful resource management - watch those camping supplies! I want to be down to my very last spells, my characters holding onto a thread of health battle to battle as I try to make it to the next safe resting spot. Otherwise, it will just be a nice little adventure in some snowy places.
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# ? Jun 25, 2015 01:04 |
LLSix posted:What are some good talents for Hiravius? I'm mostly using him as a ranged nuker in place of Aloth since Aloth never says anything. The two storm spells are really good and you'll be spamming the poo poo out of dancing bolts once you get to level 9 so you may as well take it. I'd take: scion of flame heart of the storm wildstrike fire two weapon style greater wildstrike weapon focus peasant The order would depend on difficulty and what you want him to do.
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# ? Jun 25, 2015 01:07 |
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Sole Survivor posted:https://www.youtube.com/watch?v=I0GvsA6exuY
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# ? Jun 25, 2015 01:12 |
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Ratios and Tendency posted:The two storm spells are really good and you'll be spamming the poo poo out of dancing bolts once you get to level 9 so you may as well take it. This is pretty close to what I'd take and it was more than enough. There just isn't much to do with a mobile weapons platform class. Hope they add more interesting talents for spell casting.
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# ? Jun 25, 2015 01:22 |
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Are poison cloud traps supposed to have a minimum of 1000 points of raw damage? No wonder it instakilled my dudes the one time I wandered into one...
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# ? Jun 25, 2015 01:48 |
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Diomedes posted:I may have missed discussion of The White March somewhere back, but one thing I really hope is that apart from some sort of starting "base camp", the rest of the adventure in this expansion should be inaccessible via fast travel. Except for that brief moment in Kuldahar Pass and the Easthaven endgame, you could backtrack to Kuldahar at any time.
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# ? Jun 25, 2015 01:56 |
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I missed Kickstarter updates: http://forums.obsidian.net/topic/80445-update-99-announcing-the-expansion-and-update-20/quote:Hey everyone. I'm Justin Britch and I'm the new task master for the Pillars of Eternity expansion. I have been at Obsidian for over two years now and have spent most of that time supporting the production teams all over the company. Bug reports, task tracking, and updates to production tools has been my life at Obsidian up until recently, but I'm excited jump into the fray.
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# ? Jun 25, 2015 01:57 |
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Will the new companions have "content" (reaction dialogue and the like) in the main game as well or are they relegated to the xpac? Do you have to enter the expansion area to find them or are they placed out in the existing world?
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# ? Jun 25, 2015 02:02 |
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Man, who cares about party AI? When are they gonna talk about enemy AI improvements? These mooks need to use more abilities, weaken/exploit player defenses, etc.
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# ? Jun 25, 2015 02:25 |
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DrShevek posted:Man, who cares about party AI? When are they gonna talk about enemy AI improvements? These mooks need to use more abilities, weaken/exploit player defenses, etc.
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# ? Jun 25, 2015 02:28 |
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Well if the player can now have a sneaky backstab rogue invisible while the party engages, it seems like that is something you will have to watch out for as well.
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# ? Jun 25, 2015 02:33 |
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rope kid posted:Implementing party AI helped us improve enemy AI as well. Even in the base game, enemies tend to use more of their abilities (and more intelligently). that's cool to hear cause I also would much rather see enemy AI improved over party AI. I'm not too interested in party AI at all actually. Mainly cause I think it's fun to control the entire party instead of just one character but it's good that it's a step towards improving enemy AI
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# ? Jun 25, 2015 02:36 |
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Basic Chunnel posted:Will the new companions have "content" (reaction dialogue and the like) in the main game as well or are they relegated to the xpac? Do you have to enter the expansion area to find them or are they placed out in the existing world?
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# ? Jun 25, 2015 02:39 |
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rope kid posted:Implementing party AI helped us improve enemy AI as well. Even in the base game, enemies tend to use more of their abilities (and more intelligently). Awesome, thats good to hear.
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# ? Jun 25, 2015 02:48 |
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How many expansions are planned?
