The keep is the weakest part of the game. i love the idea of having a home base but heres to hoping the idea is revisited in the style of Baldurs Gate 2 where different classes get different "keeps." Fighters get a stronghold, Paladins found a new chapter or order, Ciphers get a detective agency, Chanters build a library, etc
I was really enjoying this, but I ran into a bug that caused a bunch of NPCs to go hostile, looking me out of some quests
I don't think so.
Okay I feel bad now. Don't worry about the bear. Stats aren't a tremendous issue in the end and following the recommended ones are a good enough guide. All stats are useful to characters to some degree, so even if you mess up it isn't the end of the world. What class are you starting with?
I think just the sanitarium. I found a thread for the bug on the forums, so hopefully it'll get fixed. I think I could run past everyone and continue the game, but I'd rather wait for a patch and load an old save.what zone??
or the entire world?
You had me going there for a while with the bear. I don't know really, usually some kind of Templar in the first playthrough, but if this hampers my enjoyment of a really good character down the road with a personality attached I might reconsider and choose someone that fits with great characters down the line.
Any suggestions?
I just noticed I have -76 deflection and it only gets crazy high when I use melee weapons so I'm guessing it has something to do with this.
Wizard becomes really strong endgame but I don't feel they are as fun and useful to play as in the Infinity Engine games. There's very few spells to learn as level increases and often I was telling myself I will never use those when I had to choose them at level up. In the end I would always take the AoE damage or AoE debuff since the whole game is about massive group of mobs. Pre-game release I was telling myself the restriction of 4 spell per level per grimoire was stiff but in the end 4 of each level is simply enough with the selection you are offered.
Like the criticism linked on a previous page, some of the spell choices are awkward. The grimoire imprint is fairly useless considering there isn't that much spell to learn in the first place and you will probably have all of them already.Moreover your spells don't seem to improve with levels unlike D&D. For instance, your magic missile is fairly useless quickly here where it got progressively stronger in the IE games.
It's also seems they've split what would be wizard spells between wizards, chanters and ciphers. It was also pretty disappointing that when I found a legendary grimoire from one of the most fabled mages in the lore of PoE that my wizard had already all the spell inside.
I agree with a lot of that, but I will give Obsidian the benefit of the doubt and assume a lot of that had to be cut or toned down do to budget. Hopefully Pillars sells very well and Obsidian has more resources to add on what they built in the expansion and hopefully sequel.
I think Obsidian probably should have pared back the number of classes, races, etc. available and written more deeply and intensely for a handful instead. I think the Godlike in particular are a missed opportunity: You meet very few, their existence is barely discussed (at least so far, at the start of Act III), and they just seem like an afterthought in terms of writing and responsiveness.
You're spot on.The stronghold is a nice source of XP, crafting items, and bounties, but those functions could all be redistributed to other parts of the game. As could Od Nua (wonderful though it is). The value of the stronghold should come from unique narrative or gameplay opportunities. Right now the prison is about the only thing that qualifies. One route for expansion would be to populate the stronghold with visitors from the different factions with whom you've gained positive reputation. Your stronghold would then reflect your impact on the world and the friends you've made. These NPCs could be easily accessible sources of news and reactions to events in the critical path. And if you've got people from incompatible factions together, maybe that would motivate you to hire a warden to keep the peace or build additional guest facilities so Dozens and Animancers aren't on top of each other. Maybe one of your guests is murdered, but identifying the killer could have major political ramifications. I don't think Obsidian has to strain itself to make the stronghold a memorable part of the player's journey. But they probably shouldn't have made it a stretch goal here when they couldn't commit to more than some load screens on top of a megadungeon.
Not sure they could have really pared back on these since they were promised in the initial pitch and stretch goals. If they do a follow-up kickstarter for the sequel then maybe their experience here will inform the scope of what they propose again and we will likely see stretch goals that don't strain the core focus of the game.
You're spot on.
I don't know why CRPGs keeps chasing strongholds to begin with. I mean, sure, NWN2, DAI, and even DAO: Awakening did interesting stuff with their strongholds, but even then it was lacklustre and completely contrary to the game at large. They're the antithesis of "roving band of adventurers" and are always so meaningless to the overall plot and gameplay that they'd hardly be missed were they cut entirely. Only by designing the entire game around it (like Dragon Age 2 but not hot garbage) could they possibly make it something wonderful.
If we get a BG1 to BG2 quality jump ooooh boy. I want to believe, I really do.
If you're a casual RPG fan, that heard about the Infinity Engine games, or maybe played them years ago and want something that reminds you of those games but with modern design sensibilities, Pillars of Eternity is everything what you wanted. You'll play through it once, have 40-50 hours of fun, with some interesting moments and not a single "Deep Roads-esque" boring slog.
It's a very entertaining game, and in this sense the Kickstarter was a success. Pillars currently holds a 91 Metacritic score, had raving reviews and hopefully sales to match. Obsidian scored a slam dunk. Bravo.
That's a good point about strongholds not fitting the premise of many CRPGs. Hard to justify a Suikoden-level HQ for a game where the player might choose never to visit the place. Maybe the move in such cases is to scale the stronghold down to a safehouse or safehouses in various pre-existing cities (like Vampire: The Masquerade: Bloodlines or, to a lesser extent, Alpha Protocol) -- a place to store trophies and entertain a few specific NPCs, nothing more.
I'm trying to think of CRPGs or just RPGs in general that do player-owned bases well and completely blanking. They're all camps or hubs that might as well be immersive mission select menus for how important they are.
