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Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
I'm pretty sure that Blights were not mentioned prior to this update, but we'd already seen and heard of Vithrak and Xaurips. Kind of a strange update overall, but then again so was Rose's last update (the Animation one).

Apparently they have a wide array of creatures, and they even got in some C priority ones too, so I guess we'll see what strange stuff we run into.

So far the Cean Gwla and the Wicht have been the most different.

http://pillarsofeternity.gamepedia.com/Creature - list of currently known creatures here btw
 
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Cyberarmy

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Divinity: Original Sin 2
You know, there were many threads on the forums talking about ideas for monsters and some of them were actually pretty good. I'm surprised they went for some of the blander monsters though I can understand it. This is the first game that they're making and being safe with expectations was part of the selling point. If they make a second game without kickstarter backing, I bet they're more likely to go for more interesting creatures. At least that's the hope. On the other hand, they also do have a few more interesting monsters that they've shared with us in previous updates too. Cean gula was interesting, as well as the kid zombies or whatever they were.

Probably they are not showing us all the interesting stuff.
 
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I've been reading some rumours regarding the Black Hound, and now PoE looks like a total spiritual successor of it. But what interested me most was the rumoured non-linearity of the story. Do we know for sure if PoE is going to have such a feature (on the level, for example, of MotB)?
 

Rake

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I've been reading some rumours regarding the Black Hound, and now PoE looks like a total spiritual successor of it. But what interested me most was the rumoured non-linearity of the story. Do we know for sure if PoE is going to have such a feature (on the level, for example, of MotB)?
As far as we know, yes
 

Perkel

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This got me thinking.

When we will see proper Thief class in cRPG ?
Last time i had fun playing thief was in IE games where thief was thief and not fucking rogue.
Divinity doesn't cut it (due excessive xp for killing things) neither PoE or any other game on horizon.
 

Athelas

Arcane
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Are you talking about proper thief skills (that aren't made redundant by other skills or abilities) or the dumb archetype of a morally shady character who uses daggers? If it's the former, I agree. The latter, not so much.
 

Perkel

Arcane
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I am talking about actually character that most of his work is not connected to combat.

IE thieves were best before combat. Scout area, lie traps, be creative. When fight started they were mostly second line of shitty archers and more or less poor malee fighters. That is because they did important stuff out of combat.

Backstab one dude in small room so that whole party won't need to even start proper battle. Actually important stuff removing need to actually engage other characters or they stay near you in case of bad roll.

Naturally game needs to support that. For example instead of "Go kill XXX" you get "get x item" So you don't need to kill boss just pickpocket dude or sneak into his room and steal it from his chest.
 

Athelas

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People actually bothered with that stuff in the IE games? Stealth was disabled as soon as you did anything, so I never saw the use. Besides, you didn't need a pure thief, you could just dual-class it into a more useful class. BG2 had three thief/mages.

PoE has an objective-based XP system and no kill XP, by the way, and all the traditional thief skills.
 
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Perkel

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People actually bothered with that stuff in the IE games? Stealth was disabled as soon as you did anything, so I never saw the use. Besides, you didn't need a pure thief for that, you could just dual-class it into a more useful class.

PoE has an objective-based XP system and no kill XP, by the way, and all the traditional thief skills.

I did. Annihilating critical wizard with backstab before he can put up his defences + few skillfully put traps would alone more or less win a fight. But scouting ahead was my #1 thing i did trying to play game ironman
 

Somberlain

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People actually bothered with that stuff in the IE games? Stealth was disabled as soon as you did anything, so I never saw the use. Besides, you didn't need a pure thief, you could just dual-class it into a more useful class. BG2 had three thief/mages.

PoE has an objective-based XP system and no kill XP, by the way, and all the traditional thief skills.

You can backstab many times during combat, just use invisibility potions or items. Or even better, just run behind a corner or other object, hide, backstab, and repeat. One thing people don't seem to know about IE games is that you can hide whenever enemy doesn't see your rogue. In BG2 my CHARNAME is almost always a single classed assassin and usually has the most kills.
 

Perkel

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Yeah, it works well in building. Backstab. Run to some room F5 for hide in shadows and watch as enemy can't do shit.
 

Nikaido

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Rogue isn't a bad pick for the main character when you consider the fact that there are no decent rogue party NPC to recruit in that game. Yoshimo betrays you and everyone else is either dual classed and stuck into shit or multiclassed (Jan Jansen) with slower rogue progression and rogues are really nice to deal with all the nasty traps while also placing their own.

And your main character will never be as good as a wizard as Edwin.
 

Athelas

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I'm aware of how stealth works in the IE games, but I wouldn't describe it as a good system when you can literally hide right in front of your enemy.

Rogue isn't a bad pick for the main character when you consider the fact that there are no decent rogue party NPC to recruit in that game. Yoshimo betrays you and everyone else is either dual classed and stuck into shit or multiclassed (Jan Jansen) with slower rogue progression and rogues are really nice to deal with all the nasty traps while also placing their own.

And your main character will never be as good as a wizard as Edwin.
I never had a problem disabling traps or opening locks with Jan Jansen. He starts with huge bonuses in thief skills and his unique equipments boosts them even further.
 

Infinitron

I post news
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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I thought thieves were people who stole stuff.

Stealth was most useful in BG1 where your party was relatively weak, random ambushes could be deadly, and there were wide open maps that needed to be covered.

It sort of feels like the system was designed for that game and then they just carried it over without much thought. Though Black Isle did implement 3E-style sneak attacks for IWD1.
 

Copper

Savant
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Jan 28, 2014
Messages
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Not showing abilities was indeed a boo-boo, it would be a nice way of complementing the character class updates by allowing the backers who care to think about how different characters could be challenged by them - it's even a perfect trio, a monstrous, mindless anomaly that could be set up to solo the party with a range of abilities, a small, weak, disorganised enemy who probably uses numbers to overwhelm foes, Skaven style, and powerful mindfuck monsters who are all about cooperation and hivemind tactics.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Stealth is pretty useless in BG2. It's okay in BG1 early on because you don't have any Invisibility potions, but the amount of Invisibility potions you get for free in BG2 (lots) why even use Stealth?

Slightly off topic: 1PP fucking rocks btw.
 

Tigranes

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A well trained backstabbing assassin is one of the most lethal builds in BG2, and at higher level setting traps can be oneo f the most fun ways to pulverize enemies.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Stealth is pretty useless in BG2. It's okay in BG1 early on because you don't have any Invisibility potions, but the amount of Invisibility potions you get for free in BG2 (lots) why even use Stealth?
Scouting ahead

Not the action of scouting. Why use a Thief's innate Stealth Ability when you can use an Invisibility potion? It's much better to just max Open Lock and Find Traps and not even bother about Hide in Shadows/Move Silently because you can just quaff an Invis potion instead.
 
Self-Ejected

Excidium

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Because fuck wasting consumables, I'll save invisibility potions for when I truly need and finish the game with 3 stacks of them
 

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