mind blown
I thought my spider summoning Ranger was a special snowflake!
You people with your fancy misdirection. I just steal as much crap as I can before my rogue runs out of invisibility.
Is there a way of dealing with those floor traps, other than using Teleportation to chuck a party member past it? They can't be interacted with to Disarm.
that 50% damage buff is pretty godlike if you ask me. Put it on a 2-handed fighter, they destroy stuff. The debuff one is pretty crappy because you have to be close to use it. I just got blinded but haven't tried it yet.
For real, though it's unsettling that their corpses don't disappear, as if they have up to this lived a happy giant spider life until he gave it for your safety.Spiderbro is best bro.
Doesn't that do a lot of damage to him?Just realized that I can teleport my heavy armored, slow Knight on top of the enemy which is far from him. Much more efficient than walking
Is there a witchcraft skillbook vendor in Cyseal? Spent my last few minutes looking for one last night to no avail.
I'm abusing it since the beta, enjoying what can I do with it and still I completely agree with you that it's overpowered and it should be nerfed somehow.if you think sneaking is op, just wait till you get the invisibilty spell, makes sneaking obsolete and you can just take everything, from chests, too, open doors etc...
its too good in my opinion
There is a tutorial battle and tutorial dungeon showing you some of the basic mechanics of the game.
Combat consists of individual turns for each character with an AP Pool.
Say a character has 10 AP and recovers 6 AP each turn.
Walking to the enemy during a characters turn consumes AP. The longer the distance the more AP is consumed. In fact enemies can be so far away you could use all of your AP just trying to approach and not have enough to perform and action like Attack, use a Skill, etc.
Some spells or skills also have individual cool downs (2 to 3 turns for example), so you can't simply use a spell, end turn, and cast it again to spam it.
But for example sake to close to the enemy it requires 4 AP to close distance, and then you can decide to attack which costs 4 AP. This means you have 2 AP left over to do something else or you could end that turn.
Any remaining AP a character has is saved and rolled over into their next turn.
6 Recovered AP + 2 Remaining AP from current turn = 8 AP for next turn.
This means the the character can then attack twice on his next turn because they already are in position to attack.
A main thing to focus on however is the Dynamic spell system that reacts to the environment
You can for example using a Spell Caster Cast a Rain Spell that will create an AoE zone of enemies getting wet if they stand in this zone. Also puddles will form on the ground.
The Chill spell normally slows enemies, However if they are Wet Status, Chill becomes Freeze and the enemy is paralyzed until they thaw.
Going back to the earlier example of water puddles created from the Rain Spell. If you cast shock magic on these puddles. They will electrify anyone standing targeted puddle and may stun them on top of electrical damage.
There is other combinations too. Using Fire on Rain puddles to create scalding steam which obfuscates enemy vision. Or use Poison on Steam to make a Gas Cloud. Cast Fire on a Gas Cloud to ignite it and burn anyone in the haze.
There is also a Oil spell that slows enemy movement similar to Chill. Oil also leaves puddles like Rain does, and you can naturally ignite Oil to make a puddle of fire to create impeding barriers enemies will need to traverse.
Using these strategies also applies to Warriors or Archers with Elemental Arrows with the environment.
Like having a Warrior strike a water barrel with sword to break it and create a flood a specific area. And have the Archer use Shock Arrows on the puddle create an electrified field instead of spell casting doing it.
It's very tactical and rewarding. And takes make cues from Baldur's Gate and Ultima 7 in a cRPG style.
Any other questions, I'll be glad to answer them.
Nope. Then again, I find it very straightforward in the basic concept (point & click, action points), which is all a tutorial normally shows anyways.
But you probably mean the more detailed/hidden mechanics like initiative, element combo's, armor class vs damage etc. Then again, I find these very straightforward as well or simply don't need the details (although I often forget to abuse elemental barrels during combat), so maybe you could elleborate what you need explained?
I'm abusing it since the beta, enjoying what can I do with it and still I completely agree with you that it's overpowered and it should be nerfed somehow.
It's really old school when it comes to design. You've gotta think, read your journal, and the game isn't all about combat. I can see a lot of people being turned off by it, so your friend may have his reasons for holding that opinion.
But, if it's your thing, it's damn good.
I thought my spider summoning Ranger was a special snowflake!
I am okay with all of these things so I guess I'll go ahead and pick it up later today. I was busy replaying the Baldur's Gate games a while back which I was thoroughly enjoying. I ended up getting distracted though and never finished them. I think something newer might be good.
You can murder anyone who're alone.Heck I'd be curious to see if you can "cause accidents" with civilians essentially murdering them, but without getting flagged as a negative act summoning guards or loss of reputation. To me it seems like the system would support this.
