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Pillars of Eternity - Releasing March 26


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#851
In Exile

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Anyone checked the Obsidian forums?

You'd think the game was completely awful.

Gamers, lol.

That's true about almost every genre and company now, though RPGs are particularly frustrating because of the added "I am better as a human being because of the type game I like" attitude of some fans. 

 

I have. Stacking deflection, heavy armor, wielding a longsword 1-handed, blinding my opponent, letting my ripostes do the damage instead of my standard attacks. Either 2-handed weapons or sword&board could be better, but the single longsword is a roleplaying decision.

The lack of Fortitude hurts me though, should have invested more in Might/Constitution on character creation. Most actually powerful melee units have a lot of knockdowns or paralysis, so while he can absolutely put up a fight usually, the usual types of melee unit CC really hurt

 

On that note, have you (or anyone) found a use for the armour falling in between heaviest (i.e., plate) and padded/clothing for most classes from a min/max POV? Like with constitution, it seems like you're either best off fully investing in melee deflection and taking or otherwise having class cannons in the back row protected by tanks. 


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#852
Farangbaa

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That's true about almost every genre and company now, though RPGs are particularly frustrating because of the added "I am better as a human being because of the type game I like" attitude of some fans.


That's exactly it.
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#853
Farangbaa

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Ugh, running into one of my RPG problems:

Haven't played for a few days, completely out of touch with the character now

Bleh.

#854
Amfortas

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They got it wrong with the armour yeah, so many types for nothing. I use plate for the tank and a dps to do some off tanking and the rest use robes or clothes. Worst of all is the brigandine, that has the same speed reduction as the plate but less DR. They should have used something similar to the 3rd edition D&D, it gave reason to use the different types and I think it would have worked especially well for a game like this, where you can't improve the attributes when you level up.



#855
L. Han

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I am pretty sad that the only way to be effective in combat AND capable of talking to people requires you to be a frontline tank. Most dialog choices seem to be resolve and perception.



#856
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I am pretty sad that the only way to be effective in combat AND capable of talking to people requires you to be a frontline tank. Most dialog choices seem to be resolve and perception.

 

I actually thought that was a pretty clever subversion of "pick mage or 'derpface' your way through conversations". If they had a few more intelligence options, I think they would have struck a fine balance between the varying stat-related dialogue choices. 



#857
Amfortas

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I just think it's a shame that the watcher has to be the one that does the talking. Especially when I'm playing with a custom party.

#858
Farangbaa

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I am pretty sad that the only way to be effective in combat AND capable of talking to people requires you to be a frontline tank. Most dialog choices seem to be resolve and perception.


Nah

azLJ98.jpg

;)

#859
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I just think it's a shame that the watcher has to be the one that does the talking. Especially when I'm playing with a custom party.

 

It has to be the Watcher. The alternative way of doing it would basically break SP and turn the game into IWD. 



#860
L. Han

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Nah

azLJ98.jpg

;)

 

Nice. I tried a build similar to that with no custom adventurers. Got murdered so hard on hard it made me rage. The preset party members are awful at tanking and pretty rubbish at dealing damage.

 

Rolling around with a potato cannon made out of hardened steel seems to be better on hard with other party members CCing and dealing moderate damage.



#861
Amfortas

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It has to be the Watcher. The alternative way of doing it would basically break SP and turn the game into IWD. 

 

I may be wrong because it's been some time, but I believe both baldur's gate games allowed companions to do the talking.

 

Storm of Zehir had a fantastic dialogue system that no one's ever bothered to use again, it could have fit really well.

 

Btw I think that with a 14 in perception, resolve and inteligence you can pass most checks, +2 from resting +2 from the gear and there's the dragon stew or whatever it's called as well if you need more. Probably a nightmare for min/maxers but that's the way it should be, there has to be some sacrifice.



#862
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I may be wrong because it's been some time, but I believe both baldur's gate games allowed companions to do the talking.

 

Storm of Zehir had a fantastic dialogue system that no one's ever bothered to use again, it could have fit really well.

 

Btw I think that with a 14 in perception, resolve and inteligence you can pass most checks, +2 from resting +2 from the gear and there's the dragon stew or whatever it's called as well if you need more. Probably a nightmare for min/maxers but that's the way it should be, there has to be some sacrifice.

 

No, BG was clearly written for it to be the Bhaalspawn talking. There are references to you in dialogue regardless of who you trigger dialogue with, and DG is on record that BG2's dialogue was written with the speaker being the Bhaalspawn in mind. You can initiate dialogue with the non-PC, but the game doesn't support it. 

 

I can't comment on SoZ since it was an instant don't buy for me since it focused on IWD like create-your-own party design. 

 

What I mean when I say that it doesn't work for SP is that for dialogue to be written in a way that's responsive to the story (and particularly to the PC's own plot) the writers have to be able to know the identity of the speaker. Once you remove that then you end up with the far more generic party-targeted dialogue of IWD. 



