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Eternity Pillars of Eternity 2: Deadfire + DLC Thread - now with turn-based combat!

Infinitron

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Codex Year of the Donut 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
Hmmm: https://forums.obsidian.net/blogs/entry/212-pillars-of-eternity-ii-deadfire-end-game-design/

Pillars of Eternity II: Deadfire & End-Game Design​


0header.thumb.png.9a4a00f0c71b18126ee3988e09df6665.pngPillars of Eternity II: Deadfire is a computer/classic roleplaying game (CRPG), which explores the topics of personal freedom and responsibility, religion, and colonialism. The story takes place in the (fictional, but it is obvious) Deadfire archipelago, where several local and foreign factions stand in uneasy peace, while the protagonist follows a reborn god (who destroyed their very nice castle during his rebirth) to save their soul. The game was unique in many aspects, most importantly, in supporting the player's agency and acknowledging their choices, and some admirable design decisions, such as not rewarding murdering random non-playable characters without an in-character reason (quest) and the critical path (the main story) being of reasonable length. Then, in one of the last updates, the Blackwood Hull, required for it, was moved from the shipyard at the capital, broken into 5 pieces, and these pieces scattered at random places, thus, successfully decreasing the immersion and securing another sale on GOG, which allowed to rollback the update almost painlessly (installing and uninstalling GOG Galaxy while downloading the game twice was not the most positive experience, but it worked). Keeping the 51GB around was less painless, but absolutely worth it.

Usually in video games, the final part where the player and/or the party are proficient with the technical aspects of the gameplay systems and have completed most of the story, thus, being invested in both, consists of several hours of story-free battles, which, on one hand, allow to utilise the most powerful equipment and skills the player has. On the other, these long battle sequences are predictable, boring, and do not exactly serve the narrative.

In terms of the in-game lore, Ukaizo was the lost birthplace of the local people, the Huana, which also was the final destination of Eothas, whom the player's party was pursuing throughout the story, and the target of the factions vying for the control over the Deadfire archipelago and its resources. Therefore, it would be expected for the island to be mechanically similar to the end-game locations from other CPRGs, including the first Pillars of Eternity (fortunately, as far as I remember, Obsidian did not go overboard there either).

1b.thumb.jpg.acbf22a531a8c45d031754c39b3e3e14.jpg2b.thumb.jpg.b37dceaca557fa682f33cd64eb7121bf.jpg

The level and narrative design of Ukaizo was impressive in general and in the context of CPRGs - while it featured one avoidable (blessed be the Bounding Boots) token boss battle with a unique foe that had little to no bearing on the story (the Guardian did provide some lore), the encounter with Eothas was never meant to be combat, due to him inhabiting a giant adra (soul-sucking-rock) statue from the practical point of view (granted, a few well-shot explosives could have solved it), and because I wanted to see him taking down the creatures that were much worse than he was, which made travelling to Ukaizo in the first place rather out of character, but the quest journal pointed there and, as a player, I wanted to know the outcomes of my actions. It also was very convenient to replay, considering the number of expansions, with all of them taking place in the story before visiting Ukaizo.

3b.thumb.jpg.ec885b9132b0acb8ac74cdb9f8aaaa00.jpgAnother boss battle at Ukaizo was against a leader (I think there were several for each option) of a non-chosen faction. For some reason, despite me not compromising my moral high ground for any of them, it usually was the Royal Deadfire Company of the Kingdom of Rauatai, with Hazanui Karū as the boss. Possibly, it was because of Atsura, who was definitely not a spy, giving me the opportunity to decrease the number of their employees without negative consequences. The point being is that the presence of this battle highlighted another essential aspect of the story - the relationships with the factions, where each of them was reasonable enough not to be killed on sight, unlike, for example, the Legion in Fallout: New Vegas or the Systems Alliance in Mass Effect (not an Obsidian game, and the damn faction was impossible to leave, while the game itself was extremely pro-military).

And, most importantly, there were dialogues with the companions on the way to Eothas, reflecting the bonds built with the party. It also was great that the romantic interest did not lessen or overshadow the friendships with the other party members, while the fact that all of the possible romances were bisexual successfully avoided cis-heteronormativity and made the story more immersive and engaging for the LGBTQ+ gamers.

