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Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
Platforms: PC/Mac/Linux (XBone, PS4, Switch soon)

Deadfire is the sequel to Pillars of Eternity, an isometric party-based RPG in the vein of Baldur's Gate, Icewind Date, and Planescape Torment. Tactical real-time-with-pause combat (and optional turn-based combat!), 2D painted backgrounds, puzzles, dialogue trees, dragons and dungeons.

Pillars of Eternity 1 Info

Pillars of Eternity 1 Event Recap



This time you're playing/importing the same character from the first game, a "Watcher" who can perceive the past lives of souls. You're on the hunt for a 700-foot tall immortal God of Redemption who stomped on your castle and also your face. You get to sail your own ship, meet new NPCs, and adventure around the Deadfire high seas.

Along the way you'll encounter the various colonial and native factions vying for control of the Deadfire Archipelago. Pick a side or run murder hobo on everyone, you get to choose!






- Multi-classing! You can combine any two classes and create interesting combos and playstyles. Highest-level abilities are still locked to single classes. Finally you can create that weird Rogue-Druid combo you dreamed about!

- Slow heat death of Vancian casting! Most spells are per-encounter only now, and you only really need to rest to recover from injuries.

- Revamped companion system! You can form complex relationships and reputations among your followers, with friendships, rivalries, and yes romances.

- Insanely complex AI scripting! You can build/download your own AI behaviour sets, similar to Dragon Age and Final Fantasy gambits. Hope you like if/else statements!

- Smaller parties! Party size is down to 5, encounters and maps are tighter, and combat is less of an epiletic rainbow-scape.

- Open world sailing! Engage in ship-to-ship combat, buy a bigger boat, upgrade your cannons, hire new crew members and feed them lovely stale bread!

- Import your POE1 savegame and find out the consequences of kidnapping that orlan baby! Or don't; you can use pre-made backgrounds, or create your own backstory before you start the game.

- Revamped stealth system! Better camera controls! Shorter load times! Fuckable swords!



What's New Since Game Launched?

quote:

- OPTIONAL TURN BASED MODE COMBAT

- Veteran and Path of Damned difficulties have been tuned to be harder.

- There is a new mod interface that allows players to decide on load order from inside the game and quickly access the Nexus or Steam Workshop.

- Various balance changes, though arguably less extensive than for the first game, have been implemented. Most notably, Rangers received a small number of new powers that can be selected on level up.

- A number of free DLC packs were released, adding new customization options, a new merchant ship with additional unique items, a new sidekick (Mirke, an NPC in Fort Deadlight), additional crew members and some new items to customize ships.

- Free updates that tweaks the ending dialogue and entirely new branches of dialogue with Woedica and Eothas that fills in the plot a bit more.

- Special God challenges that alter gameplay significantly were and continue to be added with patches, starting with Magran (you can't pause during the game), Berath (can't flee from combat, downed companions die after 10 seconds), Galawain (beasts are given random effects that make them more powerful), Skaen (fog of war covers a much bigger part of the area, using torches or other light sources can reduce this somewhat), Eothas (if the main quests aren't completed by certain in-game dates, the game ends on a game over), Abydon (weapons and armor need to be repaired), Hylea (Vela becomes an NPC that follows the party, if she dies the game ends on a game over), Rymrgand (all food eventually spoils), Woedica (all resources are per rest, health doesn't regen outside combat, only prepared meals replenish resources and heal during rests), Ondra (storms are bigger and more frequent on the world map, captains of ships have higher ranks and their ships sail faster in pursuit of the Watcher), and Wael (almost all numbers in the game are hidden, save for item count, party character attributes, skills and level). There is still one more God Challenge to come, though it is unclear what it will be based on rumor is that it is a new god that could emerge as the result of the events in The Forgotten Sanctum.

- As of the latest patch, God Challenges can be freely combined with any difficulty setting and mods.

