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Eternity Pillars of Eternity II Beta Thread [GAME RELEASED, GO TO NEW THREAD]

Infinitron

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Fair point, however, it is possible to make stand-alone expansions. After all, Storm of Zehir was completely stand-alone, if I recall correctly (I never finished it).

No. It was stand-alone in terms of plot because you played as a different character/party starting from Level 1, but it did require a base NWN2 installation.
 

Luckmann

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Fair point, however, it is possible to make stand-alone expansions. After all, Storm of Zehir was completely stand-alone, if I recall correctly (I never finished it).

No. It was stand-alone in terms of plot because you played as a different character/party starting from Level 1, but it did require a base NWN2 installation.
Yeah, I just edited my post, I'm sorry for the confusion, we were using different definitions of "stand alone" in this context.
 

Vadimko

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Dunno if anyone has already posted this, but I've found full subclasses list in beta source code including companion subclasses:
public enum CharacterSubClassEnum
{
[Description("Barbarian - Berserker")] Barbarian_Berserker,
[Description("Barbarian - Corpse Eater")] Barbarian_CorpseEater,
[Description("Barbarian - Mage Slayer")] Barbarian_MageSlayer,
[Description("Chanter - Beckoner")] Chanter_Beckoner,
[Description("Chanter - Skald")] Chanter_Skald,
[Description("Chanter - Troubadour")] Chanter_Troubadour,
[Description("Cipher - Ascendant")] Cipher_Ascendant,
[Description("Cipher - Beguiler")] Cipher_Beguiler,
[Description("Cipher - Soul Blade")] Cipher_SoulBlade,
[Description("Cipher - Wild Mind")] Cipher_WildMind,
[Description("Druid - Fury")] Druid_Fury,
[Description("Druid - Lifegiver")] Druid_Lifegiver,
[Description("Druid - Shifter")] Druid_Shifter,
[Description("Druid - Water Shaper")] Druid_WaterShaper,
[Description("Fighter - Black Jacket")] Fighter_BlackJacket,
[Description("Fighter - Devoted")] Fighter_Devoted,
[Description("Fighter - Unbroken")] Fighter_Unbroken,
[Description("Monk - Helwawlker")] Monk_Helwawlker,
[Description("Monk - Napazca")] Monk_Napazca,
[Description("Monk - Shattered Pillar")] Monk_ShatteredPillar,
[Description("Monk - Sister Of The Reaping Moon")] Monk_SisterOfTheReapingMoon,
[Description("Paladin - Bleak Walkers")] Paladin_BleakWalkers,
[Description("Paladin - Darcozzi Paladini")] Paladin_DarcozziPaladini,
[Description("Paladin - Frermas Mes Canc Suolias")] Paladin_FrermasMesCancSuolias,
[Description("Paladin - Goldpact Knights")] Paladin_GoldpactKnights,
[Description("Paladin - Kind Wayfarers")] Paladin_KindWayfarers,
[Description("Paladin - The Shield Bearers Of St Elcga")] Paladin_TheShieldBearersOfStElcga,
[Description("Paladin - The Steel Garrote")] Paladin_TheSteelGarrote,
[Description("Priest - Berath")] Priest_Berath,
[Description("Priest - Eothas")] Priest_Eothas,
[Description("Priest - Harvester Of Guan")] Priest_HarvesterOfGuan,
[Description("Priest - Magran")] Priest_Magran,
[Description("Priest - Skaen")] Priest_Skaen,
[Description("Priest - Wael")] Priest_Wael,
[Description("Priest - Woedica")] Priest_Woedica,
[Description("Ranger - Ghost Heart ")] Ranger_GhostHeart,
[Description("Ranger - Gunhawk")] Ranger_Gunhawk,
[Description("Ranger - Sharpshooter Lodge")] Ranger_SharpshooterLodge,
[Description("Ranger - Stalker")] Ranger_Stalker,
[Description("Rogue - Assassin")] Rogue_Assassin,
[Description("Rogue - Streetfighter")] Rogue_Streetfighter,
[Description("Rogue - Trickster")] Rogue_Trickster,
[Description("Wizard - Conjurer")] Wizard_Conjurer,
[Description("Wizard - Enchanter")] Wizard_Enchanter,
[Description("Wizard - Evoker")] Wizard_Evoker,
[Description("Wizard - Illusionist")] Wizard_Illusionist,
[Description("Wizard - Transmuter")] Wizard_Transmuter,
Invalid,
}
 

Grunker

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The class design was never particularly good or memorable in PoE, all classes played like variations of each other and the very few unique things each class had wasn't enough to differentiate them.