The Suikoden series does it well and is my gold standard of RPG bases.
Ah, darn. I've never played them, unfortunately. I seem to have inadvertently avoided almost every platform they've ever released on.
Emulators are your friend.
How much more is therein Act 3? The combat with random enemies is kinda boring at this point (unless they have charm/confuse) but the bigger fights are interesting. With how people talk up the final boss and the boss of the Endless Paths I'm eager to try it but the other stuff is just kinda bland. While I do appreciate how theafter you do a quest for a god, a lot of the quests are pretty binary and simple.gods are just selfish, uncaring assholes
Too much effort.
GOG, you know what must be done.
How much more is therein Act 3? The combat with random enemies is kinda boring at this point (unless they have charm/confuse) but the bigger fights are interesting. With how people talk up the final boss and the boss of the Endless Paths I'm eager to try it but the other stuff is just kinda bland. While I do appreciate how theafter you do a quest for a god, a lot of the quests are pretty binary and simple.gods are just selfish, uncaring assholes
If you rush it and ignore any side content you might have left I want to say about two or three hours give or take. At least on normal.
You're almost done. A couple hours at most.
For a melee rogue something like this is probably the result of a bug right?
I've seen profits anywhere from 100c-600c. The variance week-by-week is huge, though, as if its determined by a challenge diceroll against one (or both) of the stronghold's stats.How random are the stronghold taxes? Last time I got 500 copper, lost 100 to bandits. few days and another security building later I am losing all my tax to bandits.... Wish there is a visible way for me to see how much tax I am going to get, how muchy security is helping, etc.
The developer posting on the Obsidian forum said it deserved a fix right away I think, so I'd guess the next hotfix (maybe this week). Many people have posted about it.Any news when the door glitch will be fixed?
Do not want to use the fog of war solution :/
Any news when the door glitch will be fixed?
Do not want to use the fog of war solution :/
Question, am I reading something improperly or is Scroll of Binding Web (lore 4, value 60) kind of crappy compared to Scroll of Tanglefoot (lore 2, value 20)? The range is twice as long, but other than that everything seems worse. No interrupt, smaller AOE, smaller duration, etc.
So far... it seems like a string of encounters with just a massive amount of enemies. Some of the floors seem to have "bosses" which make for some better fights... but it seems like there's a huge clump of enemies around every corner. I'm actually finding it a little annoying. I wish they could have thrown in a few more puzzles or something interesting to do. I'm only on floor 9 though, so maybe it gets better.
Ugh, the optional fight in the lighthouse againstis a complete clusterfuck of game design, how the fuck can you make that type of fight when the game clearly isnt intended for that type of encounters.lilthim sorry but fuck that noise.14 fucking spectres and ghosts including the boss, throwing shit that stop your characters fom attacking before even having the chance to defend, and even cheating clipping into other characters with the teletransportation hability so they can hit you where other enemies couldnt have enter...
Thank god is optional.
Tanglefoot says accuracy +10, web says accuracy -5...so again web is worse. Or am I interpreting that backwards?I thought that was hotfixed the same day as the patch itself? That's what their patch notes implied, and there definitlely was a hotfix later in the day.
Web might be harder to resist or something, but Tanglefoot's huge AoE makes it useful for controlling a large, open area.
So, yeah... kinda crappy.
I honestly thought Pillars did have an exceptional amount of reactivity, considering how many class/reputation/skill checks there were in all the dialogue. Unless you were talking strictly about NPCs reacting to specific character traits.
Personally though, I'd rather have more freedom to tailor my characters to my likin than less freedom and more reactivity. Yea it would be cool if the innkeeper freaks out when my moon godlike barbarian walks in or treats my orlan rogue like crap, but that's probably a lot more work. If I had to choose between 10 classes and less reactivity or 5 classes and more, I'd choose 10 classes every time. The freedom those class choices offer me is going o affect my overall experience much more than the some dude going "hey, you're a (whatever)" to me in conversation.
But obviously it would be nice to have both. I'm also really excited to see what they can do in a sequel/expansion.
Well, as an example, I chose to be a female Valian godlike. I met another character in the game that is also a female Valian godlike. She knew enough about me such that she shouldn't have to explain to me about the Republics or the life of being godlike or how they treat women there, and instead the dialogue options should be like "oh yeah I know all about that, had to deal with it too". It was rather grating.
Ah, darn. I've never played them, unfortunately. I seem to have inadvertently avoided almost every platform they've ever released on.
There's a little exploit when entering (Act 3). It keeps giving 2x150xp upon entering. :-\Hall of Stars
Do not attempt to farm this, I implore you.
just did that fight on path of the damned, the items are the key to win this fight (overpowered, even)item summons, traps, turtle in the lower left corner, priest with healing field, aoe spells
a certain drake caused me quite bit more trouble
e: ow, double post
Well the spells do improve but in a very unflashy way. The success rates are all based on your accuracy, and that improves with levels, no?Like the criticism linked on a previous page, some of the spell choices are awkward. The grimoire imprint is fairly useless considering there isn't that much spell to learn in the first place and you will probably have all of them already.Moreover your spells don't seem to improve with levels unlike D&D. For instance, your magic missile is fairly useless quickly here where it got progressively stronger in the IE games.
Icewind Dale 2 was a much better designed, more interesting and more varied game than Icewind Dale 1If we get a BG1 to BG2 quality jump ooooh boy. I want to believe, I really do.