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

Litmanen

Educated
Joined
Feb 27, 2024
Messages
639
I prefer this mod for exp reduction:

https://www.nexusmods.com/pillarsofeternity2/mods/729

It removes the bounty quest exp and added them to the DLC quests.
No XP from bounties sucks though and takes away any motivation from doing them, since gold is not a problem in this game and afaik they don't bring any notable loot.
That modder also has a mod that reworks the economy, they're supposed to be used together.
Ok, I've installed both the experience mod and the economy one. And I had just level to 5th level doing every quest in Cape Maje. Then I went to my ship to set sail. I talked to Xoti, I talked with Aloth for his story/Quest, I talked with Edèr and BAM, I was already level 6.

Is it normal?
 

Klysandral

Novice
Joined
Aug 17, 2017
Messages
13
Sounds right.

The bounties in vanilla give a ton a exp through level 8 to 13, so your leveling will slow down.
 
Last edited:

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,938
Insert Title Here Pathfinder: Wrath
Additional thoughts on companions:

Eder:

Human (attack bonus when Bloodied), low INT and PER, starts with Medium Shield Modal and Knock Down (Primary attack).

Low INT is pretty bad for a Rogue that wants to apply conditions (preferably to AoE), and low PER isn't great for reliably landing them (especially since as Rogue he starts with Crippling Strike that has no Accuracy bonus).

Rogue abilities are Full Attacks which don't go well with Shields (even Bashing Shields don't count as Two-weapon so can't get the faster recovery). Swashbuckler is OK but working at cross-purposes (and there are other Rogue companions who set up better for it) and the stats are bad and Modal wasted for pure Rogue.

Recommended (depending on party comp): Pure Fighter with *Explosives* skill (doesn't use INT or PER just skill level). Gets to good abilities (Charge and Vigorous Defense, and upgrade) faster. Very hard target with Shield modal on, Charge for debuff and positioning, can use Knock Down without worrying about it being a Primary attack. Once foes are engaged can use Bombs for AoE control. Can start with Morning Star modal (or two-hander of choice to get more damage on primary attacks) until Bloodied to turn on Human upgrade (quasi-Barb function*) then switch to Shield with Vigorous Defense. Open fight with Bomb to draw attention from other characters still in Stealth. Explosives function as third weapon set so don't need Arms Master.

* - Second Chance on his Armor also goes well with this. Can use other on-Bloodied items if don't have a Barb. AI more likely to target low Deflection characters it can see.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,938
Insert Title Here Pathfinder: Wrath
Tactical Barrage is great to get the Carnage flowing and Stance + Passive gives you the Engagement you need with Overbearing Guard to make it stick.

Rekke gets this combo if you want it. Only problem is getting attacked enough to get Bloodied in the first place.

I’d rather go Streetfighter and really
go off. Live a little.
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
639
Guys, I have a technical problem.

From the first moment I bought the game, I do not see the loading screens. I just have the small symbol bottom right you can see in this picture.

Immagine.png


The games, in general, works absolutely flawless. It runs very smooth and I have no other technical problem. I just don't understand why I can't see the loading screens (because I suppose there are, normally).

Do you know why?
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
30,045
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Guys, I have a technical problem.

From the first moment I bought the game, I do not see the loading screens. I just have the small symbol bottom right you can see in this picture.

Immagine.png


The games, in general, works absolutely flawless. It runs very smooth and I have no other technical problem. I just don't understand why I can't see the loading screens (because I suppose there are, normally).

Do you know why?
I think that's the loading screen dude.
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
639
Guys, I have a technical problem.

From the first moment I bought the game, I do not see the loading screens. I just have the small symbol bottom right you can see in this picture.

Immagine.png


The games, in general, works absolutely flawless. It runs very smooth and I have no other technical problem. I just don't understand why I can't see the loading screens (because I suppose there are, normally).

Do you know why?
I think that's the loading screen dude.
So, no background with advices nor no matter what like in any other game?

Ok, that's a bit sad
 

White Grey

Novice
Joined
Dec 8, 2021
Messages
14
Location
Fuck
I prefer this mod for exp reduction:

https://www.nexusmods.com/pillarsofeternity2/mods/729

It removes the bounty quest exp and added them to the DLC quests.
No XP from bounties sucks though and takes away any motivation from doing them, since gold is not a problem in this game and afaik they don't bring any notable loot.
That modder also has a mod that reworks the economy, they're supposed to be used together.
Ok, I've installed both the experience mod and the economy one. And I had just level to 5th level doing every quest in Cape Maje. Then I went to my ship to set sail. I talked to Xoti, I talked with Aloth for his story/Quest, I talked with Edèr and BAM, I was already level 6.

Is it normal?
Hi, I made these. You should read the mod pages before downloading things. I could have dipped my balls in that code, and you could get very sick. Anyway, it's not a flat modifier - the whole XP curve is modified, so you level faster up until level 9, but the total experience required for level 20 is increased by 25%. The idea is to minimize the flaws present in the design of the game while emphasizing the strengths, I could blather on at length about how things are affected and how I hope to have achieved that. For most characters it's only relevant for Maje island and the bloody-minded characters that might visit Deadlight before the Nekataka XP farms. You should be spat out at around the same point on the curve and hung there for a bit. Deadfire is an easy game about choice & shitty dialogue freedom, so the idea is to open up options based on roleplay as much as possible while keeping more midgame exploration content relevant.

For the record, some bounties do not have interesting drops, but others have special items that can make builds. But what you need to know about the economy mod is that certain items have hugely inflated vendor values, while retaining their original uses. This means that if you carelessly sell them you may fuck yourself out of being able to buy them back at vendor rates. Also remember: the best way to make money is to be a greedy dickhead. Also bounties. I hope you'll notice a difference in how an honourable character feels. If not, let me know.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,585
Pillars of Eternity 2: Deadfire
Additional thoughts on companions:

Eder:

Human (attack bonus when Bloodied), low INT and PER, starts with Medium Shield Modal and Knock Down (Primary attack).

Low INT is pretty bad for a Rogue that wants to apply conditions (preferably to AoE), and low PER isn't great for reliably landing them (especially since as Rogue he starts with Crippling Strike that has no Accuracy bonus).

Rogue abilities are Full Attacks which don't go well with Shields (even Bashing Shields don't count as Two-weapon so can't get the faster recovery). Swashbuckler is OK but working at cross-purposes (and there are other Rogue companions who set up better for it) and the stats are bad and Modal wasted for pure Rogue.

Recommended (depending on party comp): Pure Fighter with *Explosives* skill (doesn't use INT or PER just skill level). Gets to good abilities (Charge and Vigorous Defense, and upgrade) faster. Very hard target with Shield modal on, Charge for debuff and positioning, can use Knock Down without worrying about it being a Primary attack. Once foes are engaged can use Bombs for AoE control. Can start with Morning Star modal (or two-hander of choice to get more damage on primary attacks) until Bloodied to turn on Human upgrade (quasi-Barb function*) then switch to Shield with Vigorous Defense. Open fight with Bomb to draw attention from other characters still in Stealth. Explosives function as third weapon set so don't need Arms Master.

* - Second Chance on his Armor also goes well with this. Can use other on-Bloodied items if don't have a Barb. AI more likely to target low Deflection characters it can see.

Desiderius, its not that you're wrong in your theorycrafting, but I remember Swashbukler Eder being a terrific tank/damage dealing hybrid. Goes double for the Turn Based mode, where he was a riposte monster, shattering the typical Action economy for that mode, riposting multiple times out of round.
Give him light and retalitation focused equipment, once he gains some survivability. Small shield modal + Tuotilo's Palm with Outward Spikes + some brutal weapon like Magran's Favor with the Battleaxe bleed modal + light armor like Gripon Prudensco. And Rogue Retaliation ability. And he'll slay.

Oh and bashing shields should count for both Two Weapon and Shield Styles - Full attacks should strike with both weapon and shield, attacks should be faster.

I'd never make Eder a pure Fighter in Deadfire.

Crippling Strike might not have an Accuracy bonus, but guess what Disciplined Barrage / Strike buffs?
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,938
Insert Title Here Pathfinder: Wrath
Additional thoughts on companions:

Eder:

Human (attack bonus when Bloodied), low INT and PER, starts with Medium Shield Modal and Knock Down (Primary attack).

Low INT is pretty bad for a Rogue that wants to apply conditions (preferably to AoE), and low PER isn't great for reliably landing them (especially since as Rogue he starts with Crippling Strike that has no Accuracy bonus).

Rogue abilities are Full Attacks which don't go well with Shields (even Bashing Shields don't count as Two-weapon so can't get the faster recovery). Swashbuckler is OK but working at cross-purposes (and there are other Rogue companions who set up better for it) and the stats are bad and Modal wasted for pure Rogue.

Recommended (depending on party comp): Pure Fighter with *Explosives* skill (doesn't use INT or PER just skill level). Gets to good abilities (Charge and Vigorous Defense, and upgrade) faster. Very hard target with Shield modal on, Charge for debuff and positioning, can use Knock Down without worrying about it being a Primary attack. Once foes are engaged can use Bombs for AoE control. Can start with Morning Star modal (or two-hander of choice to get more damage on primary attacks) until Bloodied to turn on Human upgrade (quasi-Barb function*) then switch to Shield with Vigorous Defense. Open fight with Bomb to draw attention from other characters still in Stealth. Explosives function as third weapon set so don't need Arms Master.

* - Second Chance on his Armor also goes well with this. Can use other on-Bloodied items if don't have a Barb. AI more likely to target low Deflection characters it can see.

Desiderius, its not that you're wrong in your theorycrafting, but I remember Swashbukler Eder being a terrific tank/damage dealing hybrid. Goes double for the Turn Based mode, where he was a riposte monster, shattering the typical Action economy for that mode, riposting multiple times out of round.
Give him light and retalitation focused equipment, once he gains some survivability. Small shield modal + Tuotilo's Palm with Outward Spikes + some brutal weapon like Magran's Favor with the Battleaxe bleed modal + light armor like Gripon Prudensco. And Rogue Retaliation ability. And he'll slay.

Oh and bashing shields should count for both Two Weapon and Shield Styles - Full attacks should strike with both weapon and shield, attacks should be faster.

I'd never make Eder a pure Fighter in Deadfire.

Crippling Strike might not have an Accuracy bonus, but guess what Disciplined Barrage / Strike buffs?
I guess the game can be soloed with Eder if you're really good, but why?

I have plenty of other damage dealers. Fighter Eder with Explosives keeps them from having to deal with bad guys getting in their business. Riposte is relatively low proc chance and doesn't get the bonus the Disengagment attacks do. Let them try to get away from his one-man Pull of Eora.

Yes, Disciplined Barrage buffs his Accuracy from a low baseline. Why not buff it on another character from a high one? Pallegrina makes better use of Acute too with all her Auras and Defense buff on kill.

Let Maia take the Rogue multi and apply those conditions AoE with Hand Mortars and Driving Flight while he gets to the great Figher abilities much earlier in the game and the Empower enhancers later. Charge >> Escape, and that Guile is needed for the expensive Rogue attax if you do go Swashbuckler. Fighter gets Charge at lvl 9, while Swash has to wait until 13. Palm is kind of a trap because Bashing Shields don't count as Dual-Wielding. Give him a real Medium and use his modal as necessary. He comes with it and Fighter prof picks are important with Confident Aim so don't want to waste them.
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
639
I prefer this mod for exp reduction:

https://www.nexusmods.com/pillarsofeternity2/mods/729

It removes the bounty quest exp and added them to the DLC quests.
No XP from bounties sucks though and takes away any motivation from doing them, since gold is not a problem in this game and afaik they don't bring any notable loot.
That modder also has a mod that reworks the economy, they're supposed to be used together.
Ok, I've installed both the experience mod and the economy one. And I had just level to 5th level doing every quest in Cape Maje. Then I went to my ship to set sail. I talked to Xoti, I talked with Aloth for his story/Quest, I talked with Edèr and BAM, I was already level 6.

Is it normal?
Hi, I made these. You should read the mod pages before downloading things. I could have dipped my balls in that code, and you could get very sick. Anyway, it's not a flat modifier - the whole XP curve is modified, so you level faster up until level 9, but the total experience required for level 20 is increased by 25%. The idea is to minimize the flaws present in the design of the game while emphasizing the strengths, I could blather on at length about how things are affected and how I hope to have achieved that. For most characters it's only relevant for Maje island and the bloody-minded characters that might visit Deadlight before the Nekataka XP farms. You should be spat out at around the same point on the curve and hung there for a bit. Deadfire is an easy game about choice & shitty dialogue freedom, so the idea is to open up options based on roleplay as much as possible while keeping more midgame exploration content relevant.

For the record, some bounties do not have interesting drops, but others have special items that can make builds. But what you need to know about the economy mod is that certain items have hugely inflated vendor values, while retaining their original uses. This means that if you carelessly sell them you may fuck yourself out of being able to buy them back at vendor rates. Also remember: the best way to make money is to be a greedy dickhead. Also bounties. I hope you'll notice a difference in how an honourable character feels. If not, let me know.
Hi my love, I've read the mod pages, as I do always, and maybe you dipped your balls in it, but you didn't state it.

On the contrary, you stated:

What changes:
  • 25% faster level 5
  • Normal speed level 9
  • 25% slower level 20
  • Benched companions receive 100% of EXP gained
  • Bounty quests do not reward EXP
  • Bounties provide triple cash rewards
  • Roughly the same amount of EXP removed from bounties has been added to late-game DLC side quests
  • For details, see the image with the numbers

So, either you made a mistake there or you made it here, saying that it levels up faster until level 9.
Since I had read what you stated in the mod documentation (that I was supposed to level "normally" from 5 to 9), I was asking if it was normal that level 6 was that easy to reach.

Then, please, can you tell which one of the two things is true? The one you said here (you level faster UNTIL level 9) or the one in the documentation (you level faster only until level 5)?
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,585
Pillars of Eternity 2: Deadfire
Additional thoughts on companions:

Eder:

Human (attack bonus when Bloodied), low INT and PER, starts with Medium Shield Modal and Knock Down (Primary attack).

Low INT is pretty bad for a Rogue that wants to apply conditions (preferably to AoE), and low PER isn't great for reliably landing them (especially since as Rogue he starts with Crippling Strike that has no Accuracy bonus).

Rogue abilities are Full Attacks which don't go well with Shields (even Bashing Shields don't count as Two-weapon so can't get the faster recovery). Swashbuckler is OK but working at cross-purposes (and there are other Rogue companions who set up better for it) and the stats are bad and Modal wasted for pure Rogue.

Recommended (depending on party comp): Pure Fighter with *Explosives* skill (doesn't use INT or PER just skill level). Gets to good abilities (Charge and Vigorous Defense, and upgrade) faster. Very hard target with Shield modal on, Charge for debuff and positioning, can use Knock Down without worrying about it being a Primary attack. Once foes are engaged can use Bombs for AoE control. Can start with Morning Star modal (or two-hander of choice to get more damage on primary attacks) until Bloodied to turn on Human upgrade (quasi-Barb function*) then switch to Shield with Vigorous Defense. Open fight with Bomb to draw attention from other characters still in Stealth. Explosives function as third weapon set so don't need Arms Master.

* - Second Chance on his Armor also goes well with this. Can use other on-Bloodied items if don't have a Barb. AI more likely to target low Deflection characters it can see.

Desiderius, its not that you're wrong in your theorycrafting, but I remember Swashbukler Eder being a terrific tank/damage dealing hybrid. Goes double for the Turn Based mode, where he was a riposte monster, shattering the typical Action economy for that mode, riposting multiple times out of round.
Give him light and retalitation focused equipment, once he gains some survivability. Small shield modal + Tuotilo's Palm with Outward Spikes + some brutal weapon like Magran's Favor with the Battleaxe bleed modal + light armor like Gripon Prudensco. And Rogue Retaliation ability. And he'll slay.

Oh and bashing shields should count for both Two Weapon and Shield Styles - Full attacks should strike with both weapon and shield, attacks should be faster.

I'd never make Eder a pure Fighter in Deadfire.

Crippling Strike might not have an Accuracy bonus, but guess what Disciplined Barrage / Strike buffs?
I guess the game can be soloed with Eder if you're really good, but why?

I have plenty of other damage dealers. Fighter Eder with Explosives keeps them from having to deal with bad guys getting in their business. Riposte is relatively low proc chance and doesn't get the bonus the Disengagment attacks do. Let them try to get away from his one-man Pull of Eora.

Yes, Disciplined Barrage buffs his Accuracy from a low baseline. Why not buff it on another character from a high one? Pallegrina makes better use of Acute too with all her Auras and Defense buff on kill.

Let Maia take the Rogue multi and apply those conditions AoE with Hand Mortars and Driving Flight while he gets to the great Figher abilities much earlier in the game and the Empower enhancers later. Charge >> Escape, and that Guile is needed for the expensive Rogue attax if you do go Swashbuckler. Fighter gets Charge at lvl 9, while Swash has to wait until 13. Palm is kind of a trap because Bashing Shields don't count as Dual-Wielding. Give him a real Medium and use his modal as necessary. He comes with it and Fighter prof picks are important with Confident Aim so don't want to waste them.
Riposte has 30% proc chance. It procs plenty often if Eder charges first and is surrounded by enemies attacking him. Plus you get another, smaller chance from Tuotilo's Palm. Add Mob stance full attack on kill and these free, bonus attacks add up. Granted, they add up a lot more in Turn Based mode, where he'd sometimes attack 10+ times between his rounds (when he attacks once during his round...). The upside of focusing on Ripostes is that the action speed slowdown from using modals is a lot less painful. Small shield modal + axe modal + Magran's Favor fiery procs = a lot of pain for the attackers.
The downside then is that Eder becomes much less active and becomes more reactive and slow instead (of course, can disable the modals).

And sure bashing shields count as Dual Wielding, I don't know why you keep repeating that. They just do a lot less damage then a typical offhand weapon.
My Maia was more of a sniper (the double-shot rifle is pretty great), but I'm sure Hand Mortars work for her as well. Though I really like a monk using them, probably even more then a rogue.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
Swashbuckler Eder is by far superior class and it's not even close, just that debuff that he applies to engaged targets is massive...but I still play him single class Fighter because small town farmboy should face tank enemies, not enage in roguish fruitcakery.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,327
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
The "Scout" dual class of rogue/ranger is the other killer option. As some guide used to say about the dog party member in Arcanum: "Cons: tends to make the game boring"
 

Decado

Old time handsome face wrecker
Patron
Joined
Dec 1, 2010
Messages
2,677
Location
San Diego
Codex 2014
I will reinstall this game and try it again, one day. But for some reason I bounced off it multiple times. I've tried to put my finger on it over the years, I just can't figure it out.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,327
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
In my case, shrugging off expectations of a Forgotten Realms adventure, trying to play along with the brainlet writing of some characters while appreciating the large strokes of the worldbuilding, in other words close reading in some cases and eye squinting in others, increased the fun factor by a lot.

It also helps if you try to wrap your mind around the political setup and come up with a character that leans strongly towards one of the factions. For example play a Huana nativist, a Conquistador, or a Rauatai agent and choose quest solutions employing the reasoning of your character. The pirate archetype feels like the weakest for me, because of how repetitive the ship combat and boardings are, and because there was never a way for Deadfire to compete with Sid Meier's Pirates. Just don't be a neutral Sawyerist munchkin because that's the least fun option.

Paladins are also great for roleplaying. My first playthrough was an unstoppable Bleak Walker who would exterminate everything and everyone in pursuit of power. The most player-suitable archetype, the murderhobo. Also laughing in Rymrgand's face was one of the 0reciousmoments the writing felt RP-inspiring.

Also many people would disagree, but I find TB to be superior, and with the right balance adjustments via modding, it's not as easy as it's criticized for being.
 
Last edited:

White Grey

Novice
Joined
Dec 8, 2021
Messages
14
Location
Fuck
I prefer this mod for exp reduction:

https://www.nexusmods.com/pillarsofeternity2/mods/729

It removes the bounty quest exp and added them to the DLC quests.
No XP from bounties sucks though and takes away any motivation from doing them, since gold is not a problem in this game and afaik they don't bring any notable loot.
That modder also has a mod that reworks the economy, they're supposed to be used together.
Ok, I've installed both the experience mod and the economy one. And I had just level to 5th level doing every quest in Cape Maje. Then I went to my ship to set sail. I talked to Xoti, I talked with Aloth for his story/Quest, I talked with Edèr and BAM, I was already level 6.

Is it normal?
Hi, I made these. You should read the mod pages before downloading things. I could have dipped my balls in that code, and you could get very sick. Anyway, it's not a flat modifier - the whole XP curve is modified, so you level faster up until level 9, but the total experience required for level 20 is increased by 25%. The idea is to minimize the flaws present in the design of the game while emphasizing the strengths, I could blather on at length about how things are affected and how I hope to have achieved that. For most characters it's only relevant for Maje island and the bloody-minded characters that might visit Deadlight before the Nekataka XP farms. You should be spat out at around the same point on the curve and hung there for a bit. Deadfire is an easy game about choice & shitty dialogue freedom, so the idea is to open up options based on roleplay as much as possible while keeping more midgame exploration content relevant.

