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Eternity Pillars of Eternity + The White March Expansion Thread

Rivmusique

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Divinity: Original Sin Project: Eternity Pillars of Eternity 2: Deadfire
Just completed my replay of the game. Still enjoyed it a hell of a lot, so can't really agree with the naysayers still (though I may certainly agree with some of the criticisms). It's a fantastic game overall.

The new ending slides were pretty nice. I wonder exactly at what points you influence what will happen.

The companion slides were a bit weird. Zahua obviously because he's... not finished yet. The Devil got this long, and rather beautiful, ending slide. But it felt kinda weird since there really isn't that much interaction with her in the game. It's all so quick yet she probably has the longest ending slide of them all.
Contribute to my overwhelmingly popular and fast moving thread on the obsidian boards: https://forums.obsidian.net/topic/82024-the-white-march-ending-slides/
 

prodigydancer

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Lhynn

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/rolleyes

There's a difference between "boring class" and "garbage" but kids just don't get it. Pre-buff wizard was slightly harder to play right than pre-nerf cipher or barbarian but the DPS potential of CF/FoF was unsurpassed at low levels. And at high levels you had Confusion, Call to Slumber and GotA (petrify). Garbage, my ass...
Yup, its just using the same 4-5 spells over and over again. Because hey, the game doesnt want you to force you to change your aproach, so whatever works once will work every time.
 

Immortal

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Josh continues to reveal his superiority over hacks like Ed Greenwood:

The ogres have in fact partially integrated into Glanfathan society.

But overall they seem to have a tough time of it. They might not survive for much longer.


Actually the Gwarfalina travel to the Jend-Wakaido Wendinkens and found the ancient jigggerdoo from Nemus Niggoramus and their culture spawned a religious sect of waedinkos.

Or Something *Plays Darklands*
 

Roguey

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Good to see Obsidian fixing the disaster that was 2.01.
 

tdphys

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I've been inspired by roguey and by the fact that I'm flat broke to wait for both expansions and their *updates* to finalize before I pull the trigger.
 

Tigranes

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Super busy these days but plodding through little bits of White March. Definitely is Icewind Daley, the environments look nice, the encounter design is a bit better, the fights in general are harder. The patched changes like Accuracy to Perception and enemy AI learning to calculate when to disengage has also improved things. So generally a nice step forward without any revolutionary improvements.

That combat density though, geez. It's basically IWD density, but I don't think IWD density was ever really a good thig.
 

Fairfax

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Good to see Obsidian fixing the disaster that was 2.01.
2.0 as a whole, really.
I've been inspired by roguey and by the fact that I'm flat broke to wait for both expansions and their *updates* to finalize before I pull the trigger.
I wouldn't recommend that, to be honest. IMO all patches since 1.05 have made combat less fun that it was and there's always soemthing broken everytime they update it.
They're so obsessed with treating classes and balance like this is some MMO that by the time they push 4.0 every class will have 10 in all stats and skills and weapons will be merely cosmetic changes to the same damage.
 

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
Consensus on the Obsidian forums seems to be that 2.0.1 is an outlier and the only dud patch the game has gotten.

I wouldn't call it a "disaster" but the bugs it introduced happened to be more glaring than most.
 

Fairfax

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Consensus on the Obsidian forums seems to be that 2.0.1 is an outlier and the only dud patch the game has gotten.

I wouldn't call it a "disaster" but the bugs it introduced happened to be more glaring than most.
2.0 introduced bugged spells, weapons and skills, not to mention blurry text/maps, and even after 2.0.1 the blurry maps are still there. For a significant patch with a plenty of beta testing, I'd definitely call them disasters.
 

ArchAngel

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I agree there was too many of them. It wasn't overwhelming, mind, but it was certainly a chore, since you had fuckton of abilities, none of which were particularily meaningful in combat. When I pause and manually issue a command to character, I want it to have a visible impact, not "meh why did I bother".
It wasn't a problem that there were too many but that all were slight variations of each other.
 

ArchAngel

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2.0 introduced bugged spells, weapons and skills, not to mention blurry text/maps, and even after 2.0.1 the blurry maps are still there. For a significant patch with a plenty of beta testing, I'd definitely call them disasters.
Not yet doing my 2nd play. Check.
 

tdphys

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Complaining about stun/charm/paralysis times means somebody doesn't understand the importance of minimizing the crit range of your opponents spells ( ie buffing, or coming baqck at a higher level ).

Funny enough, I cheesed the vithrak bounty by running and having the slow guys being successively charmed, which meant most the vithraks lost interest and wandered back to their starting spot, and let me pull a few of them. Still came down to
a single man standing.

I agree with what sensuki intimated, we should have some higher level wizard/priest spells that give *immunity* to a certain status... for one character. The aoe defence buffs are fine.
 

Roguey

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To think how much better the final releases could have been if I had provided my genius

Eh, as far as PoE goes, it's fine, Josh doesn't listen to individuals, as Sensuki found out the hard way.
 

Immortal

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And that's what happens when you remove hard counters.

But, yes.


Infinitron suggested bringing a priest / durance along to counter the stun.
(As a way to prove sensuki wrong and save face for the game)

Then the response

Entitled PoE Fan said:
Yeah... but suppose you don't like the guy? (many people don't) Or that you just don't want to play with a priest (fair enough). And even that spell isn't foolproof.

Already the entitlement is setting in from Josh's design paradigm of: "Everything is viable - even a group of muscle wizards"

Moron said:
I'd rather not have to send in a scout to engage a fight at range so I can buff my team up with potions/spells before pulls

This is who Josh is catering the game to?

:popamole:
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Well the Priest 'counter spells' don't remove the stun, they reduce the duration - which in most instances makes the spell not worth casting for the purpose of removing the stun. The way they are designed lessens the tactical reactivity of combat compared to the Infinity Engine games, which is my main gripe with the combat in Pillars of Eternity.
 

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