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Pillars of Eternity (Obsidian Isometric RPG Kickstarter) -…

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Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
April 02 2015 20:07 GMT
#1021
whelp, apparently, the fastest way to beat the game is to attack lady webb
Yurie
Profile Blog Joined August 2010
12058 Posts
Last Edited: 2015-04-02 20:12:37
April 02 2015 20:12 GMT
#1022
Patch notes
https://forums.obsidian.net/blog/7/entry-179-patch-notes-103/

ETA: ?
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
April 02 2015 20:51 GMT
#1023
On April 03 2015 05:12 Yurie wrote:
Patch notes
https://forums.obsidian.net/blog/7/entry-179-patch-notes-103/

ETA: ?

End of tomorrow their time.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
April 02 2015 21:24 GMT
#1024
so many lvl 1-2 spell nerfs, they should focus on making the high level spells more useful, most of them just suck.
PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
April 02 2015 22:43 GMT
#1025
Tuned ranges of many Wizard spells to be higher.

this could make wizards really useful
Call me Marge Simpson cuz I love you homie
Dagobert
Profile Blog Joined July 2009
Netherlands1858 Posts
April 02 2015 23:13 GMT
#1026
DA is utter crap... it's blasphemous to even call it a role-playing game. It's a point-and-click adventure that offers you as much creative freedom as, say, "paint by number".
fixed_point
Profile Joined June 2011
Germany4891 Posts
Last Edited: 2015-04-02 23:40:07
April 02 2015 23:35 GMT
#1027
On April 03 2015 08:13 Dagobert wrote:
DA is utter crap... it's blasphemous to even call it a role-playing game. It's a point-and-click adventure that offers you as much creative freedom as, say, "paint by number".

Not to mention the insanely terrible camera controls. Like they're more concerned in you being able to see your shiny armour than the enemy.

Anyway big patch of Pillars coming out. Finally fixing my cipher
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
April 03 2015 00:27 GMT
#1028
On April 03 2015 07:43 PassiveAce wrote:
Show nested quote +
Tuned ranges of many Wizard spells to be higher.

this could make wizards really useful


They changed some of the casting mechanics from BG without changing much of the spells themselves. Basically, wizards in PoE are under permanent Alacrity and this works funny with some fast cast spells like minor missiles or fireball. You can throw like more than one fireball per second which makes wizard an AoE DPS machine as soon as they get access to level 3 spells. Before that, you can chain missiles to machine gun down critical targets like other mages. High int also makes wizards funny because the foe-only AoE grows faster than the base radius. Another trick is to use their level 1 accuracy self-boost to cast the extremely overpowered paralysis scrolls with almost guaranteed hits. In conclusion, wizards were already really useful =)

I'm kinda sad they decided to be overzealous with porting mechanics back from BG. Getting 10 spells to choose from at level 1 as a druid with the ability to cast only one per rest is kinda stupid. Same with wizards, the real defense/counter wizard war (which made lich and other high level mage encounters extremely challenging, fun and impossible to complete by leftclicking) started only at spell levels 5+ and they ported that almost directly with the exception that 6 is the highest spell level in the game and the best spells were 7+.
You want 20 good men, but you need a bad pussy.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
April 03 2015 01:12 GMT
#1029
most op spell is still wizards blights with their blast AE, its a permanent barbaian ultimate, which is 1 use 1 per rest. Its really funny watching it against a horde of enemies, aloth blight: 5 hits 3 grazes, aloth blast: 40 hits, 10 grazes.
TheYango
Profile Joined September 2008
United States47024 Posts
April 03 2015 02:56 GMT
#1030
On April 03 2015 09:27 BluzMan wrote:
I'm kinda sad they decided to be overzealous with porting mechanics back from BG. Getting 10 spells to choose from at level 1 as a druid with the ability to cast only one per rest is kinda stupid. Same with wizards, the real defense/counter wizard war (which made lich and other high level mage encounters extremely challenging, fun and impossible to complete by leftclicking) started only at spell levels 5+ and they ported that almost directly with the exception that 6 is the highest spell level in the game and the best spells were 7+.

Don't the grimoires show up to level 10? I'd expect they'd add levels/spell levels in the expansion.

Remember the progression here is basically the equivalent of BG1 (the level cap in BG1 was level 12 also, IIRC). You didn't get high level magic fights in BG1 either, you needed to get to BG2 where you started at a level with access to 3rd/4th level spells already.
Moderator
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
April 03 2015 03:13 GMT
#1031
their system isnt really fleshed out, it wouldnt work in higher levels atm.