For the record, some bounties do not have interesting drops, but others have special items that can make builds. But what you need to know about the economy mod is that certain items have hugely inflated vendor values, while retaining their original uses. This means that if you carelessly sell them you may fuck yourself out of being able to buy them back at vendor rates. Also remember: the best way to make money is to be a greedy dickhead. Also bounties. I hope you'll notice a difference in how an honourable character feels. If not, let me know.
Hi my love, I've read the mod pages, as I do always, and maybe you dipped your balls in it, but you didn't state it.

On the contrary, you stated:

What changes:
  • 25% faster level 5
  • Normal speed level 9
  • 25% slower level 20
  • Benched companions receive 100% of EXP gained
  • Bounty quests do not reward EXP
  • Bounties provide triple cash rewards
  • Roughly the same amount of EXP removed from bounties has been added to late-game DLC side quests
  • For details, see the image with the numbers

So, either you made a mistake there or you made it here, saying that it levels up faster until level 9.
Since I had read what you stated in the mod documentation (that I was supposed to level "normally" from 5 to 9), I was asking if it was normal that level 6 was that easy to reach.

Then, please, can you tell which one of the two things is true? The one you said here (you level faster UNTIL level 9) or the one in the documentation (you level faster only until level 5)?
Ok, bud, I'm sorry. Maybe I made a mistake in reading your posts, and I didn't mean to offend or insult. I've got a hairy asshole and am generally a man, so I'll own up and apologize for my misunderstandings. It happens. Come to Ottawa some time and we'll have a beer. So to answer your question!

When compared to default EXP
My mod has a 25% faster level 5 and a 0.1% faster level 9. Finally, a 25% slower level 20.

Although the overview you copied from the mod page is simplistic for the purposes of getting the general points across, it does, at the end, point towards the "image with the numbers" which is also hosted on the mod page. You have probably already seen and fully comprehended it, but I'll post it here for posterity. You can see every detail expressed both numerically and visually. It also indicates the amount of EXP shifted out of bounty quests.

When compared to deadly deadfire (which you appear to have been using previous to my mod, based on your posts)
My mod has a 37.8% faster level 5, and a 17.9% faster level 9. Finally, a 7.2% slower level 20.

Those deadly deadfire numbers might look fucky to you, and you'd be right. This is because DD doesn't actually reduce the QuestXPMultiplier variable by 25%, it reduces it by 0.25, from 1.4 to 1.15, which is a 17.8% reduction. By the way, I agree with you that the other changes from DD are not for me. My mods shouldn't make the game feel harder, since I did my best to leave the hardest parts of the game unaffected, or even make them easier. Endgame Sigil of Balance is the exception to that.

As for why Obsidian had this multiplier at 1.4 by default, it is presumably because they realized how badly they shit the bed with regards to free-form exploration and progression late in development, and had to get the damn thing out the door. Much like their post-launch changes to PotD.
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
639
I prefer this mod for exp reduction:

https://www.nexusmods.com/pillarsofeternity2/mods/729

It removes the bounty quest exp and added them to the DLC quests.
No XP from bounties sucks though and takes away any motivation from doing them, since gold is not a problem in this game and afaik they don't bring any notable loot.
That modder also has a mod that reworks the economy, they're supposed to be used together.
Ok, I've installed both the experience mod and the economy one. And I had just level to 5th level doing every quest in Cape Maje. Then I went to my ship to set sail. I talked to Xoti, I talked with Aloth for his story/Quest, I talked with Edèr and BAM, I was already level 6.

Is it normal?
Hi, I made these. You should read the mod pages before downloading things. I could have dipped my balls in that code, and you could get very sick. Anyway, it's not a flat modifier - the whole XP curve is modified, so you level faster up until level 9, but the total experience required for level 20 is increased by 25%. The idea is to minimize the flaws present in the design of the game while emphasizing the strengths, I could blather on at length about how things are affected and how I hope to have achieved that. For most characters it's only relevant for Maje island and the bloody-minded characters that might visit Deadlight before the Nekataka XP farms. You should be spat out at around the same point on the curve and hung there for a bit. Deadfire is an easy game about choice & shitty dialogue freedom, so the idea is to open up options based on roleplay as much as possible while keeping more midgame exploration content relevant.

For the record, some bounties do not have interesting drops, but others have special items that can make builds. But what you need to know about the economy mod is that certain items have hugely inflated vendor values, while retaining their original uses. This means that if you carelessly sell them you may fuck yourself out of being able to buy them back at vendor rates. Also remember: the best way to make money is to be a greedy dickhead. Also bounties. I hope you'll notice a difference in how an honourable character feels. If not, let me know.
Hi my love, I've read the mod pages, as I do always, and maybe you dipped your balls in it, but you didn't state it.