- New options for the game's UI that allow one to dynamically hide or show certain elements of the UI depending on whether the game is in combat or not, and whether it is paused or not

- A Kill Cam feature that can be customized to trigger on a variety of occasions that slows the combat down and zooms in to dramatically emphasize specific kills. Can be completely disabled for players that dislike it.

- A few aspects of the interface were fine tuned: Ciphers, Chanters and Monks got better indicators for their resources on the UI, a large text appears on screen announcing when a party member dies to make sure it doesn't get buried by the chaos of combat, etc. Additionally, the Enchantment interface was completely revamped, making it very clear which enchantments were mutually exclusive.

- As of the latest patch (still in beta as of this post), each class received a new subclass option. These include two subclasses that had to be cut pre-release: the Priest of Woedica and the Steel Garrote Paladin.

- Four "mega bosses" have been added to the game, providing extremely high level challenges for players that found the base game's difficulty lacking. These are extremely hard battles that tend to feature special mechanics that require players to alter their tactics, not just inflated number challenges (though the numbers *are* pretty inflated).

- A number of new Beraths' Blessings, including the long requested ability to give Edér his own pet slot, have been added to the game.

- A new passive: Spell Shaping. It allows certain spells to have their AoE size changed with the mousewheel, making them either hit more targets and become less powerful in the process, or vice versa.

- The ability to export and import characters (as adventurers during the game, or as Watchers during the start of the game) was added. As far as I know, you can't export level 20 characters, however.

- A few new unique items were added to the game via patches. These include the Shroud of the Phantasm and the Essence Interrupter among others.

- While this is not a free update, as you need to own the paid DLC, it's worth noting that all DLCs greatly expand on sidekick content. For example, owners of Beast of Winter have a new dialogue hub with Ydwin that offers more insight into her perspective on the events of the game and her own personality. There are also a lot of interjections peppered throughout the DLC for characters like Ydwin, Rekke, Fassina and Konstanten.




There are 11 classes to choose from, each with at least 3 subclasses. There are the stereotypical 'standard' builds, but you can twist almost any class around into damage dealers, support, frontliners, or ranged if you want. With the way the attributes and stats work, it's fairly hard to make an unplayable character unless you're actively trying, so feel free to experiment.

Fighters - Frontline stalwarts. High accuracy, high endurance, lots of knockdowns, lots of passives and the ability to lock enemies down around them.
Subclasses: Black Jacket (multiple weapon specialist), Devoted (single weapon focus), Unbroken (tanks)

Wizards - Extremely flexible casters. They use a mix of nukes, CCs, AoEs, and defensive spells.
Subclasses: Conjurer, Enchanter, Evoker, Illusionist, Transmuter

Priests - Group support casters, they have massive AoE support spells and some martial abilities. They keep your group fighting for way longer than they should.
Subclasses: Berath (corrosion), Eothas (protection), Magran (fire), Skaen (stealth), Wael (illusion)

Rogues - Fragile single-target murder specialists. Lots of ways to apply debuff conditions and make sneak attacks, and also able to move in and out of battlefield positions and break engagements.
Subclasses: Assassin (stealthers), Streetfighter (crowd fighters), Trickster (illusion spells)

Barbarians - Melee AoE kings. They rage and drop into the largest group of enemies they find, automatically dealing AoE damage with every swing.
Subclasses: Berserker (solo frenzy specialists), Corpse-Eaters (eat enemies to gain rage), Mage Slayers (magic disruptors)

Rangers - Ranged single-target murder machines, also has an animal companion to tank and run interference.
Subclasses: Ghost Heart (pet is a ghost), Sharpshooter (ranged specialists), Stalker (melee specialists)

Monks - Melee specialists with fun CC and self-buff abilities. The more attacks they suffer, the more abilities they can use.
Subclasses: Helwalker (glass cannons), Nalpazca (drugs drugs drugs), Shattered Pillar (gain wounds through attacking)

Ciphers - Martial casters with a litany of mental-themed spells. They are slightly more tactically dependent than other casters and need to physically attack people to restore their mana.
Subclasses: Ascendant (max mana for bonus powers), Beguiler (sneak attack specialists), Soul Blade (melee alpha strikers)