Thus, Ukaizo defied the combat-first (not an unjustified approach, since providing a satisfying and interactive combat system, while still challenging, is significantly easier than satisfying and interactive dialogues) aspect of many CPRGs where the last location is a long mind-numbing gauntlet of battles and the boss, whom you have come to kill anyway, monologuing for an hour - the dialogues with both bosses and Eothas were skippable and/or possible to minimise. I also loved how in PoE1 it was possible to kill Thaos without listening to him, since the information you needed was much more satisfying to take from his corpse.

5b.thumb.jpg.14c0534bf8daa04ad5909cb3925ad48d.jpgI see Obsidian as one of the best RPG developers whose games I have played. I think it is important to explore the conventions and subvert the expectations of the genre in order to make more unique and memorable art, while supporting it being sustainable (system requirements and development costs), accessible (fully rebindable controls and saving at will), inclusive, and DRM-free, because video games are both art and a product and it is crucial to acknowledge and support both of these aspects.
 

Erebus

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I actually like Deadfire, and I nevertheless think that the ending on Ukaizo is terrible. It's way too short and the encounter with Eothas is completely uninteresting.
 
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ChatGPT, write a 5000 word essay on why Deadfire doesn't suck.

Introduction​

"Pillars of Eternity II: Deadfire," developed by Obsidian Entertainment and released in 2018, is a role-playing game (RPG) that has garnered significant acclaim for its depth, narrative complexity, and engaging gameplay. As a sequel to the successful "Pillars of Eternity," Deadfire builds upon its predecessor's strengths while introducing new elements that enhance the overall experience. This essay explores the various aspects that make "Pillars of Eternity II: Deadfire" a standout title in the RPG genre.

Rich and Immersive Storytelling​

One of the most compelling aspects of "Pillars of Eternity II: Deadfire" is its rich and immersive storytelling. The game's narrative is a continuation of the epic tale from the first game, where players once again assume the role of the Watcher, a character who can see and interact with souls. The story begins with the resurrection of the god Eothas, who destroys the Watcher's stronghold and leaves them near death. This sets the stage for a high-stakes journey across the Deadfire Archipelago to uncover Eothas's intentions and save the world from potential catastrophe.
The narrative depth is further enhanced by the game's well-developed characters, each with their unique backgrounds, motivations, and personal quests. Companion characters such as Eder, Aloth, and Pallegina return from the first game, alongside new faces like Maia Rua and Serafen, each bringing their own storylines and personalities. The dialogue options and branching story paths allow players to shape the narrative significantly, making each playthrough a unique experience.

Complex and Strategic Combat System​

"Pillars of Eternity II: Deadfire" boasts a complex and strategic combat system that appeals to fans of both real-time with pause (RTwP) and turn-based combat. The game initially launched with RTwP combat but later included a turn-based mode, giving players the flexibility to choose their preferred combat style.
The combat system is deep, requiring players to think tactically about their party composition, abilities, and positioning. Each character can be customized with a variety of classes and subclasses, each offering distinct abilities and playstyles. This allows for a high degree of experimentation and strategic planning. For example, a single character can combine elements of a fighter and a wizard, creating a versatile combatant who can both tank damage and cast powerful spells.
Moreover, the game includes a comprehensive system of buffs, debuffs, and status effects, adding layers of complexity to encounters. Players must manage resources like health, focus, and spell slots while exploiting enemy weaknesses and protecting their party from harm. The inclusion of environmental hazards and dynamic elements further enriches the combat experience, ensuring that battles remain engaging and challenging throughout the game.

Expansive and Beautifully Crafted World​

The Deadfire Archipelago, the game's setting, is an expansive and beautifully crafted world that invites exploration and discovery. Unlike the more confined settings of many RPGs, Deadfire offers a vast open world composed of numerous islands, each with its own distinct environments, cultures, and secrets. This open-world design encourages players to venture off the beaten path and engage with the game's rich lore and side quests.
The visual design of Deadfire is stunning, with hand-painted backgrounds and detailed environments that bring the world to life. The islands range from lush jungles and volcanic landscapes to bustling port towns and ancient ruins, each meticulously crafted to create a sense of place and atmosphere. The game's dynamic weather system and day-night cycle further enhance the immersive experience, adding realism and variety to the exploration.
Exploration is also enriched by the game's nautical elements. Players command their own ship, the Defiant, which serves as both a mode of transportation and a home base. Ship management is a key aspect of the game, requiring players to hire and maintain a crew, upgrade their vessel, and engage in naval combat. These elements add depth to the exploration and provide a sense of ownership and progression as players traverse the Deadfire Archipelago.