For example spells dont have any way to scale. First of all the lvl 1 and 2 spells are as powerful as lvl 6 spells, sometimes even more powerful. Especially the cipher suffers since he has no limit on spellcasts and they didnt know how to balance that.

And since they dont scale and the saving throws get better with higher level items, especially deflection but also others, spells get weaker and weaker.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2015-04-03 04:14:07
April 03 2015 04:07 GMT
#1032
This game needs a lot of polish (and some bug fixes, although they seem basic and easy to fix).

Right now there's a major lack of polish with regards to informing the players specifically what certain abilities do, as well as lack of good talent variety (namely class talents), as well as general balance (firearms, classes).

Overall, the game is quite worth it, especially in due time, and especially if they and the community put a lot of work into it. It would really need an expansion or two or even later on a sequel for it to fully develop. Obviously, there's at least going to be an expansion, so things should be good.

On April 03 2015 12:13 LaNague wrote:
their system isnt really fleshed out, it wouldnt work in higher levels atm.
For example spells dont have any way to scale. First of all the lvl 1 and 2 spells are as powerful as lvl 6 spells, sometimes even more powerful. Especially the cipher suffers since he has no limit on spellcasts and they didnt know how to balance that.
And since they dont scale and the saving throws get better with higher level items, especially deflection but also others, spells get weaker and weaker.

I somewhat agree. It's a very strange system; although not necessarily unfixable. Regarding the defenses you were talking about, it seems that you didn't know that spells use accuracy, and hence increases per level just like D&D/OGL, or most other games. Still, the damage seems strange that it doesn't scale. The biggest thing is that it seems the higher level spells don't do enough damage compared to the lower level ones, not so much that spells themselves don't scale.

Regarding the quests though, did anyone else find it strange that the protagonist would go out of their way to go kill Lord Raedric? Sure, it's optional, but it seems strange to me that anyone who is at all sane and who isn't crazy chaotic good would do such a thing. It's like walking into someone who you just met's house, learning they're a wife beater, and shooting them there on the spot. That's not the way things are done. I guess it's possible a player could just want to talk to him, and he gives a dumb ultimatum, but that ultimatum seems pretty ridiculous and unrealistic. He doesn't suggest that he'll compromise or change his ways one single bit. The ultimatum the animancer gives is lame too.

No one seems to have a problem with this quest short of it's difficulty (I didn't have difficulty with it, but then again I didn't go running in with 3 characters at level 3 either (that was Temple of Eothas)), but I can't get the thing out of my head. I feel like it wasn't realistic and/or not enough options for role playing or branching outcomes.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2015-04-03 05:10:28
April 03 2015 05:08 GMT
#1033
On April 03 2015 13:07 Xapti wrote:
This game needs a lot of polish (and some bug fixes, although they seem basic and easy to fix).

Right now there's a major lack of polish with regards to informing the players specifically what certain abilities do, as well as lack of good talent variety (namely class talents), as well as general balance (firearms, classes).

Overall, the game is quite worth it, especially in due time, and especially if they and the community put a lot of work into it. It would really need an expansion or two or even later on a sequel for it to fully develop. Obviously, there's at least going to be an expansion, so things should be good.

Show nested quote +
On April 03 2015 12:13 LaNague wrote:
their system isnt really fleshed out, it wouldnt work in higher levels atm.
For example spells dont have any way to scale. First of all the lvl 1 and 2 spells are as powerful as lvl 6 spells, sometimes even more powerful. Especially the cipher suffers since he has no limit on spellcasts and they didnt know how to balance that.
And since they dont scale and the saving throws get better with higher level items, especially deflection but also others, spells get weaker and weaker.

I somewhat agree. It's a very strange system; although not necessarily unfixable. Regarding the defenses you were talking about, it seems that you didn't know that spells use accuracy, and hence increases per level just like D&D/OGL, or most other games. Still, the damage seems strange that it doesn't scale. The biggest thing is that it seems the higher level spells don't do enough damage compared to the lower level ones, not so much that spells themselves don't scale.

Regarding the quests though, did anyone else find it strange that the protagonist would go out of their way to go kill Lord Raedric? Sure, it's optional, but it seems strange to me that anyone who is at all sane and who isn't crazy chaotic good would do such a thing. It's like walking into someone who you just met's house, learning they're a wife beater, and shooting them there on the spot. That's not the way things are done. I guess it's possible a player could just want to talk to him, and he gives a dumb ultimatum, but that ultimatum seems pretty ridiculous and unrealistic. He doesn't suggest that he'll compromise or change his ways one single bit. The ultimatum the animancer gives is lame too.