Paladins - A defensive support and command class, they provide allies with auras and beneficial effects, and they can also holding their own on the frontlines.
Subclasses: Bleak Walkers (assholes), Darcozzi Paladini (smartasses), Goldpact Knights (greedy), Kind Wayfarers (nice), Shieldbearers of St. Elcga (diplomatic)

Druids - The masters of AoE elemental damage. Can also shapeshift into were-animals and heal over time.
Subclasses: Fury (elemental spells), Lifegiver (heal spells), Shifter (shapeshifting specialists)

Chanters - Bard equivalents, can chain together small continual buffs, while fighting normally. Also one of the only two summoning classes, somewhat like necromancers.
Subclasses: Beckoners (summoners), Skalds (melee specialists), Troubadours (enhanced chants)

Newbie Recommendations: Fighter, Paladin, Druid or Cipher

Multi-Classing:



Multi-class or single class?? Single class has top-end power and will reach better abilities faster. Multi-class has more resources to spend per fight, but end up at a lower power level.






There are 6 main races (further divided into selectable cultures and backgrounds):

Humans (Meadow, Ocean, Savanna) - Boring old humans. Might +1, Resolve +1
Elves (Wood, Pale) - Long ears and very fancy. Dexterity +1, Perception +1
Dwarves (Boreal, Mountain) - Short and stumpy and beardy. Might +2, Dexterity -1, Constitution +1
Godlike (Death, Fire, Moon, Nature) - Touched by deities at birth. Maybe. Can't wear helmets but your hair is on fire. Dexterity +1, Intellect +1
Orlans (Wild, Hearth) - Tiny, furry people who mostly live in the woods. Kinda like halflings or gnomes. Might -1, Perception +2, Resolve +1
Aumaua (Island, Coastal) - Towering semi-aquatic race native to Deadfire. Might +2






The game is designed so that all attributes can be useful to every class. If you want to play a high Intelligence Barbarian, or a high Dexterity Wizard, that's a legit choice and there are (good) ways to play that style.

Each point in attribute gives a linear bonus, there are no trap thresholds you really need to pay attention to. Just make the character you want. All stats have some use in conversation checks as well.

Might - +3% Damage/Healing, +2 Fortitude
Constitution - +5% Health, +2 Fortitude
Dexterity - +3% action speed, +2 Reflex
Perception - +1 Accuracy, +2 Reflex
Intellect - +5% Ability Duration, +10% Area of Effect, +2 Will
Resolve - +1 Deflection, -3% Debuff Duration, +2 Will

Skills are separated into active (useful in gameplay) and passive (useful in conversations):





Companions

You can recruit these NPCs into your party and choose to build them towards a number of classes. Full companions have dialogue, interjections, quests, and full relationship/reputation systems.


Aloth - Mage, Mage/Fighter, or Mage/Rogue
Location: Dig site outside Port Maje


Eder - Fighter, Rogue, or Fighter/Rogue
Location: First person you talk to


Pallegina - Paladin, Paladin/Fighter, or Paladin/Chanter
Location: Nekataka, Queen's Berth or Serpent's Crown palace depending on her POE1 outcome


Serafen - Barbarian, Cipher, or Barbarian/Cipher
Location: World event after leaving Port Maje


Xoti - Priest, Monk, or Priest/Monk
Location: Port Maje


Maia Rua - Ranger, Ranger/Rogue, or Ranger/Wizard
Location: Nekataka, Serpent's Crown palace


Tekehu - Druid, Chanter, or Druid/Chanter
Location: Nekataka, Periki's Outlook, Watershaper's Guild

Sidekicks

In addition to full companions, you can recruit sidekicks which are voiced and have recruitment quests, but have limited interaction and interjections.