#863
Iakus

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No, BG was clearly written for it to be the Bhaalspawn talking. There are references to you in dialogue regardless of who you trigger dialogue with, and DG is on record that BG2's dialogue was written with the speaker being the Bhaalspawn in mind. You can initiate dialogue with the non-PC, but the game doesn't support it. 

 

There's one exception to it.  There's some guy in the Copper Coronet who will hit on any female character you initiate dialogue with him.  He has specific flirts and there are individual responses to him.



#864
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There's one exception to it.  There's some guy in the Copper Coronet who will hit on any female character you initiate dialogue with him.  He has specific flirts and there are individual responses to him.

 

I had no idea. Interesting. 



#865
Malanek

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No, BG was clearly written for it to be the Bhaalspawn talking. There are references to you in dialogue regardless of who you trigger dialogue with, and DG is on record that BG2's dialogue was written with the speaker being the Bhaalspawn in mind. You can initiate dialogue with the non-PC, but the game doesn't support it. 

 

I can't comment on SoZ since it was an instant don't buy for me since it focused on IWD like create-your-own party design. 

 

What I mean when I say that it doesn't work for SP is that for dialogue to be written in a way that's responsive to the story (and particularly to the PC's own plot) the writers have to be able to know the identity of the speaker. Once you remove that then you end up with the far more generic party-targeted dialogue of IWD. 

I have to be careful here because it has been a long time, but I believe in BG2 at least there was a talking icon for whoever was doing the talking, usually initiated by the person in the front, and it would use their charisma etc. It was actually annoying because that was usually a fighter.



#866
Amfortas

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I remember a fortune teller that had different dialogue as well, and being able to say things like "Hello, my name is Imoen".

Wasn't it that for plot critical stuff they told you something like "who are you? I'll speak only with your leader".

I'm perfectly fine with that, in this case watcher things, being only for the watcher, but I don't see why the rest can't be handled by however I wish.

#867
Farangbaa

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Nice. I tried a build similar to that with no custom adventurers. Got murdered so hard on hard it made me rage. The preset party members are awful at tanking and pretty rubbish at dealing damage.
 
Rolling around with a potato cannon made out of hardened steel seems to be better on hard with other party members CCing and dealing moderate damage.


I use the normal companions on PotD ;)

#868
L. Han

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I use the normal companions on PotD ;)

 

You gotta tell me some hot tips then. I was really conflicted between custom adventurers and preset ones. One is superior in combat and the other have more character.



#869
Farangbaa

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It's absolutely essential you get your figher the skills that increase his engagement limit. Game's impossible without.

That's where I went wrong the first time.

#870
L. Han

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^I did that with Eder, but he still gets torn apart like a chicken in a fox's den. In order for me to have some kind of frontline usually means throwing Kana and a custom fighter to help him out.

 

Eder seems to have fairly poor attribute assignment. I also noticed how often you end up being the first person in a fight due to cutscenes.



#871
Farangbaa

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I also bought him some named armor as soon as I got to Defiance Bay, Heldrik's Armor. And I used to activate that ability that gives him a massive armor bonus (or damage reduction, whatever) as soon as the battle started and then weeded out some enemies before it ended. But I don't do that anymore, because he's strong enough to survive without it now.

#872
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^I did that with Eder, but he still gets torn apart like a chicken in a fox's den. In order for me to have some kind of frontline usually means throwing Kana and a custom fighter to help him out.

Eder seems to have fairly poor attribute assignment. I also noticed how often you end up being the first person in a fight due to cutscenes.


The second part you can address by changing the order of your party members in the list of portraits, not just their formation.

As to tanking you need to have a sword and shield built, sword and shield weapon specialisation, etc. My Eder at lv. 9 has something like a 103/90/96/90 defences set. That's without other buffs like Kana.
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#873
L. Han

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^I know about that, but it's scripted parts (When you meet Maerwald, for example) your character will be placed in front of the party to talk and when the fight happens you will have to pull everyone back and lose valuable initiatives or risk your PC running across the room and around the table to a safe spot.

 

Hence why I thought playing as a boring dialog tank seems to be the only way to get the most of both worlds :(



#874
Farangbaa

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Lol, that Adra Dragon that whooped my ass at level 9 went down in 10 seconds at level 11 (using slow mode even xD)

Gaze of the Adragan: sickeningly overpowered.

#875
Amfortas

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Well the dragon itself has overpowered stats and moves, so it is fair. I tried at level 9 as well, but I wasn't able to keep the dragon paralized long enough, even with three characters trying, I kept missing too much. After hours trying I ended up using petrify traps, lame I know :P

 

It's a bit of a shame that since there is no combat xp, there is no incentive to try hard fights at lower levels than intended. The temple of Eothas at the start is a good example, you can try it when you get there at level 2 or 3, with 3 party members and it's probably the most complicated thing in the whole game (at least it was for me), or you can go gain a few levels get a full party do it without trouble and get the same reward.