Deep Customization and Replayability​

Customization is a cornerstone of "Pillars of Eternity II: Deadfire," offering players extensive options to tailor their characters and gameplay experience. At the outset, players create their Watcher, choosing from various races, classes, and backgrounds that influence their abilities and interactions with the world. Each class has multiple subclasses, each with unique traits and abilities, allowing for a high degree of personalization and strategic depth.
Character progression is equally robust, with a detailed leveling system that offers new abilities, spells, and talents at each level. This system encourages players to experiment with different builds and playstyles, whether they prefer a stealthy rogue, a powerful wizard, or a resilient tank. The game's respeccing feature also allows players to reassign their character's abilities, providing the freedom to adapt and refine their strategy as they progress.
The game's replayability is further enhanced by its branching narrative and multiple endings. Players' choices throughout the game have significant consequences, affecting relationships with companions, the fate of factions, and the ultimate outcome of the story. This encourages multiple playthroughs to explore different paths and outcomes, making each experience fresh and rewarding.

Engaging Side Quests and Faction Interactions​

In addition to the main storyline, "Pillars of Eternity II: Deadfire" features a wealth of engaging side quests and faction interactions that enrich the game's narrative and world-building. The Deadfire Archipelago is home to several factions, each with its own goals, ideologies, and conflicts. These factions include the Huana, a native islander group; the Vailian Trading Company, a powerful mercantile organization; the Royal Deadfire Company, representing colonial interests; and the Principi sen Patrena, a loose alliance of pirates.
Players can choose to ally with, oppose, or manipulate these factions, and their decisions have far-reaching implications for the game's world and its inhabitants. The faction system adds a layer of political intrigue and moral ambiguity, challenging players to navigate complex relationships and make difficult choices.
Side quests in Deadfire are equally rich and varied, offering stories that range from light-hearted adventures to morally complex dilemmas. These quests often involve well-written characters and meaningful choices that can impact the game's world and story. The quality and depth of these side quests ensure that they are not mere distractions but integral parts of the game's overall experience.

Exceptional Voice Acting and Sound Design​

The voice acting and sound design in "Pillars of Eternity II: Deadfire" are exceptional, contributing significantly to the game's immersive atmosphere. The game's dialogue is fully voiced, with a talented cast of actors bringing the characters to life. This level of voice acting enhances the emotional impact of the narrative and helps to establish a strong connection between players and the game's characters.
The sound design complements the voice acting, with a rich tapestry of ambient sounds, music, and effects that enhance the game's world. The musical score, composed by Justin E. Bell, is particularly noteworthy, featuring a blend of orchestral and cultural influences that reflect the diverse environments and themes of the Deadfire Archipelago. From the haunting melodies that accompany exploration to the intense rhythms of combat music, the soundtrack enhances the game's emotional and immersive qualities.

Technical Excellence and Post-Launch Support​

"Pillars of Eternity II: Deadfire" demonstrates technical excellence, with smooth performance and a user-friendly interface that enhances the gameplay experience. The game's graphics are detailed and vibrant, with a high level of polish that showcases the developers' attention to detail. The interface is intuitive and customizable, allowing players to tailor their experience to their preferences.
Obsidian Entertainment has also shown a strong commitment to post-launch support, releasing numerous updates, patches, and downloadable content (DLC) that expand and improve the game. This ongoing support has addressed player feedback, added new features, and ensured that the game remains fresh and engaging long after its initial release.

Conclusion​

"Pillars of Eternity II: Deadfire" stands as a testament to the potential of the RPG genre, combining rich storytelling, complex combat, and an expansive world to create a deeply immersive and rewarding experience. Its strengths lie in its narrative depth, character development, strategic gameplay, and the freedom it offers players to shape their journey. With its beautifully crafted world, engaging quests, exceptional voice acting, and robust customization options, Deadfire is a game that invites players to explore, experiment, and immerse themselves in its vibrant and dynamic universe. Whether for its narrative intricacies or its strategic depth, "Pillars of Eternity II: Deadfire" is a game that continues to captivate and delight RPG enthusiasts.
 

mediocrepoet

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Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
ChatGPT, write a 5000 word essay on why Deadfire doesn't suck.

