Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Eternity Pillars of Eternity + The White March Expansion Thread

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,133
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
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.
That, and the fact I'm overloaded with information per second in combat. That's a problem I've been having since the beta.

The cooloff timers in the IE games were there for a reason it seems.
 
Last edited:

Immortal

Arcane
In My Safe Space
Joined
Sep 13, 2014
Messages
5,070
Location
Safe Space - Don't Bulli
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.

Not disagreeing at all. I just want to point out how the expectation of homogenized classes is growing for the masses of pop-a-mole. Slowly we lose more and more layers of what makes an RPG.

I understand Josh wanted a classless system.. but then the customer base wanted classes (or think they do) so what ends up happening is another bullshit limp dick half assed attempt to satisfy both parties.
 

BlackAdderBG

Arcane
Patron
Joined
Apr 24, 2012
Messages
3,241
Location
Little Vienna
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Grab the Codex by the pussy Codex USB, 2014 Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
paradox-73d088f515055e865b2124a59d4ec76b.png



:happytrollboy:
 

l3loodAngel

Proud INTJ
Patron
Edgy
Joined
Nov 19, 2010
Messages
1,452
It's revisionist to suggest no changes were made to the backer beta as a result of feedback.

First of all I didn't say that.
However, it is retarded to suggest that the changes made during the beta/alpha or whatever resulted in anything but failure. Solid feedback that was opposite to Josh's or his bosses’ was omitted.
 

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,423
Location
The Crystal Mist Mountains
Cleared out level 3 of the Endless Paths with 6th level characters.

"If I never see another ogre again, it will be too soon."

Proceeded to head off for The White March and village of Stalwart...

:rage:
 

Prime Junta

Guest
First of all I didn't say that.
However, it is retarded to suggest that the changes made during the beta/alpha or whatever resulted in anything but failure. Solid feedback that was opposite to Josh's or his bosses’ was omitted.

This is untrue. In particular, there were major changes to the classes that were directly opposed to the original design. The fighter changed from a role-locked tank to something you can build into ranged, damage, or defense; the ranger/pet lost the shared health pool that was one of its original defining characteristics (and also sucked), and abilities got a lot of revisions as well. The XP system also got changed to accommodate people who wanted XP for Doing Stuff as opposed to Accomplishing Things.

It's true that not all such feedback resulted in changes, but then how could it have? A lot of it included massive differences of opinion. Some people demanded unrestricted resting, others demanded resting restrictions. Some wanted combat XP, others opposed it. And so on and so forth. In these cases it would've been pretty odd if the designers hadn't tilted towards their own preferences, no?
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,690
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
http://forums.obsidian.net/topic/82319-update-202-beta-is-live/

badler said:
Update 2.02 (Build 745) beta is now live for Steam users. To view the update notes, please go here.

If you would like to participate in the beta, please read the instructions in this thread.

Have fun!

http://forums.obsidian.net/blog/7/entry-188-update-notes-202-beta/

As always, there are many more fixes than listed.

Major Fixes
  • GOG Galaxy achievements now work.
  • A party member using a movement speed modifying item now should walk at the same speed as the rest of the party outside of combat.
  • Added more optimizations for save and load.
  • Fixed an issue where some players were not able to talk to the Steward of Caed Nua to start The White March quest lines.
  • Fixed issues with Respec not working correctly with some edge case abilities and talents.
Abilities
  • All Summoned weapons are now considered universal weapon type.
  • Fixed a number of issues with Nature's Bounty.
Items
  • Soulbound weapons are properly unbound when the bound soul dies.
  • Fixed issue where weapon switching recovery could go negative.
  • Draining Item Mod should only drain 15% attack speed now.
  • Shadowflame from Ninguath's Grimiore is now 4th level.
  • Removed enchantment cost of the Cumbersome item mod.
  • Lowered the enchantment cost for Spellstriking Confuse and Spellstriking Thrust of Tattered Veil.
Quests
  • Small Balance changes to the Alpine and Sky Dragon attacks.
  • Fixed a number of issues with the Devil of Caroc's reactivity in the soul awakening quest.
  • The Hunter's Favor should properly resolve if Thyrsc and Suldrun are killed before completion.
  • Stronghold attacks can now happen if the player level is over 13.
  • Caroc and Zahua now have a place in the stronghold.
  • Alpine Dragon is now set to never gib.
  • Vamrel's conversation will only fire once now.
Miscellaneous Notes
  • Quick items on the ability bar are now sorted by slot.
  • Afflictions display like other status effects on the party bar.
  • Fix a number of hotkey binding issues and bugs.
  • Accuracy for Bestiary entries now account for stances and shields.
 

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,423
Location
The Crystal Mist Mountains
Yeah, who asked for that? In other games, having a character with boots of speed or an enhanced mobility feat, was always useful and fun to watch them zip across the map and outdistance the rest of the party.
 
Last edited:

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,758
Yeah, who asked for that? In other games, having a character with boots of speed or an enhanced mobility feat, was always useful and fun to watch them zip across the map and outdistance the rest of the party.
That's actually extremely annoying and it was a conscious decision to remove that annoyance.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,690
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
Increased movement speed is great in combat. Managing to insert your Rogue behind enemy lines before the battle lines form can be a game-changer.

However, I hope you still move faster outside of combat if controlling a character alone (as opposed to select all/move)
 
Last edited:

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,690
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

BlackAdderBG

Arcane
Patron
Joined
Apr 24, 2012
Messages
3,241
Location
Little Vienna
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Grab the Codex by the pussy Codex USB, 2014 Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
Increased movement speed is great in combat. Managing to insert your Rogue behind enemy lines before the battle lines form can really change things.

No ,it does not change things ,as rouge is better with range weapon away from front line.Nu AI re-target to your lowest deflection party member making rouges get two-shoted on PotD.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,690
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
I prefer the unmatched speed of dual-wielding over ranged. And I didn't always do that, but when it worked it was good.

Anyway, that's just an example. You could use increased speed to, say, quickly move wizards in to throw AoEs and pull them back out, or to rush your fighter deeper into enemy ranks than he would hav gotten otherwise, or even do some good old fashioned IE-style kiting. I've tried these things and they work. But if all you want do is whatever it takes to make tank & spank work then yeah, movement won't be so important for you.
 

BlackAdderBG

Arcane
Patron
Joined
Apr 24, 2012
Messages
3,241
Location
Little Vienna
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Grab the Codex by the pussy Codex USB, 2014 Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
Hey it's a gimmick ,I have nothing against it ,just the "great" and '"game-changer" part.

If you move in combat you are not DPS-ing,more dips less problems :troll:
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom