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Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
So what's the verdict on spreading your skills vs specialising and maxing one, maybe two?

I want to play a scientist from the living lands, and to me that indicates he will need to have decent scores in all of lore, mechanics, and survival (if survival represents knowledge of say, herbs, or biology, animal behaviour etc). But I'm also planning that this character be either a dual wielding fighter or a monk, and therefore not completely terrible in athletics - it'd feel silly to have less than maybe 3 or 4 in athletics. I'll have to just ignore stealth, but am I going to be spread too thin for any of the other skills to be worthwhile at all? Not just in utility, but for conversation purposes and those written event things (which is probably even more important to me to be honest)?

Another question... if I'm a fast attacker/dual wielder so being interrupted isn't too terrible, and if interrupt itself isn't awesome, and I am not too concerned about getting a high deflection score (so, willing to have 0 bonus or maybe even tolerate a slight penalty), doesn't it make sense for me to dump one and maximise the other of perception/resolve rather than have them both at, say 10? I mean, for conversation purposes and the like. If Res and Per are at 10 each, I'm not going to get any conversation unlocks for either of them. But if I go Res 15/Per 5, my deflection comes out the same but now I probably unlock some options for resolve. And vice versa if I go the other way. Now, there are will and reflex saves to think about as well, but lets say I'm bumping int and dex so it's not too much of a concern. Is there a hidden downside to this I'm missing? Just seems in my case, it's better to go extreme with those rather than average, and make my scientist either intense and determined but oblivious, or observant but emotionally flat and easily distracted.

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Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
I really hope those who are just realising or remembering that they got a second key for the game choose to give it to people who probably wouldn't otherwise have bought the game. The gift of introducing them to this awesome genre, and also avoiding giving it to people who might have bought it - I want Obsidian to have all of the money and spend the rest of their lives making awesome games for me.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
I tried chipping away at this thread, but I realised it was growing at least as fast as I could get through pages, in between playing the game and the rest of life so skipped 200 pages to get here...

Just wanted to say that although I haven't finished yet with any of my characters, my level 9 monk at the beginning of act 3 and maybe halfway down endless paths on hard is awesome, and has been awesome the entire time so far even though I've never worn anything but his starter Aedyrian clothing, now enchanted to give him a tiny bit of DR. I went high str, base con, medium dex, dumped per, high int and medium res, so maybe not the orthodox build, but with clothing and fists the attack rate is just insane, and the damage is pretty nice as well. In fact, my monk has more damage than all the rest of my party combined at this point, and over half the party kills. Just wanted to mention that the no armour monk is not just viable, but awesome, even though I've seen many people recommending armour for monks.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
Is it just me, or is the modding scene for this game sort of dead on arrival? Very little up on the nexus site. I expected at least a few witcher ports of armour or something. Maybe some new items thrown into the loot table or something.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
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.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.

a slim pixie posted:

Except for that brief moment in Kuldahar Pass and the Easthaven endgame, you could backtrack to Kuldahar at any time.

Sure. But didn't Kulduhar feel like a small spark of warmth in a harsh and hostile land? Would it have felt the same if you could fast travel to Neverwinter whenever you wanted?

Kulduhar felt special in large part because it was the only bastion of safety and civilisation, and even that was under threat. And the adventures you set out on from Kulduhar were pretty lengthy dungeons and areas that themselves took you far from that haven. There's a certain atmosphere, a certain feeling that creates that couldn't exist in the same way if you could pop back and forth to bustling cities and go for a stroll in pleasant summer fields whenever you feel like it. And then after relaxing about your luxurious pad, just pop back across to the distant mountain fortress you were assaulting.

So I hope that the inspiration being taken from IWD extends beyond the surface details of white on the ground and creatures being texture shifted to look... colder and such. Capturing the feeling of IWD would be easier IMO if venturing down the path of this expansion takes you away from the rest of the world for a while or at least makes you do a bit of backtracking if you wish to do so. Backtracking may be annoying, but in being annoying, the incentives it creates to not do so can facilitate different kinds of enjoyment.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
I wonder if there will be a monk item for soul-binding... I wish Katars and Caestus... Caesti? - were in the game.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
I think for me the problem with the stronghold in this game is that it feels very disconnected from the world. On the big picture side of things it seems like it's politically irrelevant. I feel like the appearance of a new lord of that keep, especially at a strategic junction (seems to be the only way to get across to the city, with one of the bridges down) would be of interest and/or concern to neighbouring lords, towns etc. Perhaps Lord Raedric and all that business could have played into it with Raedric or Kolsc promising recognition and support or something, or favourable division of lands or the like. I feel like it should have been of some relevance to the goings on in Defiance Bay, even if it's a throwaway line here or there.

Within the keep things could have been better as well. Where were the workers doing all the construction? It would have been nice to speak to a foreman who mentions that the... lady bound to the keep itself, or whatever, had reached out to them somehow to bring a crew in and do the work. A couple of builders looking busy wandering between a couple of placeable piles of wood or stone or something near where work was to be done would have been enough to make it seem real.

The chance to offer refuge to people here or there would have been nice too. Maybe the desperate people looting the shipwreck by the broken bridge could, if the keep had already been taken, be offered a new start working and living at the keep. The folks hanging around outside the palace in Defiance Bay as well, maybe. Offer them land to farm outside the keep, and protection, in exchange for taxes etc.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
I'll be very interested to see if the stat changes being experimented with go ahead. In the 2.0 patch video, you can see that perception has been changed from +1 def/pt to +1 accuracy/pt. This actually fucks up a few of my character designs, heh - whenever I wanted neutral deflection, I always dumped perception and boosted resolve the same amount - same def, more concentration and conversation options. More will too, but that's balanced out by the less reflexes, and I didn't really feel the missing interrupt. Always figured it was better to have 3 perception/17 resolve and unlock options, than 10 perception/10 resolve and achieve nothing. Determined sperglord over boring old normie.

I suppose that's pretty bullshit though. I understand why the change makes sense. Still, if it does go ahead it will hurt a few of my characters. Under the circumstances though, if the function of stats is changed, perhaps that respec option people have been asking for would be warranted?

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
Just backed Lords of the Eastern Reach, with about half day to go on the kickstarter.

https://www.kickstarter.com/projects/2081578473/pillars-of-eternity-lords-of-the-eastern-reach-car

Board games are great, and the wife is into board games too, but not computer games. Got this probably far fetched hope that playing this with her will familiarise her with the setting just enough to help me lure her into PoE, heh.

Only annoying thing backing it is we live in Vietnam, and that's not one of the shipping options. I'm going to have to ship it to friends in Australia and get it off them when I can. I'll give them permission to play it in the meantime, just hope they don't get too attached to it before I get the chance to yank it off them :p

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
I find that sometimes I don't fully appreciate a class unless I play with a smaller party for a while. I've got a party of 3 going at the moment, a DPS monk main plus custom cipher and custom wizard at level 8 or so, no tank - and playing with this team I've gained a better appreciation of the wizard. Other times with a team of 6 I think I was using wizards sub-optimally - maybe I was just too busy with the larger number of characters to really "get" them.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
I think what might have been better would be to have a more realised stronghold, but also make it optional by making it mutually exclusive with one or two other options that are also cool. I think back to BG2 and while there wasn't a choice - it was set by class - there were different strongholds.

What if on arriving at the keep, there are a couple of interested parties preparing to try and claim it already. You'd get a few choices - clear the keep and claim it for yourself would be one of them. Another might be to assist some Doemenel aligned aspirant lord claim the keep, get loads of money and or a cool item or two, big faction boost, and maybe a sweet house in Brackenbury. Or you could help a team of animancers claim the keep for use as a research lab, and in exchange they use their magics to give you stat boosts and some unique ability. Other options aren't too hard to think of.