Introduction​

"Pillars of Eternity II: Deadfire," developed by Obsidian Entertainment and released in 2018, is a role-playing game (RPG) that has garnered significant acclaim for its depth, narrative complexity, and engaging gameplay. As a sequel to the successful "Pillars of Eternity," Deadfire builds upon its predecessor's strengths while introducing new elements that enhance the overall experience. This essay explores the various aspects that make "Pillars of Eternity II: Deadfire" a standout title in the RPG genre.

Rich and Immersive Storytelling​

One of the most compelling aspects of "Pillars of Eternity II: Deadfire" is its rich and immersive storytelling. The game's narrative is a continuation of the epic tale from the first game, where players once again assume the role of the Watcher, a character who can see and interact with souls. The story begins with the resurrection of the god Eothas, who destroys the Watcher's stronghold and leaves them near death. This sets the stage for a high-stakes journey across the Deadfire Archipelago to uncover Eothas's intentions and save the world from potential catastrophe.
The narrative depth is further enhanced by the game's well-developed characters, each with their unique backgrounds, motivations, and personal quests. Companion characters such as Eder, Aloth, and Pallegina return from the first game, alongside new faces like Maia Rua and Serafen, each bringing their own storylines and personalities. The dialogue options and branching story paths allow players to shape the narrative significantly, making each playthrough a unique experience.

Complex and Strategic Combat System​

"Pillars of Eternity II: Deadfire" boasts a complex and strategic combat system that appeals to fans of both real-time with pause (RTwP) and turn-based combat. The game initially launched with RTwP combat but later included a turn-based mode, giving players the flexibility to choose their preferred combat style.
The combat system is deep, requiring players to think tactically about their party composition, abilities, and positioning. Each character can be customized with a variety of classes and subclasses, each offering distinct abilities and playstyles. This allows for a high degree of experimentation and strategic planning. For example, a single character can combine elements of a fighter and a wizard, creating a versatile combatant who can both tank damage and cast powerful spells.
Moreover, the game includes a comprehensive system of buffs, debuffs, and status effects, adding layers of complexity to encounters. Players must manage resources like health, focus, and spell slots while exploiting enemy weaknesses and protecting their party from harm. The inclusion of environmental hazards and dynamic elements further enriches the combat experience, ensuring that battles remain engaging and challenging throughout the game.

Expansive and Beautifully Crafted World​

The Deadfire Archipelago, the game's setting, is an expansive and beautifully crafted world that invites exploration and discovery. Unlike the more confined settings of many RPGs, Deadfire offers a vast open world composed of numerous islands, each with its own distinct environments, cultures, and secrets. This open-world design encourages players to venture off the beaten path and engage with the game's rich lore and side quests.
The visual design of Deadfire is stunning, with hand-painted backgrounds and detailed environments that bring the world to life. The islands range from lush jungles and volcanic landscapes to bustling port towns and ancient ruins, each meticulously crafted to create a sense of place and atmosphere. The game's dynamic weather system and day-night cycle further enhance the immersive experience, adding realism and variety to the exploration.
Exploration is also enriched by the game's nautical elements. Players command their own ship, the Defiant, which serves as both a mode of transportation and a home base. Ship management is a key aspect of the game, requiring players to hire and maintain a crew, upgrade their vessel, and engage in naval combat. These elements add depth to the exploration and provide a sense of ownership and progression as players traverse the Deadfire Archipelago.

Deep Customization and Replayability​

Customization is a cornerstone of "Pillars of Eternity II: Deadfire," offering players extensive options to tailor their characters and gameplay experience. At the outset, players create their Watcher, choosing from various races, classes, and backgrounds that influence their abilities and interactions with the world. Each class has multiple subclasses, each with unique traits and abilities, allowing for a high degree of personalization and strategic depth.
Character progression is equally robust, with a detailed leveling system that offers new abilities, spells, and talents at each level. This system encourages players to experiment with different builds and playstyles, whether they prefer a stealthy rogue, a powerful wizard, or a resilient tank. The game's respeccing feature also allows players to reassign their character's abilities, providing the freedom to adapt and refine their strategy as they progress.
The game's replayability is further enhanced by its branching narrative and multiple endings. Players' choices throughout the game have significant consequences, affecting relationships with companions, the fate of factions, and the ultimate outcome of the story. This encourages multiple playthroughs to explore different paths and outcomes, making each experience fresh and rewarding.

Engaging Side Quests and Faction Interactions​

In addition to the main storyline, "Pillars of Eternity II: Deadfire" features a wealth of engaging side quests and faction interactions that enrich the game's narrative and world-building. The Deadfire Archipelago is home to several factions, each with its own goals, ideologies, and conflicts. These factions include the Huana, a native islander group; the Vailian Trading Company, a powerful mercantile organization; the Royal Deadfire Company, representing colonial interests; and the Principi sen Patrena, a loose alliance of pirates.
Players can choose to ally with, oppose, or manipulate these factions, and their decisions have far-reaching implications for the game's world and its inhabitants. The faction system adds a layer of political intrigue and moral ambiguity, challenging players to navigate complex relationships and make difficult choices.
Side quests in Deadfire are equally rich and varied, offering stories that range from light-hearted adventures to morally complex dilemmas. These quests often involve well-written characters and meaningful choices that can impact the game's world and story. The quality and depth of these side quests ensure that they are not mere distractions but integral parts of the game's overall experience.

Exceptional Voice Acting and Sound Design​

The voice acting and sound design in "Pillars of Eternity II: Deadfire" are exceptional, contributing significantly to the game's immersive atmosphere. The game's dialogue is fully voiced, with a talented cast of actors bringing the characters to life. This level of voice acting enhances the emotional impact of the narrative and helps to establish a strong connection between players and the game's characters.
The sound design complements the voice acting, with a rich tapestry of ambient sounds, music, and effects that enhance the game's world. The musical score, composed by Justin E. Bell, is particularly noteworthy, featuring a blend of orchestral and cultural influences that reflect the diverse environments and themes of the Deadfire Archipelago. From the haunting melodies that accompany exploration to the intense rhythms of combat music, the soundtrack enhances the game's emotional and immersive qualities.

Technical Excellence and Post-Launch Support​

"Pillars of Eternity II: Deadfire" demonstrates technical excellence, with smooth performance and a user-friendly interface that enhances the gameplay experience. The game's graphics are detailed and vibrant, with a high level of polish that showcases the developers' attention to detail. The interface is intuitive and customizable, allowing players to tailor their experience to their preferences.
Obsidian Entertainment has also shown a strong commitment to post-launch support, releasing numerous updates, patches, and downloadable content (DLC) that expand and improve the game. This ongoing support has addressed player feedback, added new features, and ensured that the game remains fresh and engaging long after its initial release.

Conclusion​

"Pillars of Eternity II: Deadfire" stands as a testament to the potential of the RPG genre, combining rich storytelling, complex combat, and an expansive world to create a deeply immersive and rewarding experience. Its strengths lie in its narrative depth, character development, strategic gameplay, and the freedom it offers players to shape their journey. With its beautifully crafted world, engaging quests, exceptional voice acting, and robust customization options, Deadfire is a game that invites players to explore, experiment, and immerse themselves in its vibrant and dynamic universe. Whether for its narrative intricacies or its strategic depth, "Pillars of Eternity II: Deadfire" is a game that continues to captivate and delight RPG enthusiasts.

This is how the robot uprising starts. This is cruel and unusual punishment.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Got back to playing this.

On the stage now that I was in Wrath of figuring out what the designers had in mind with each companion and trying to make that work.

Ended up better than expected in Wrath since there's items and party synergies to support it.

Likewise in Deadfire Xoti always kind of sucked now using Blessed Harvest for kills to refund a ton of Wounds (and Mortification from the Lantern) and rest of party debuffing Fort so it lands is fun (and effective minigame). She also gets other free offensive Priest spell picks to rack up more kills and Wounds and Mortification. Tenehu opening with the 4 Armor of every type Invocation on Druid/Chanter and backing it up with selective nukes from his Druid subclass. Sickened from Horrors on Serafen debuffs Fort with Sickened while preventing attax etc.

Restarted with Rogue main to set bombs in Stealth before combat has been pretty good since Bombs get accuracy from Mechanics.

Not "necessary"? Playing game as designed finding things that are simply consistently effective more fun that the one-weird trick that trivializes the game.
 
Last edited:

Haplo

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Pillars of Eternity 2: Deadfire
Eh, Serafen as that wild cipher was the only one that kept annoying me to the point of exclusion from the party (or switching to full Barb).
The effects of his powers were too unpredictable and harmful to the party.

Xoti multiclass might be okay and kind of flavorful even, but normally I wanted the mid level cleric spells ASAP, rather then late game (particularly Devotions, Salvation of Time), so I generally kept her pure.
And yeah, I guess a Druid does multiclass pretty well, as while he does get stronger spells over time, there's not many must haves or game changers. I greatly enjoyed Fassina as a wizard/druid multiclass.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
The thing about Xoti is she can turn on the ability that passively gains Wounds and Accuracy (along with Quick Strikes) instantly before casting Dire Blessing so it can tick up while casting.

Once that fires she has enough Wounds to spend some hitting something hard then there’s usually something set up for Blessed Harvest by then (using Morning Star modal to debuff Fort for instance). That does a ton of damage and if it gets a kill it gives her 4 Wounds and 1 Mortification.

Spend those Wounds to hit stuff then re-up self buffs with Mortification rinse and repeat with other offensive spells. Let Tehanu heal as needed.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Tehanu gets free spells on both sides of the multiclass freeing up picks for passives as needed. The free ones are all invocations so do need to pick what chants you want.
 

Haplo

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Pillars of Eternity 2: Deadfire
The thing about Xoti is she can turn on the ability that passively gains Wounds and Accuracy (along with Quick Strikes) instantly before casting Dire Blessing so it can tick up while casting.

Once that fires she has enough Wounds to spend some hitting something hard then there’s usually something set up for Blessed Harvest by then (using Morning Star modal to debuff Fort for instance). That does a ton of damage and if it gets a kill it gives her 4 Wounds and 1 Mortification.

Spend those Wounds to hit stuff then re-up self buffs with Mortification rinse and repeat with other offensive spells. Let Tehanu heal as needed.
That's cool for sure.
But on the other hand, Devotions Accuracy boost is very welcome. And more importantly, Salvation of Time buff extension makes some short duration abilities way more impactful and valuable (things like Cipher Ascension, Fighter regeneration + Accuracy + Defense buffs; Paladin Sacred Immolation, various wizard buffs and so on).
 

ColonelMace

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so the god challenge that changes the per combat abilities to per rest is worth it? is the game balanced around it?
If by worth it you mean worth a try : I doubt someone who disliked the original experience will change his mind over any of the god challenge. They're flavour mostly aimed at new game+ experience.
Albeit, Eothas + Woedica basically makes the game up with an old school teint. But that doesn't radically change anything.
Deadfire has dozens of optional settings, most of them combinable. The game is much obviously not balanced around them.
 

Butter

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It's funny to me that Desiderius has been misspelling Tekehu's name for 300 posts now, and nobody bothers to correct him because nobody respects that character.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
The thing about Xoti is she can turn on the ability that passively gains Wounds and Accuracy (along with Quick Strikes) instantly before casting Dire Blessing so it can tick up while casting.

Once that fires she has enough Wounds to spend some hitting something hard then there’s usually something set up for Blessed Harvest by then (using Morning Star modal to debuff Fort for instance). That does a ton of damage and if it gets a kill it gives her 4 Wounds and 1 Mortification.

Spend those Wounds to hit stuff then re-up self buffs with Mortification rinse and repeat with other offensive spells. Let Tehanu heal as needed.
That's cool for sure.
But on the other hand, Devotions Accuracy boost is very welcome. And more importantly, Salvation of Time buff extension makes some short duration abilities way more impactful and valuable (things like Cipher Ascension, Fighter regeneration + Accuracy + Defense buffs; Paladin Sacred Immolation, various wizard buffs and so on).

That’s the old designing for endgame raid thing again. I guess Deadfire *does* have some endgame raiding with the DLC bosses but I’m more interested in being effective along the way.

Experimenting with alternatives to the Sickle but the action speed from Urgent Harvest (boosted by Religion) may be worth it as long as it’s used for Monk abilities instead of just autoattacks. The Club for sale at Maje can be used for Will debuff modal and she starts with Dagger modal if you just want to use the Fine Dagger at Digsite for defense while casting.

Killing things with spells keeps her topped up on Wounds and Mortification to use them.
 

Haplo

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Pillars of Eternity 2: Deadfire
The thing about Xoti is she can turn on the ability that passively gains Wounds and Accuracy (along with Quick Strikes) instantly before casting Dire Blessing so it can tick up while casting.

Once that fires she has enough Wounds to spend some hitting something hard then there’s usually something set up for Blessed Harvest by then (using Morning Star modal to debuff Fort for instance). That does a ton of damage and if it gets a kill it gives her 4 Wounds and 1 Mortification.

Spend those Wounds to hit stuff then re-up self buffs with Mortification rinse and repeat with other offensive spells. Let Tehanu heal as needed.
That's cool for sure.
But on the other hand, Devotions Accuracy boost is very welcome. And more importantly, Salvation of Time buff extension makes some short duration abilities way more impactful and valuable (things like Cipher Ascension, Fighter regeneration + Accuracy + Defense buffs; Paladin Sacred Immolation, various wizard buffs and so on).

That’s the old designing for endgame raid thing again. I guess Deadfire *does* have some endgame raiding with the DLC bosses but I’m more interested in being effective along the way.

Experimenting with alternatives to the Sickle but the action speed from Urgent Harvest (boosted by Religion) may be worth it as long as it’s used for Monk abilities instead of just autoattacks. The Club for sale at Maje can be used for Will debuff modal and she starts with Dagger modal if you just want to use the Fine Dagger at Digsite for defense while casting.

Killing things with spells keeps her topped up on Wounds and Mortification to use them.
I guess it depends what you like / play.

If my MC is a Cipher Ascendant or a Fighter / Streetfighter, I'll really value Salvation of Time, as it will make my MC operate at peak efficiency twice as long / will let me charge headfirst into a group of enemies (thus activating Streetfighter bonuses from being surrounded by enemies), without concern for safety.

Or you may also want to abuse Scordeo's Edge 0 Recovery rapid attack spam. Or use the Death Godlike low HP Barring the Death's Door living on the edge strats.


On the other hand, many other classes/builds won't care nearly as much. Or you may prefer to focus on building party synergies, rather then focusing on MC peak efficiency.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Serafen’s Wild Mind is interesting in a way similar to designing for Tinman, it that the resilience necessary to ameliorate the downsides also applies to everything else bad that can happen making combat a smoother experience in general.

Of course that involves trade-offs so the upside isn’t as high either, which is a sweet spot I like in general. And he gets more positives than negatives from the ability so it’s a win-win. Tehanu akso wants high Shock armor on the team for his free Invocations that unlike his Druid nukes are not enemy only.

Luckily he comes with an Invocation he can quickly fire off at the beginning of combat that boosts it and Slash by 4 (I think) and upgrades to Pierce and a couple more.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
There’s not a lot that’s broken going on for the companions so if a solo build is avoided on MC then I think you’ve got a good experience where the team synergies come into play to make combat smooth without being trivial.

Serafen can throw a Monkey wrench in occasionally to mix things up but no reason it should be fatal.

He starts with Tenuous Grasp which has low cast time *and* recovery so can be spammed strategically. Likewise things like Valorous Echoes can double as Cure spells for Afflictions and Pain Block to save a character in trouble.

These all have short cast times so make for good reactive measures.

Offensive Contemplative Xoti along with Defensive/Healing options on Tehanu/Serafen makes for interesting gameplay.
 

IHaveHugeNick

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I like Serafen and typically have him around just for bantz, but his passive is just awful design. In Wrath a passive like this would routinely lead to full party wipe, Deadfire gets away with it because it's so much easier even on POTD.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Endgameitis again.

If you’re playing a solo build on MC and know where to get items for OP interactions then sure. Combat can be avoided in Deadfire in a way it can’t in Wrath so easier early if avoided.

Playing tinman with regular MC and party members as designed is roughly equivalent to Wrath Hard (Veteran = Core relaxing but not trivial into midgame).

For completionists Unfair in Wrath and PotD in Deadfire is manageable without too much effort outside special bosses.
 

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