Well said.edit - by A->B->C combat, I simply mean combat skills/abilities/parties that are set up very specifically to synergize with each other.. jRPGs are notorious for this, but even Dragon Age as well. Divinity has stun locking and stuff also obviously, but in many games such tactics are strongly built into the core of the combat gameplay. D:OS it just feels like (like with everything else in the game) merely one style of play. For instance the barrel stacking to take out the one boss... it just seems to me like in other RPGs, a mechanic like that would actually be not only in a tutorial, but there would be multiple encounters specifically designed to use that mechanic. In D:OS, the "mechanic" only works in the first place simply because of how free form the game is.
It's beautiful. To be fair, there's not a lot of competition right now, but I was sure that something like DayZ would overtake it after just a few hours.I can't believe this thread is this big and active. And the game is topping the Steam revenue charts.
This one was my pet game of all the upcoming cRPGs but man, this bodes well for games that have a lot more built-in fans and hype like Pillars of Eternity. This keeps up and we might even get a second wave of these games.
Fuck this fucking game.
I got Murphy killed guys.
Hopefully I'm missing something here. So when purchasing skills I need to talk to the vendor with each individual party member one at a time in order to know which skills that character has already learned (so it says "you already learned this skill" in the description? And then switch back to my party member with barter skills if I want a good deal?
...
Now the amazing thing about D:OS is it doesn't sacrifice ANY of those (story, visuals, encounters, etc).
Fuck this fucking game.
I got Murphy killed guys.
Fuck this fucking game.
I got Murphy killed guys.
Mmmm, when I talk to animals, even though I don't have the Pet Pal talent, they play a human greeting; the text remains "animal", like "Meow", but is the human voice normal?
for instance I've now realized it's faster just to send all unidentified equipment to my loremaster dude, quickly identify all of it (first item on the context menu) then trade it back to the appropriate character.
It's limited because of the dual dialog system. They didn't want you to expect to play with more than two players when only those two will take part in the whole argument thing. Possibly other reasons too. They said during a livestream at some point that they've tested up to 6 players, and made a rough 4 player mod of the main game.With that being the case though, I don't get why they limited co-op to 2 players. I mean I'm guessing because they don't have a dialogue system/script for the companions maybe?
I promised myself I wouldn't reload due to NC death but...I did a reload, I just couldn't bear with the guilt.
This game, guys. This game.
Took a screen shot of that dialog for my eventual review.Talking about animals, I love how each type of animal is written like you would expect that type of animal to talk.
The writers clearly had a keen insight into the dog mind, that dialogue had me actually laugh out.
I'll have to disagree with you on this. In terms of story line, character definition and world building, it is clearly pushing those to the sideline. And that's not bad, as you said, but it just doesn't do very much compared to other modern rpg's, namely Bioware or Obsidian who do those things very well.
Original Sin is definitely well written and characterized, but in a witty and charming way, rather than emotionally engaging. I prefer that type of thing myself, but OS still does its own thing very well. As you said, the gaming and rpg sphere especially is a much better place with OS in it.
Hope my meaning is coming across here.
Talking about animals, I love how each type of animal is written like you would expect that type of animal to talk.
The writers clearly had a keen insight into the dog mind, that dialogue had me actually laugh out.
Do you have that too?I think that's a bug or oversight, I wouldn't worry too much about it.
I talk to all the rats, they always have useful information. I also love their super creepy voice.
I personally find Bioware "worldbuilding" kind of really bad, and while they do have some fun characters the vast majority are just terrible. D:OS stays on their "parody" tone where they don't take themselves seriously, and i would honestly say their story/characters/world end up at least as good if not better.
Talking about animals, I love how each type of animal is written like you would expect that type of animal to talk.
The writers clearly had a keen insight into the dog mind, that dialogue had me actually laugh out.
Boulder becomes poison if it passes through ooze and fire if it passes through burning.
I also think you guys aren't liberal enough with your spoilers. Most of the spells aren't out in the wild so basically everything is a spoiler. I see tons of crafting spoilers completely unhidden constantly. Maybe people arent used to games like this anymore where the mechanics are part of the immersion. Just say - I had a question about how an earth spell was working then spoiler it.
That's not always ideal. All of the schools complement each other and can be self sufficient. There are literally a hundred + ways to set an oil patch on fire. The easiest being a fire staff. Concersely fire Burns away poison patches so isn't ideal with all earth spells. Air can electrocute blood pools made by witchcraft. Also lighting oil on fire has a high chance to make archers untargetablr by you but able to shoot you; it not always a good tactic. In fact the slow from oil is usually superior to the burning effect.
This game rewards you for strong tactics moreso than strong planning.