Rekke - Fighter, Fighter/Monk, or Fighter/Barbarian
Location: World map, on some flotsam on the far far east/middle edge of map


Konstanten - Chanter, Barbarian, or Chanter/Barbarian
Location: Nekataka, Queen's Berth, Wild Mare


Ydwin - Cipher, Rogue, or Cipher/Rogue
Location: Nekataka, Sacred Stair, top of the tallest building


Fassina - Wizard, Wizard/Chanter, or Wizard/Druid
Location: Nekataka, Periki's Outlook, Dark Cupboard

Mirke - Monk, Monk/Fighter, Monk/Rogue
Location: Fort Deadlight, after finishing Blow the Man Down

Vatnir - Priest, Priest/Rogue, Priest/Chanter
Location: Beast of Winter DLC Harbinger's Watch, after the big initial boss fight






Base ship types (all except the Explorer split their cannons between port & starboard sides) -

1) Sloop - The Watcher's starting ship. Fast and maneuverable with low durability. 4 cannons.
2) Explorer - Huana-style ship. Bit faster & more versatile than a Sloop at the cost of some firepower & durability. 3 cannons total, 1 at the rear.
3) Dhow - Balanced. Reasonably quick, maneuverable, powerful, and durable. 6 cannons.
4) Galleon - Big, lumbering nightmare. A bit slow, but durability and firepower are high. 8 cannons.
5) Junk - Another big ship. Slightly faster with more firepower than a Galleon at the cost of some sail health. 10 cannons.

Bigger ships require and accommodate more crew members. Be sure to factor this into costs for food, drink, and daily wages.

Recommendations: Galleon or Junk, eventually. Bear in mind that purchased ships can't be resold, but most upgrades can be transferred between them while at port (exceptions are captain's quarters and the menagerie).

A couple special options are available in Act III, depending on faction alliance: (probably don't read until you're ready to choose a faction) Principi: ghost ship, Royal Deadfire: submarine

Tips:

1) Always attend to the ship orientation relative to the enemy's. If the enemy ship is facing your starboard side, don't turn to starboard if you're trying to run.
2) Bow = front, stern = back, port = left when facing the bow, starboard = right when facing the bow.
3) Jibe = 180 degree turn. More efficient than turning to port/starboard twice.
4) Low cannon accuracy after a turn/jibe? Hold position or brace for a turn to restore.
5) Injured crewmates must be in the reserve (i.e. not assigned to a post) to heal from injuries.
6) When needed, repairs are gradually done daily while out at sea. If you want to repair instantly, head to a port that sells ship supplies (this consumes the necessary repair supplies as well).
7) Be mindful of Morale. It's easy to manage but also easy to neglect. Hardtack and water will gradually upset the crew. Items like ale, milk, fresh fruit, fish, and rice provide better results (other foods have an even larger impact but they're significantly more expensive). Winning a ship battle raises morale significantly (sharing coins with crew even moreso).
8) Crew members can be recruited from most ports, as well as from a few dialogues/quests. They get much more experience when enemy ships are defeated with cannon. The plunder is the same as from a boarding action.
9) Boarding actions proving difficult? Recruit more party members, ensuring you level them up and equip them. Some will help during boarding actions (controlled by AI on Defend Self).
10) Plague ships usually incur a Morale hit (and a disease afterwards that can be cured by Priests, or waited out/resolved at a port with Medicine Supplies).
11) Always examine fish caught by crew members (Survival check). Some are safe to eat, others not.
12) Different ports offer different prices for goods. Consider selling goods off the beaten path, or head to ports that depend on certain items.
13) You can buy a Spyglass at the cartographer's office in Neketana/Queen's Berth.
14) The ships available for purchase after reaching Neketaka are the ones available for most of the critical path.
15) Some ships will aggro at medium range, while others are passive. If you notice aggro quickly enough and don't want to fight, you can usually sail away for a bit until they bug off.
16) Most storms are easily (and should be) avoided. Entering one will, in the very least, cost a few days and likely some supplies (these can be managed by intelligent choices during the storm sequence).

(Thanks isk)



- Inspirations (buffs) can cancel out the corresponding type/level of Afflictions (debuffs):



- Pay attention to enemy casting spells; you can use special abilities to interrupt them. To counter your own spells being interrupted, look for Concentration abilities.