No one seems to have a problem with this quest short of it's difficulty (I didn't have difficulty with it, but then again I didn't go running in with 3 characters at level 3 either (that was Temple of Eothas)), but I can't get the thing out of my head. I feel like it wasn't realistic and/or not enough options for role playing or branching outcomes.




No, look.


everything uses accuracy, accuracy grows per level as does defence.
weapons gain stronmger magical accuracy bonus, armor gains magical deflection bonus, magical enchantments give more spell saves.
Spells ....?





For most people, once they see the tree with hanging dead people, they want to kill the asshole lord.

lprk
Profile Joined September 2013
Poland2249 Posts
April 03 2015 05:48 GMT
#1034
Unlike attacks you have usually spells that target all defenses and you can choose and target the lowest one, and there is more spell effects that buffs your accuracy or lower enemy defenses than on attacks, so hitting things with spells isn't that hard, and spells have usually more or more powerful side effects than attacks.

I agree with nerfing approach as game is kinda easy even on path of the damned, mainly just the fights last longer. Especially chanters and arbalests nerfs are warranted, while slicken is very good i'm not sure if nerfing it was a good idea as apart from roleplaying reason it's only thing that may make you want to use wizard over druid. Sad not to see anything that would make ranger decent.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
April 03 2015 06:18 GMT
#1035
On April 03 2015 11:56 TheYango wrote:
Show nested quote +
On April 03 2015 09:27 BluzMan wrote:
I'm kinda sad they decided to be overzealous with porting mechanics back from BG. Getting 10 spells to choose from at level 1 as a druid with the ability to cast only one per rest is kinda stupid. Same with wizards, the real defense/counter wizard war (which made lich and other high level mage encounters extremely challenging, fun and impossible to complete by leftclicking) started only at spell levels 5+ and they ported that almost directly with the exception that 6 is the highest spell level in the game and the best spells were 7+.

Don't the grimoires show up to level 10? I'd expect they'd add levels/spell levels in the expansion.

Remember the progression here is basically the equivalent of BG1 (the level cap in BG1 was level 12 also, IIRC). You didn't get high level magic fights in BG1 either, you needed to get to BG2 where you started at a level with access to 3rd/4th level spells already.

BG1 was capped at lvl 4 spells and lvl 5 with the expansion.
Immersion_
Profile Joined May 2010
United Kingdom794 Posts
April 03 2015 06:43 GMT
#1036
On April 03 2015 13:07 Xapti wrote:
This game needs a lot of polish (and some bug fixes, although they seem basic and easy to fix).

Right now there's a major lack of polish with regards to informing the players specifically what certain abilities do, as well as lack of good talent variety (namely class talents), as well as general balance (firearms, classes).

Overall, the game is quite worth it, especially in due time, and especially if they and the community put a lot of work into it. It would really need an expansion or two or even later on a sequel for it to fully develop. Obviously, there's at least going to be an expansion, so things should be good.

Show nested quote +
On April 03 2015 12:13 LaNague wrote:
their system isnt really fleshed out, it wouldnt work in higher levels atm.
For example spells dont have any way to scale. First of all the lvl 1 and 2 spells are as powerful as lvl 6 spells, sometimes even more powerful. Especially the cipher suffers since he has no limit on spellcasts and they didnt know how to balance that.
And since they dont scale and the saving throws get better with higher level items, especially deflection but also others, spells get weaker and weaker.

I somewhat agree. It's a very strange system; although not necessarily unfixable. Regarding the defenses you were talking about, it seems that you didn't know that spells use accuracy, and hence increases per level just like D&D/OGL, or most other games. Still, the damage seems strange that it doesn't scale. The biggest thing is that it seems the higher level spells don't do enough damage compared to the lower level ones, not so much that spells themselves don't scale.

Regarding the quests though, did anyone else find it strange that the protagonist would go out of their way to go kill Lord Raedric? Sure, it's optional, but it seems strange to me that anyone who is at all sane and who isn't crazy chaotic good would do such a thing. It's like walking into someone who you just met's house, learning they're a wife beater, and shooting them there on the spot. That's not the way things are done. I guess it's possible a player could just want to talk to him, and he gives a dumb ultimatum, but that ultimatum seems pretty ridiculous and unrealistic. He doesn't suggest that he'll compromise or change his ways one single bit. The ultimatum the animancer gives is lame too.

No one seems to have a problem with this quest short of it's difficulty (I didn't have difficulty with it, but then again I didn't go running in with 3 characters at level 3 either (that was Temple of Eothas)), but I can't get the thing out of my head. I feel like it wasn't realistic and/or not enough options for role playing or branching outcomes.