On the contrary, you stated:

What changes:
  • 25% faster level 5
  • Normal speed level 9
  • 25% slower level 20
  • Benched companions receive 100% of EXP gained
  • Bounty quests do not reward EXP
  • Bounties provide triple cash rewards
  • Roughly the same amount of EXP removed from bounties has been added to late-game DLC side quests
  • For details, see the image with the numbers

So, either you made a mistake there or you made it here, saying that it levels up faster until level 9.
Since I had read what you stated in the mod documentation (that I was supposed to level "normally" from 5 to 9), I was asking if it was normal that level 6 was that easy to reach.

Then, please, can you tell which one of the two things is true? The one you said here (you level faster UNTIL level 9) or the one in the documentation (you level faster only until level 5)?
Ok, bud, I'm sorry. Maybe I made a mistake in reading your posts, and I didn't mean to offend or insult. I've got a hairy asshole and am generally a man, so I'll own up and apologize for my misunderstandings. It happens. Come to Ottawa some time and we'll have a beer. So to answer your question!

When compared to default EXP
My mod has a 25% faster level 5 and a 0.1% faster level 9. Finally, a 25% slower level 20.

Although the overview you copied from the mod page is simplistic for the purposes of getting the general points across, it does, at the end, point towards the "image with the numbers" which is also hosted on the mod page. You have probably already seen and fully comprehended it, but I'll post it here for posterity. You can see every detail expressed both numerically and visually. It also indicates the amount of EXP shifted out of bounty quests.

When compared to deadly deadfire (which you appear to have been using previous to my mod, based on your posts)
My mod has a 37.8% faster level 5, and a 17.9% faster level 9. Finally, a 7.2% slower level 20.

Those deadly deadfire numbers might look fucky to you, and you'd be right. This is because DD doesn't actually reduce the QuestXPMultiplier variable by 25%, it reduces it by 0.25, from 1.4 to 1.15, which is a 17.8% reduction. By the way, I agree with you that the other changes from DD are not for me. My mods shouldn't make the game feel harder, since I did my best to leave the hardest parts of the game unaffected, or even make them easier. Endgame Sigil of Balance is the exception to that.

As for why Obsidian had this multiplier at 1.4 by default, it is presumably because they realized how badly they shit the bed with regards to free-form exploration and progression late in development, and had to get the damn thing out the door. Much like their post-launch changes to PotD.
Mon ami, don't worry. I also answered in harshly since I was having an awful day at work. So, I do apologize too because I wasn't a lovely person either.

In the end, I have used only your mod, from the exact moment I had leveled to level 5. The other one had too many optional things who made the game probably too difficult and the exp model wasn't what I was looking for. Yours, combined with path of the damned, could prove the best fit for me, since I love to have challenges while playing, but I'm not a builds-addict nor a rules-exploiter.

So, even if the game feels easy enough for someone at PotD difficulty, for me I think it will be balanced.

Normal/Veteran difficulty is too easy also for me. I'm mediocre but not that mediocre.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Barbs are kinda weird because for 90% of the game you're better off multiclassing , but those endgame tier single class abilities are pretty sweet.
Barb/Fighter is very good for tanking
He can do some fun things with certain weapons, AFAIR. But I'd not trade a Swashbuckler for one.
Tactical Barrage is really what the doctor ordered to turn on Carnage (as is Confident Aim). Even cancels Confusion on Berserker until you can find an item (or Fighter passive) to do it. I consider Caroc broken so don't use.

The pull ability on Fighter is fast with no recovery and Fighter provides the extra Engagement Barb needs. Anything tries to leave gets a Full Attack triggering more Carnage for everyone stuck nearby.

Fighter also nice with Pal to get those Auras wider.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
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Insert Title Here Pathfinder: Wrath
Yeah, I have no interest whatsoever in TB with this game. Totally breaks the mechanics.

Fighter Eder tanking and tossing the bombs is the shit. Get to the Empower passives and open with Empowered Charge. Turn on the Defense buff and let them keep renewing it for you while wasting their time attacking him.

Whatever you're doing with Riposte pales in comparison to Fighter-buffed disengagement attacks. If the mobs stay there trying to attack Eder just drop holy hell on them with your nukes.
 

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