Critical Role (free) - Portraits and voice sets matched to characters from the weekly D&D streaming show

Rum Runner (free) - New sidekick, drunk pose, and alcohols

Beast of Winter (August 2, 2018) - Explore a mystery island inhabited by a doomsday cult

Seeker, Slayer, Survivor - Combat-focused arena to test your skills

The Forgotten Sanctum - Confront the great wizards of Eora and learn about the God of Mysteries

Scorchy fucked around with this message at 03:36 on May 11, 2019

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Scorchy
Jul 15, 2006

Smug Statement: Elementary, my dear meatbag.
Portrait Packs:

17 custom painted portraits - http://www.jasonseow.com/poeportraits

169 Portraits with watercolor style ones included - http://www.mediafire.com/file/5ihmv3zidw5himl/PoE2%20Custom%20Portraits.zip

Modding:

* Highly recommended

Make your own mods! Documentation on data formats here: https://eternity.obsidian.net/game-data-formats/concepts

Enhanced UI and Tooltips - https://www.nexusmods.com/pillarsofeternity2/mods/32*

Additional AI conditionals - https://www.nexusmods.com/pillarsofeternity2/mods/88?tab=description*

Unity Console Mod - https://www.nexusmods.com/pillarsofeternity2/mods/2

Unlock All NPC-specific classes for PC - https://www.nexusmods.com/pillarsofeternity2/mods/44

Unlock All Backgrounds for all Nationalities - https://www.nexusmods.com/pillarsofeternity2/mods/65

Better Soulbound weapons - https://steamcommunity.com/sharedfiles/filedetails/?id=1591085037

Better Companion armor - https://steamcommunity.com/sharedfiles/filedetails/?id=1591085037

Adds level scaling penetration to Vicious Companion and reduces the level scaling of enemy armor and penetration - https://www.nexusmods.com/pillarsofeternity2/mods/92

Remove pierce immunity from skeletons - https://www.nexusmods.com/pillarsofeternity2/mods/91

Modding Framework Github project - https://github.com/SonicZentropy/PoE2Mods.pw

Scorchy fucked around with this message at 22:14 on Jul 27, 2019

Doorknob Slobber
Sep 10, 2006

by Fluffdaddy
you linked to the pillars one thread but its locked, I'm finishing it up FINALLY with all the DLCs in preparation for #2.

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

3 days til Cajun dwarves

Clever Spambot
Sep 16, 2009

You've lost that lovin' feeling,
Now it's gone...gone...
GONE....
We are fully stocked with water why is this crew so thirsty?

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
That new inspiration/afflictions system seems so rad, I can't wait to play the game. Thanks for posting the chart in the OP, I think it will be super helpful.

Gobblecoque
Sep 6, 2011
gently caress, I was replaying through PoE 1 however many months ago to get a save ready to import for this but I stopped playing like halfway through White March 2. Now I actually gotta get through it because the game is coming out like now. Picking the game back up right at the monastery after a long time of not playing is pain. There's just so much poo poo going on lategame PoE and the combat log dumping a million lines of text per second doesn't do a lot to help parse it.

MMF Freeway
Sep 15, 2010

Later!

My face when I cant play this game yet

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Something I'm unclear on: Are Lightning Strikes and Swift Flurry mutually exclusive upgrades to Swift Strikes? Can you only activate one or the other, or do they stack on top of each other if you have both?

Mr. Baps
Apr 16, 2008

Yo ho?

Still cannot possibly decide which save to import first or what class to play :toot:

Game's gonna own.

En Garde Motherfuckers
Apr 29, 2009

Hey. Is it just me, or do my balls itch?

MMF Freeway posted:

My face when I cant play this game yet

:same:

Cavauro
Jan 9, 2008

Where do I receive a piglet.

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

In PoE1? In Dyrford, after doing a solid for a pig farmer there.