+ Show Spoiler +
You talk to Raedric and he's basically saying kill the other dude so I can go back to "working on a cure" which means butchering a load more townspeople, allowing weirdos to experiment in the dungeon, stabbing his wife to death etc. Guy was a nutter and need to be put down :p


I think the system was designed so a spell like fan of flames is hard to land properly so does more base damage than, say, fireball. The wizards still get way more powerful at higher levels without having damage scaling so I don't have an issue at the moment. I agree some serious tweaking will be needed for when lvl 10 spells are rolling out, and I think they will put a lot of work into it, because sorting the system now is work ahead of time for the seemingly inevitable sequel given the amazing sales.


http://www.twitch.tv/sybar1te Sybarite#2581 - add me for Heroes games. .Play Hots and Overwatch currently. Feel free to add.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
April 03 2015 09:44 GMT
#1037
On April 03 2015 12:13 LaNague wrote:
their system isnt really fleshed out, it wouldnt work in higher levels atm.


For example spells dont have any way to scale. First of all the lvl 1 and 2 spells are as powerful as lvl 6 spells, sometimes even more powerful. Especially the cipher suffers since he has no limit on spellcasts and they didnt know how to balance that.

And since they dont scale and the saving throws get better with higher level items, especially deflection but also others, spells get weaker and weaker.

Your wizard's Accuracy gets better with levels and equipment and it scales compared to enemy saves. Also wizard at lvl 1 has Eldritch Aim which gives him +15 accuracy. Your spell damage does not scale automatically but neither does weapon damage for others nor do they ever get more attacks like they did in BG games. So it is still balanced at higher levels. Higher level spell give you access to more powerful debuffs and spells that do more damage and are aimed easier or affect a bigger area or last longer or give multiple debuffs. Or access to better defensive spells.
True_Spike
Profile Joined July 2004
Poland3426 Posts
April 03 2015 10:27 GMT
#1038
On April 03 2015 11:56 TheYango wrote:
Show nested quote +
On April 03 2015 09:27 BluzMan wrote:
I'm kinda sad they decided to be overzealous with porting mechanics back from BG. Getting 10 spells to choose from at level 1 as a druid with the ability to cast only one per rest is kinda stupid. Same with wizards, the real defense/counter wizard war (which made lich and other high level mage encounters extremely challenging, fun and impossible to complete by leftclicking) started only at spell levels 5+ and they ported that almost directly with the exception that 6 is the highest spell level in the game and the best spells were 7+.

Don't the grimoires show up to level 10? I'd expect they'd add levels/spell levels in the expansion.

Remember the progression here is basically the equivalent of BG1 (the level cap in BG1 was level 12 also, IIRC). You didn't get high level magic fights in BG1 either, you needed to get to BG2 where you started at a level with access to 3rd/4th level spells already.


Not even close. The level cap in BG1 was 6/7/8 (with the expansion, also class dependant).
Hoenicker
Profile Joined February 2012
243 Posts
April 03 2015 10:59 GMT
#1039
The story isn't close to BGII either, though its better than D:OS, and just about all DA games. The biggest difference with BGII is the scope of the game, I also think if the area maps were bigger it would allow PoE to feel bigger. So far I havent come across any maps which can't be crossed ina matter of seconds, but the Sahugin city in BGII feels about the same size as Defiance bay, and that city was an optional map in BGII!

Ofcourse my goggles are rose coloured, and I'm an old fart, so anything that isn't BGII isn't BGII :p PoE is still a great game, and im definately curious what other games this engine will spawn.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2015-04-03 11:09:49
April 03 2015 11:02 GMT
#1040
The story is more similar to BG1, at least the presentation of it. You get a starting connection and are left to more or less wander around doing whatever until you want to continue with it. After Caed Nua, the open world wondering opens up even more. The game does not force you to do the story just like it didn't in BG1. In Bg2 it was a bit more in your face and after you went after Irenicus and Imoen your wandering was super limited.

Also in BG1 after the opening part you are just left with people complaining about iron shortage and iron weakness and except for assassins coming after you it does not feel like you are really connected with it or need to do anything about it right now.

In PoE you also wonder around and common problem is Hollowborn but you don't seem to be directly connected with it. BTW, I am not spoilering anything as I don't have a clue if your main story is really about Hollowborn or not (I am not that far into the game) but I see these things similar to how BG1 story was presented so I am guessing your story is connected to Hollowborn just like in BG1 you story did end up connected with Iron problems.

Personally I like PoE storyline to be more like BG1 as I enjoyed that freedom BG1 allowed.
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