From there, I'd probably make the keep itself a little bit mechanically simpler - smaller perhaps, less upgrades requiring multiple map tile swaps or whatever is going on there, fewer interior areas, but add some quests, a bit of diplomacy between yourself as lord and neighbouring towns and lords, some recognition in a dialogue or two now and then in the rest of the game, tax management and a few policy decisions, and one or two assaults to fight off. I think most of this would come down to NPCs, dialogue and quest scripting - not too much would need to be built in terms of areas, not too many encounters etc.

I'm sure it amounts to more work on the whole, but it would give people more choices and the ability to avoid anything related to stronghold management if they didn't want it.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
A little touch I'd have loved to see in this game would have been recognition of your standing in a location. For example, if your reputation is as a terror, random NPCs in that place might bark "Oh god, it's him!", "Watch out for that one!", just that text popping up above the head like in many companion-to-companion conversations, not in the dialogue interface or anything. Likewise if you're a hero, you'd get the odd NPC welcoming you back, saying good to see you and so on. Walk into the local tavern and perhaps someone would say cheers, and so on. Nothing too obtrusive, just little indicators now and then that what you're doing in a place matters to the people there.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.

quote:

"After you get your stronghold in the main game, you can venture into the White March area, and it's completely side content, all optional, and it fits in with the rest of the game," the lead programmer and executive producer told us.

"It's another area that unlocks on the world map, and you can freely go back and forth between the White March areas and the base game areas at any time. You can bring all the good loot that you found from the White March areas, back into the base game. You can bring the companions back, back and forth. So yeah, it's very open-ended."

http://www.gamereactor.eu/news/331603/Pillars+of+Eternity%3A+The+White+March+coming+%22soon%22+%26+%22also+soon%22/

I'm looking forward to this expansion, but I am a little disappointed to hear that you'll be able to pop back and forth to and from the expansion areas whenever you want. Capturing the feel of IWD, if that's supposed to be a source of inspiration, will be more difficult. But it is what it is.

I hope it really does come out soon. The wait for this makes it more difficult for me to enjoy the base game right now! Same problem with Wasteland 2 waiting for the Director's Cut.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.

Drifter posted:

But you'll only have half an expansion when it finally comes out. The other half is still a ways away...are you sure you only want to play HALF a game?

Shut up! Just... shut up!

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.

rope kid posted:

I generally use medium armor on monks as well. In The White March, you can also take Iron Wheel, which generates DR as you acquire Wounds (like Turning Wheel) -- but it's pretty high level, IIRC.

I love the sound of that!

I've always played my monks in enchanted clothing and blunting belt. It makes things very intense, so I play monk characters when I'm in the right mood for it, and I try to make the party more passive overall since I'll be micromanaging the monk so much. although most people seem to like playing them with armour, I hope people don't get the impression that cloth monks aren't viable and fun.

I think going high int helps with it actually, because I use a heck of a lot of Force of Anguish and Stunning Blows. Active defense, I guess, reducing incoming damage not through DR but through disables. I auto-slow combat and pause almost constantly with this play-style though.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
Downloaded and installed, but I'll probably not be able to try this out until the weekend. Just wondering, does the baby sneak attack stack with the baby sneak attack priests of Skaen can get?

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
px1_cloth_outfit_monk Yesss!

I'm liking the new AI for companions. I find it helps particularly with Kana. I was always forgetting to use his summons by the time they charge up, getting a lot more out of them now that he can cast them himself.

The cross-class talents are a little underwhelming at this stage. Personally I'd have made them 1 for 1 copies of the originals. If not, at least per encounter on most of them rather than per rest.