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

Cohhh just ran into a quest breaking bug, so at risk of stating the obvious, Trial of Iron is not a release day strat

ewe2
Jul 1, 2009

Feeling migthy excited! :v:

new phone who dis
May 24, 2007

by VideoGames
Morbid Hound
When you set your own background in this are you essentially making all the major plot decisions from the first game? How much will I be missing between rolling a new guy and selecting a background vs. importing an old save?

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Captain Oblivious posted:

Something I'm unclear on: Are Lightning Strikes and Swift Flurry mutually exclusive upgrades to Swift Strikes? Can you only activate one or the other, or do they stack on top of each other if you have both?
All of those upgrades are mutually exclusive.

frajaq
Jan 30, 2009

#acolyte GM of 2014


new phone who dis posted:

When you set your own background in this are you essentially making all the major plot decisions from the first game? How much will I be missing between rolling a new guy and selecting a background vs. importing an old save?

According to the devs, you'll miss only some very minor stuff

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
I would suggest adding a link to the Scavenger Hunt items:

https://forums.obsidian.net/topic/95782-the-deadfire-scavenger-codes-4355-codes-found/

Edit oh wait you did say nvm

Hieronymous Alloy fucked around with this message at 21:20 on May 5, 2018

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Wizard Styles posted:

All of those upgrades are mutually exclusive.

Okay cool, that's not something that the game really communicates clearly.

frajaq
Jan 30, 2009

#acolyte GM of 2014


Also good on Obsidian to get that desperate Bioware fanbase money by making the companions horny as gently caress in the dialogue

Basic Chunnel
Sep 21, 2010

Jesus! Jesus Christ! Say his name! Jesus! Jesus! Come down now!

They should have stayed true to their own fanbase by making the companions preoccupied with spreadsheets and white racial purity

Mymla
Aug 12, 2010

Basic Chunnel posted:

They should have stayed true to their own fanbase by making the companions preoccupied with spreadsheets and white racial purity

The good ending to Pallegina's personal quest is not one where she loses her feathers, it's one where she becomes white.

Cavauro
Jan 9, 2008

Basic Chunnel posted:

In PoE1? In Dyrford, after doing a solid for a pig farmer there.

Thank you sir, but I received that piglet, and need another one for my second adventure ASAP. Receiving a piglet is very important

Impermanent
Apr 1, 2010
The pets have associated buffs now so that piglet might give you a bonus

Evil Canadian
Sep 10, 2000

No one man should have all that Psycho-Power.

So for multiclassing I guess I never learned exactly how it works. Is it sorta like BG2 where you just separately level up each class?

FuzzySlippers
Feb 6, 2009

X class + rogue pretty much just means more damage right? So Cipher + Rogue is going to lose some Cipher abilities to do more damage in general? If wanna be a powder mage so maximize gun damage but still have some magic that seems like the best choice.

Snicker-Snack
Jul 2, 2010

Evil Canadian posted:

So for multiclassing I guess I never learned exactly how it works. Is it sorta like BG2 where you just separately level up each class?

They level concurrently at a slower rate and you get less abilities in total.

2house2fly
Nov 14, 2012

You did a super job wrapping things up! And I'm not just saying that because I have to!
I don't really know how steam works for new releases; will it automatically download the game if go away from the computer and leave steam open? Can I set it to do that somehow? The game releases while I'm at work and it'd be neat to be able to come home and get cracking without having to wait interminable ages while it insttalls

ewe2
Jul 1, 2009

2house2fly posted:

I don't really know how steam works for new releases; will it automatically download the game if go away from the computer and leave steam open? Can I set it to do that somehow? The game releases while I'm at work and it'd be neat to be able to come home and get cracking without having to wait interminable ages while it insttalls

Yeah I preordered and it's preloading right now. 1st preloaded game on linux for me also.

Tzarnal
Dec 26, 2011

Evil Canadian posted:

So for multiclassing I guess I never learned exactly how it works. Is it sorta like BG2 where you just separately level up each class?