I was growing increasingly concerned about the state of the game over reading your posts but I guess I should have stuck with my gut feeling of just dismissing everything you said outright
 

Bonerbill

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Dunno if anyone has already posted this, but I've found full subclasses list in beta source code including companion subclasses:
public enum CharacterSubClassEnum
{
[Description("Barbarian - Berserker")] Barbarian_Berserker,
[Description("Barbarian - Corpse Eater")] Barbarian_CorpseEater,
[Description("Barbarian - Mage Slayer")] Barbarian_MageSlayer,
[Description("Chanter - Beckoner")] Chanter_Beckoner,
[Description("Chanter - Skald")] Chanter_Skald,
[Description("Chanter - Troubadour")] Chanter_Troubadour,
[Description("Cipher - Ascendant")] Cipher_Ascendant,
[Description("Cipher - Beguiler")] Cipher_Beguiler,
[Description("Cipher - Soul Blade")] Cipher_SoulBlade,
[Description("Cipher - Wild Mind")] Cipher_WildMind,
[Description("Druid - Fury")] Druid_Fury,
[Description("Druid - Lifegiver")] Druid_Lifegiver,
[Description("Druid - Shifter")] Druid_Shifter,
[Description("Druid - Water Shaper")] Druid_WaterShaper,
[Description("Fighter - Black Jacket")] Fighter_BlackJacket,
[Description("Fighter - Devoted")] Fighter_Devoted,
[Description("Fighter - Unbroken")] Fighter_Unbroken,
[Description("Monk - Helwawlker")] Monk_Helwawlker,
[Description("Monk - Napazca")] Monk_Napazca,
[Description("Monk - Shattered Pillar")] Monk_ShatteredPillar,
[Description("Monk - Sister Of The Reaping Moon")] Monk_SisterOfTheReapingMoon,
[Description("Paladin - Bleak Walkers")] Paladin_BleakWalkers,
[Description("Paladin - Darcozzi Paladini")] Paladin_DarcozziPaladini,
[Description("Paladin - Frermas Mes Canc Suolias")] Paladin_FrermasMesCancSuolias,
[Description("Paladin - Goldpact Knights")] Paladin_GoldpactKnights,
[Description("Paladin - Kind Wayfarers")] Paladin_KindWayfarers,
[Description("Paladin - The Shield Bearers Of St Elcga")] Paladin_TheShieldBearersOfStElcga,
[Description("Paladin - The Steel Garrote")] Paladin_TheSteelGarrote,
[Description("Priest - Berath")] Priest_Berath,
[Description("Priest - Eothas")] Priest_Eothas,
[Description("Priest - Harvester Of Guan")] Priest_HarvesterOfGuan,
[Description("Priest - Magran")] Priest_Magran,
[Description("Priest - Skaen")] Priest_Skaen,
[Description("Priest - Wael")] Priest_Wael,
[Description("Priest - Woedica")] Priest_Woedica,
[Description("Ranger - Ghost Heart ")] Ranger_GhostHeart,
[Description("Ranger - Gunhawk")] Ranger_Gunhawk,
[Description("Ranger - Sharpshooter Lodge")] Ranger_SharpshooterLodge,
[Description("Ranger - Stalker")] Ranger_Stalker,
[Description("Rogue - Assassin")] Rogue_Assassin,
[Description("Rogue - Streetfighter")] Rogue_Streetfighter,
[Description("Rogue - Trickster")] Rogue_Trickster,
[Description("Wizard - Conjurer")] Wizard_Conjurer,
[Description("Wizard - Enchanter")] Wizard_Enchanter,
[Description("Wizard - Evoker")] Wizard_Evoker,
[Description("Wizard - Illusionist")] Wizard_Illusionist,
[Description("Wizard - Transmuter")] Wizard_Transmuter,
Invalid,
}

https://jesawyer.tumblr.com/post/165191293231/hi-josh-i-was-wodnering-if-all-companions-will

Ropekid already told us most of the subclasses before. So none of this is really new except for Woedica. There are suppose to be 2 other subclasses for the sidekicks, but I can't find any information about them in the files.
 

Luckmann

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Btw, in case it's not obvious, I'm not really keeping up with PoE2 at all this time around, and I have a very simple question that will determine what I'll be doing with my life for the next week or two; can you import your PoE1 save?
 
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Codex Year of the Donut
Btw, in case it's not obvious, I'm not really keeping up with PoE2 at all this time around, and I have a very simple question that will determine what I'll be doing with my life for the next week or two; can you import your PoE1 save?
afaik there's also the ability to choose your decisions.
 

Lacrymas

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Pathfinder: Wrath
The class design was never particularly good or memorable in PoE, all classes played like variations of each other and the very few unique things each class had wasn't enough to differentiate them.

I was growing increasingly concerned about the state of the game over reading your posts but I guess I should have stuck with my gut feeling of just dismissing everything you said outright

it's not my problem you have ideological biases and a constant psychological need to reaffirm your positive review of the game. I am not the only one to point out that the game has far too many classes due to not enough ideas to spread between them. The major differences that count come from builds, rather than classes and I stand by that.
 

2house2fly

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MotB-style sequel-expansions will never happen again. In all cases developers would rather make a full-blown sequel than a DLC that fewer people will buy.

The best you can hope for are "mid-game" expansions that are suitable for endgame characters, coupled with base games that continue after you finish the main quest (increasingly common these days, wouldn't surprise me if PoE2 does it). So you beat the final boss or whatever, get dumped back on the world map and then when the expansions come out you can play them.

I dont find them enticing, a completely different story that isnt linked to the main narrative, they always feels like you are going sideways instead of going forward with your character. The best expansion Obsidian ever did, the most loved and with the most accolades, was an endgame expansion, MobT, that should be a sign of what fans want.... cant comment on how well it did or didnt do commercially tho.
If they make a post-endgame DLC they're intentionally restricting their audience to the relatively small number of people who will finish the game. Pick any random game on Steam and check how many people got the achievement for beating it. It would be insane of them to limit their potential sales like that
 

Sizzle

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MotB was, for practically all intents and purposes, not an expansion. It was a completely stand-alone adventure that might as well have been told from the point of view of a completely different character. It didn't even introduce a relevant insertion, you could've had the "You awaken in the cave and have no idea how you got there" anyway.

It was an epic level campaign (and one of the few games that benefitted from that, epic gnomes aside), how would have "A completely new and unrelated Lvl 18 character wakes up in a mysterious cave?" been better?

As for a relevant insertion - the PC was (again) chosen because of the silver shard of the Sword of Gith. A tenuous connection, sure, but it was there.

White March was shit because it made no fucking sense to go to a completely different region in the middle of everything and do something completely unrelated. It has the same issues as most (all?) the FO3/FONV DLC:s in that it's really just a different thing tacked onto the side with some glue.

Going by that logic, every RPG in which you do some quest outside of strictly following the main plot - aka: practically every one of them - is bad.
 

Kem0sabe

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MotB-style sequel-expansions will never happen again. In all cases developers would rather make a full-blown sequel than a DLC that fewer people will buy.

The best you can hope for are "mid-game" expansions that are suitable for endgame characters, coupled with base games that continue after you finish the main quest (increasingly common these days, wouldn't surprise me if PoE2 does it). So you beat the final boss or whatever, get dumped back on the world map and then when the expansions come out you can play them.

I dont find them enticing, a completely different story that isnt linked to the main narrative, they always feels like you are going sideways instead of going forward with your character. The best expansion Obsidian ever did, the most loved and with the most accolades, was an endgame expansion, MobT, that should be a sign of what fans want.... cant comment on how well it did or didnt do commercially tho.
If they make a post-endgame DLC they're intentionally restricting their audience to the relatively small number of people who will finish the game. Pick any random game on Steam and check how many people got the achievement for beating it. It would be insane of them to limit their potential sales like that

If im reading the achievements correctly, only 2.9% of players finished the white march, while 10% finished PoE.
 

AwesomeButton

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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
MotB-style sequel-expansions will never happen again. In all cases developers would rather make a full-blown sequel than a DLC that fewer people will buy.

The best you can hope for are "mid-game" expansions that are suitable for endgame characters, coupled with base games that continue after you finish the main quest (increasingly common these days, wouldn't surprise me if PoE2 does it). So you beat the final boss or whatever, get dumped back on the world map and then when the expansions come out you can play them.

I dont find them enticing, a completely different story that isnt linked to the main narrative, they always feels like you are going sideways instead of going forward with your character. The best expansion Obsidian ever did, the most loved and with the most accolades, was an endgame expansion, MobT, that should be a sign of what fans want.... cant comment on how well it did or didnt do commercially tho.
If they make a post-endgame DLC they're intentionally restricting their audience to the relatively small number of people who will finish the game. Pick any random game on Steam and check how many people got the achievement for beating it. It would be insane of them to limit their potential sales like that
I really can't remember where I read that. I tried to find it.

Regarding the argument that post-game expansions limit the amount of people who will play them - expansions which are available before finishing the main game have the problem of people who didn't finish the game not bothering to re-install just for the expansion. So, having a mid-game expansion doesn't mean more people will play it. On the other hand a post-game expansion might motivate some to finish the game who otherwise wouldn't. We can't really make a relation.
 

FreeKaner

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The problem with casters isn't the cast times whatsoever, if empower is one per combat then it should be combat deciding while rest of casters spells should still have impact. In fact it would be quite beautiful if well-placed empowered spells were key to winning encounters.
 

Haplo

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Pillars of Eternity 2: Deadfire
I am not the only one to point out that the game has far too many classes due to not enough ideas to spread between them. The major differences that count come from builds, rather than classes and I stand by that.

I find that statement really baffling TBH.

I've found class diversification one of the strongest points of PoE1.
I mean their abilities are even based on different rulesets: per rest, per encounter, per damage dealt, per damage received, per time spent chanting. Which other game can claim that?
Which other game was brave enough to make standard attacks affect targets in attribute scaled (and potentially huge) aoe? And have each of those targets be subject to various wild artifact on-hit/crit effects?
 
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Lacrymas

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I find that statement really baffling TBH.

I've found class diversification one of the strongest points of PoE1.
I mean their abilities are even based on different rulesets: per rest, per encounter, per damage dealt, per damage received, per time spent chanting. Which other game can claim that?
Which other game was brave enough to make standard attacks affect targets in attribute scaled (and potentially huge) aoe? And have each of those targets be subject to various wild artifact on-hit/crit effects?

You think what you are describing are classes, while they are not. They are archetypes or individual ideas (like Carnage). Barbarian could've easily been combined with Fighter, Rogue with Ranger, Paladin with Monk. Druid plays like (to quote Prime Junta) a Wizard for dummies. The very few unique things that classes inherently have could've been either feats or spells (Spiritshift could've been Polymorph Self, f.e.). Basically condense the classes into the archetypes they already are.

Instead of 11 classes, there could've been 7 (Ranger, Fighter, Paladin {renamed to Zealot maybe}, Wizard, Chanter, Priest and Cipher {maybe even combine it with Chanter}) with a bit more thought put into the resources each one of them use. That way Ciphers' inherent sustainability wouldn't have existed to be so OP and the only thing they bring to the table outside of Amplified Wave. The spellcasting classes have too many useless spells exactly because they are stretched too thin, this is most evident at higher level where they start getting a really small number of them.
 
Last edited:

FreeKaner

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I could maybe agree with combination of fighter and rogue, but everything else combinations would make them more convoluted and disfocused than help anything. Especially if you did silly things like combining chanter and cipher (wtf?? they work on entirely different mechanics).

Plus it's GOOD that in a class based system we have more classes instead of making random shit up like 2E classes like druid and paladin just casting priest spells. Which we do have as a supplement rather than the entire different class.
 

Jezal_k23

Guest
Unless the game is a gigantic success, in which case post-game DLC/expansions would work, I think the best style of expansion for it would be something that seamlessly integrates extra content into the main game. Tales of the Sword Coast for BG comes to mind as an example of that. I agree that TWM was too far removed from the events from the main game.
 

Lacrymas

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Pathfinder: Wrath
I could maybe agree with combination of fighter and rogue, but everything else combinations would make them more convoluted and disfocused than help anything. Especially if you did silly things like combining chanter and cipher (wtf?? they work on entirely different mechanics).

That's the thing, they wouldn't work on different mechanics. Chanter is already a less powerful Cipher, so I'd have taken the most useful Cipher abilities and put them as Invocations (which some of them already are, like The Beloved Cried or The Thunder Rolled). Cipher's focus is too outside of the entirety of the mechanics, one of the reasons they are so OP, in fact. It wouldn't work with taking the classes as they are and slapping them together, they are far too bloated for no reason, just the most useful and distinct things.
 
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Kyl Von Kull

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From Obsidian’s perspective, class bloat was a feature, not a bug. They wanted to replicate that infinity engine feeling of character choice. I don’t disagree that it stretched them too thin, though, and the introduction of sub classes would’ve been a great opportunity to slim things down.

Barbarian should never be a whole class of its own—not in any game. Just fighters with special abilities and some special vulnerabilities.
 

Haplo

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Pillars of Eternity 2: Deadfire
Instead of 11 classes, there could've been 7 (Ranger, Fighter, Paladin {renamed to Zealot maybe}, Wizard, Chanter, Priest and Cipher {maybe even combine it with Chanter}) with a bit more thought put into the resources each one of them use.

WHY?????
 

Lacrymas

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Pathfinder: Wrath
Because they play the same either way? They also don't bring enough distinctiveness that couldn't have been feats or spells for other classes or blatantly break the rules like Ciphers. I thought that was what I was explaining.
 

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