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# ? Jun 25, 2015 02:55 |
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rope kid posted:The new companions have reactions in the main game areas. Also, the original companions have reactions in the expansion areas and banter with the expansion companions. The expansion companions are in the expansion areas but can be taken back to the original game areas. My god I hope they get some lines in the big climactic final dungeon conversations, that would be the sweetest.
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# ? Jun 25, 2015 02:56 |
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White Phosphorus posted:How many expansions are planned?
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# ? Jun 25, 2015 03:01 |
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Is Calisca meant to go hostile when you attack the caravan at the start or not? I just tried this and she went hostile, ran off and saved/loaded, and she was friendly and back in the party again. I mean, definitely a bug, but which is the intended sequence of events?
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# ? Jun 25, 2015 03:19 |
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Seashell Salesman posted:Is Calisca meant to go hostile when you attack the caravan at the start or not? I just tried this and she went hostile, ran off and saved/loaded, and she was friendly and back in the party again. I mean, definitely a bug, but which is the intended sequence of events? Why wouldnt she go hostile? She is part of the caravan.
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# ? Jun 25, 2015 03:29 |
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DrShevek posted:Why wouldnt she go hostile? She is part of the caravan. I don't know, but she goes friendly and rejoins your party after you save/reload.
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# ? Jun 25, 2015 03:36 |
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One of the things that keep me wondering is how these "soulbound weapons" work. Partly because the backer content, there are not so many weapons which let the players feel attached to special weapons. Some people told how they miss the special weapons such as Holy Avengers, Lilarcor and Crom Faeyr. No mention about crafting system update, so, I guess they are most likely to be special weapons which feel more woven to the main plot and the protagonist, which could explain why the devs seem to be tight-lipped with the actual presentation of them.
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# ? Jun 25, 2015 04:51 |
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Is there a class that can allow me to play as like a duelist one-hander and keep up the damage? I hear the only benefit to that is accuracy, but all the recommendations I've found are pretty old.
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# ? Jun 25, 2015 05:17 |
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We weren't really tight-lipped about soulbound weapons. We talked about them at length during our presentations. Here are their basic features: * Examining one shows that they are a soulbinding weapon and lists what classes it can bind to. In place of an Enchant button, they have a button to bind the weapon to the soul of the character whose inventory it is currently in. If a class isn't on the binding list, it can't be bound to that character. Binding doesn't mean the character is forced to use or equip that weapon, but while it's bound to the character, they're the only one who can use it and advance its powers. You can sever the binding if you like, but you will lose all progress on the weapon (it warns you of this). * Soulbound weapons have a larger examine window that includes a pen and ink style illustration of the weapon. * Soulbound weapons automatically qualify for any weapon focus/specialization/mastery type talents or abilities you have. E.g., if you have a fighter with WF, WS, and WM in Ruffian, those all apply to St. Ydwen's Redeemer (the soulbinding great sword we demoed) even though great swords are in the Soldier group. * A bound weapon will display what you need to do to unlock additional powers. Each time you unlock a power, you also gain more lore on the weapon and what the next goal is. The capstone power(s) always complete the lore. * One of the powers on a soulbound weapon is always class-specific. St. Ydwen's Redeemer has different powers for fighters, paladins, and barbarians. * Though several of the new unique weapons have "spellchance" powers (more momentous procs that go off on a percentage of Hits and Crits), all soulbound weapons have one. * Soulbound weapons cannot be enchanted.
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# ? Jun 25, 2015 05:31 |
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# ? Apr 25, 2024 11:13 |
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Bloody Pancreas posted:Is there a class that can allow me to play as like a duelist one-hander and keep up the damage? I hear the only benefit to that is accuracy, but all the recommendations I've found are pretty old. Yeah more accuracy means stacking crit focused abilities will be more effective, and also means you can tack on modals that subtract accuracy without fear. Probably more effective on PotD since you're going up against higher defenses. Here's my duelist monk build if it helps: http://steamcommunity.com/sharedfiles/filedetails/?id=468667691 http://steamcommunity.com/sharedfiles/filedetails/?id=468667674
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# ? Jun 25, 2015 05:31 |