A multiclass is a permanent combination of the two classes. You arenot a Fighter (x) / Rogue (y) instead you are a level x Fighter/Rogue. As a multiclass you get access to both the abilities trees the single classes have. However you unlock new tiers on those trees slower.

Additionally there are not enough levels in the game for you to get access to the highest two tiers of abilities. You cap out at 7 while single classes cap out at 9.

The advantages are that you get synergies between classes and more resource points to spend in combat because you have two classes worth of resources to spend.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Snicker-Snack posted:

They level concurrently at a slower rate and you get less abilities in total.
Multiclass characters don't get less abilities. They even get an additional starting ability because every class gets one.
e: Actually, in the long run, single class characters do end up with one more ability pick because they get one less starting ability but two more from reaching extra power levels. Still, in general multiclass and single class characters are treated the same - one ability per level plus an extra one when reaching a new Power Level.

The multiclassing section here is up to date: https://pillarsofeternity2.wiki.fextralife.com/Character+Creation
What the wiki doesn't really explain is that the slower Power Level advancement does more than lock you out of the highest level abilities. The Power Level of a class also affects the, well, power of active abilities and a lot of class-specific passives and other perks.

Wizard Styles fucked around with this message at 21:59 on May 5, 2018

NovemberMike
Dec 28, 2008

It seems like there's two kinds of multiclasses. There are cases like Wizard/Priest where you move up two ladders, but you're still moving at a reasonable speed and you still get access to a lot of the best stuff. There's also things like fighter/rogues where you can have a rogue that isn't as roguey but gets extra durability. I'm still trying to find out which is best.

Snicker-Snack
Jul 2, 2010

Wizard Styles posted:

Multiclass characters don't get less abilities. They even get an additional starting ability because every class gets one.

The multiclassing section here is up to date: https://pillarsofeternity2.wiki.fextralife.com/Character+Creation
What the wiki doesn't really explain is that the slower Power Level advancement does more than lock you out of the highest level abilities. The Power Level of a class also affects the, well, power of active abilities and a lot of class-specific passives and other perks (Animal Companions etc.).

Ok, so according to that table the total difference in abilities is 27 vs 28 for multi vs single class, respectively. I read one of rope kid's answers about multiclassing on his tumblr and assumed that the difference would be bigger. My bad.

Tzarnal
Dec 26, 2011

Snicker-Snack posted:

Ok, so according to that table the total difference in abilities is 27 vs 28 for multi vs single class, respectively. I read one of rope kid's answers about multiclassing on his tumblr and assumed that the difference would be bigger. My bad.

The specifics of the system have changed radically 2 times and got majorly tweaked another time so that was probably true, a while ago.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Snicker-Snack posted:

My bad then, according to that table the total difference in abilities is 27 vs 28 for multi vs single class, respectively. I read one of rope kid's answers about multiclassing on his tumblr and assumed that the difference would be bigger.
Yeah, I just edited my post. Single class and multiclass characters get the same one ability point for each level and Power Level reached but it does work out to single class characters getting an extra ability in the end.

Nordick
Sep 3, 2011

Yes.
I know this is completely pointless to do this early but what the gently caress ever



:getin:

Wizard Styles
Aug 6, 2014

level 15 disillusionist

Tzarnal posted:

The specifics of the system have changed radically 2 times and got majorly tweaked another time so that was probably true, a while ago.
Multiclass characters used to get more abilities in the earliest beta build because single class characters didn't get an extra ability for reaching a new Power Level then.
I think that's the only time there was a pronounced difference during the beta period, but afaik the whole math about how multiclassing works was changed at some point during development before the backer beta came out. So, yeah, maybe multiclasses got way less abilities before that.

No Mods No Masters
Oct 3, 2004

Finally, some options to play around with during pillars character creation :shepicide:

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Evil Canadian
Sep 10, 2000

No one man should have all that Psycho-Power.

Oh I thought it was before the idea was the multi-class characters get way more abilities in the end. I guess it just means now they have a larger overall pool to pull from but that's it. Honestly that kinda takes the shine off multi-classing for me then if that's what that means then.

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