Something that might be nice for the second expansion would be the ability to take a second cross-class ability chained to the first - for example, get Outlander's Frenzy and then at, say, level 7 you can get Outlander's Carnage, a per rest 30 second activated carnage ability or something. From Druids you could have... Feral Form, a per rest spiritshape, for rangers maybe Spirit Animal, a per rest limited duration animal companion. That sort of thing. I know there's an aversion to chained abilities, but I think in this case it would be fitting.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
I'm enjoying the combat challenge in TWM, but I play on Hard.

I actually don't like PotD. I hate difficulty level changes that are based on modified stats. The sad thing is, I really like the increased enemies aspect of it. I wish there was a way to play on hard difficulty but with PotD number of enemies, that'd be the perfect sweet spot for me.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
Just getting back into this in anticipation of WM2. Already started a new play-through, even though it's not out yet, because with the time I have to actually play I don't anticipate getting that far before it does. The changes and improvements all sound great, especially regarding Caed Nua, really keen to see what was done there because I was always certain there was a lot of room for improvement without necessitating new maps and so forth.

Regarding the discussion a few pages back about the whole being a watcher but not feeling a sense of urgency behind the situation, I agree that some more text based scenes reinforcing the need to find a solution would have helped. Now, I know that the PC has one particular past life that is most relevant to the story, but what if they had others, and those started causing problems? Imagine a text based scene where upon resting, it initiates and has you moments away from slitting a companion's throat, having had another previous life's personality take over? Or how about a series of past life personalities who the PC must do battle with in some kind of mental realm in order to maintain control? Something like that would have really driven home how serious the situation was.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
With regards to the discussions about resting, vancian casting and challenge based on resource management from a couple of pages ago, a quick thought about how to incentivise not resting: Have a "luck" score that grows with the amount of time since resting, and influences item drops, gold quantities and so forth. Alternatively, an experience bonus that grows with time since last rest, providing a percentage based bonus to experience rewards. The camping supplies model was always too generous with supplies to fulfill its function. Something like this would at least help, IMO.

I do think it's a serious problem. I love this game, but the single greatest gameplay experience for me so far? First time loading up the expansion and heading to White March at level 5, and using every resource at my disposal desperately trying to find a way to clear the town while being unable to rest. It took me many reloads, and many different approaches, careful pulling of enemies, using the scrolls and potions littering my inventory, and when I finally did it, I felt a real sense of accomplishment and echoes of feelings I'd had at various times in the infinity engine games, but particularly IWD. I want that feeling more often - my party stretched to the limits, micro-managing low health characters to protect their last health point, and scraping the bottom of the barrel of my resources to get by.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
Man, this game really isn't mod friendly. I decided to play around with some talents, making some per encounter instead of per rest, adding uses, adjusting durations, that sort of thing. I followed this tutorial:

https://forums.obsidian.net/topic/86074-tutorial-editing-abilities-talents-and-items/

And I had a lot of success. Edited a bunch of talents, added them by console and tested them out, all cool.

Then I made a new character, gave them experience to level up, in order to try out an edit I made to a class progression table. To my horror, the talents I had successfully edited had returned to their original versions. What the gently caress? After a reload, most of them showed my edits, though one of the passives I buffed up a bit refused to. Adding via console, fine. Via level up? No good. After digging a bit further in the class progression table file, it seems that all the class talents are duplicated in there as well. Bloody hell!

On a completely unrelated note, finished the expansions. Loved them. The extra experience everyone must have built up creating the base game really showed, because I found the expansions a lot better than the base game.

Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
Given what I've seen in my playing around for a few hours, creating a new class would indeed be an absolute nightmare, at least using the kinds of tools I'm using based on that tutorial. I wouldn't dream of attempting it. Annoying enough just trying to make some talent adjustments...

Skyward Kick is what prompted me to give it a go. Awesome animation that reminds me of Marshal Law in Tekken, and it's objectively worse in every way than the fighter's level 1 knockdown ability...

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Diomedes
Dec 24, 2005
If we choose, we can live in a world of comforting illusion.
Really pleased to hear about PoE2. I can't wait to hear what you've got planned for the character systems in this one rope kid.

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