Been doing a lot of testing of different character builds this patch, and IMO that's where this game really shines on the combat side of things. There are lots of different viable character builds and discovering more and more effective ones has been really fun. What I mean by that is, if you want to execute a particular concept of a character for combat - "A Ridiculous Blunderbuss guy" or whatever, there is enough depth there for you to be able to do that and do it pretty well (under/overpowered issues aside).
I'm a power gamer, so when I make a character, I don't think about whether I want my character to be smart or whatever, and I pick Attributes based on efficacy for executing the build. I still think Attributes need work, but the ability, talent and gear selection part is where it's at.
Today's build was based off something someone said on the Obsidian forums. We were discussing the talent Penetrating Shot and whether it was a useful talent to have. One guy suggested that he made a Hunting Bow Chanter with that talent and the Chant that improves reload speed, and that was an effective build (and the *only* build currently where Hunting Bows are actually useful). Another guy said that it would probably be good on the Blunderbuss, because the Blunderbuss is a low damage weapon that fires multiple projectiles. I thought hmm, that would be *even better* with the item "Lead Spitter".
So I made an Aumaua Rogue with 21 Might (+33% damage), took Weapon Focus (Ruffian) for +6 Accuracy with Blunderbusses and Penetrating Shot. I picked the two Rogue weapon-based attacks (Crippling Strike and Blinding Strike) because the Blunderbuss is a slow reloading weapon. Every shot counts - so may as well stack every shot with a x1.25 damage multiplier and a status effect to boot. Opened up combat with a Fighter Knockdown (due to combat state restrictions, opening combat with any character that has passives that activate in combat is a loser, as you don't get the bonuses if you open with them, which is super dumb - so you have to attack with another character, wait until after the hit frame of the attack and then a few moments more for the passives to activate THEN attack).
*BOOM* first attack, insta-killed the Ranger in one shot sneak attack Blinding Strike. 12 DT bypass, so no armor protection at all from Fine Brigandine Armor. Had to wait a while to reload, but the second attack nearly completely took out another character from full health. Only got the two shots off in combat, but it still racked up over 100 damage. Not the highest of the party, but very useful/effective because of the damage mitigation from dropping one enemy straight away.
(as a side note, the Blunderbuss -10 Accuracy is probably too much, especially for non-'magical' blunderbusses, I'd suggest reducing it to -7, or -5 or something)
It's totally possible to make a trash build, but there's also lots of good ones. I personally find that specialization is better than dabbling in different types of things (like mixed offense/defense), but it depends on the class though.
Between v257 and v435, opening up the character progression and adding new talents has only been a good thing and every build it's getting better. There's a lot of depth there to explore when making characters.
Unfortunately IMO, the actual combat gameplay itself isn't that riveting. I find that the game is super stacked towards effective character building and encounter strategy, but fairly devoid of actual reactivity in combat - as in, I don't find I have to adjust what I do based on what the enemy does. Reactions are limited to casting Suppress Affliction(or similar), and healing my party members. This is partially because of the removal of counterspelling, and also the engagement system. The good thing is though, is that it's more involving than Baldur's Gate 1. The combat in BG1 was pretty simple, and Pillars of Eternity does beat it. I personally think that while PE really excels on the character building and strategy side, that Icewind Dale: Heart of Winter, BG2 and IWD2 beat it as far as reactive combat goes - the combat/gameplay in those games has a lot of depth regarding reacting to what enemies do, different (tactical, rather than strategical) ways to beat encounters and reactive movement. A lot of people complain about those games because they found one repetitive tactic that worked on most encounters, and thus ruined the fun for them. Those types of things exist in Pillars of Eternity at the moment, too. However anytime I stumble across one, I report it.
I think there's a lot of room for improvement here - but it's a strong foundation to build upon for expansions and sequels.
I think everyone here will have fun building characters.
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