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Pillars of Eternity 2 praise/criticism/gameplay and story analysis thread [SPOILERS ALLOWED]

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  • xzar_montyxzar_monty Member Posts: 631
    edited September 2019
    In fact, it's not a very small thing. And I agree, it is excellent. Precisely this type of flavor increases immersion.

    I'll give you an example of this in the other direction: one of the small faulty design details in P:K is the fact of random loot scattered around the maps. There's just too much of it. You'll find potions of this, scrolls of that, even high level ones. This works in the other direction: it breaks immersion. It makes you think: why is all this stuff just lying around? The answer, of course, is that the developers wanted to help the player out a bit by providing him/her with a little bit of equipment, but it's just too blatantly obvious. By contrast, on the PoE maps, this is done well: when you find loot lying around, there's generally a corpse, too -- and there's not too much of it. And this at least makes sense.
  • DinoDinDinoDin Member Posts: 1,597
    PsicoVic wrote: »
    hybridial wrote: »
    I can't really argue that there isn't really some role playing issues with how they use the might stat. I kinda just accept that if my mage does something using the might stat they didn't use physical strength to do it, but some form of magic, be it a blast or even telekinesis of some form.

    That's just making the best of a very wonky situation though, its probably the one thing I wish they'd done differently.

    The might stat makes sense from a mechanics and game balance standpoint: It ensures that priests could heal and deal damage or multiclass caster characters can use both weapons and spells with high damage output; all with the same stat. "One stat to rule damage all". You have to build up your perception anyway if you want to hit something and, depending on your build, your intellect or dexterity too, I think they made it to avoid too much stat spread in multiclass or priests.

    That said, RP-wise, you have to be really creative when you use the might stat.

    In a way though, I actually find Might to be quite imbalanced in Deadfire. Perhaps perception is still more of a god stat? But might just does so much for you from a combat perspective. Since keeping your characters upright is so much more important in Deadfire than its predecessor, healing spells or abilities are super important. And might effects potions, second wind as well.
  • ThacoBellThacoBell Member Posts: 12,235
    Started a run of PoE2 and for all the people complaining about per encounter abilities and how resting was implemented, guess what? There's an option that makes all abilites per rest and puts restrictions on resting. Guess you guys have been complaining for nothing.
  • DinoDinDinoDin Member Posts: 1,597
    But that option does not balance encounters or change the world design. You can't just switch every ability to per encounter and then draft the same kind of dungeons you had in the original. Because encounters have to be designed to exhaust a party's power pools in their entirety (especially on PotD difficulty), it's simply not the case that you can just switch on Woedica's challenge and have a fun, balanced game experience.

    Less important, but still a downside, is that the original had both per rest and per encounter charged abilities or spells. This created diversity in character building that does not exist in Deadfire.
  • kanisathakanisatha Member Posts: 1,308
    Shifting away from per rest to per encounter was one of the best decisions made for PoE2. If it's per rest, for most people, you might as well not have that ability in the game at all. I don't even remember any of the per rest abilities from the first game (unless the # of times per rest was relatively high) because I automatically ignored them and built my characters around not having/using them.
  • SorcererV1ct0rSorcererV1ct0r Member Posts: 2,176
    edited September 2019
    Shifting away from per rest to per encounter was one of the best decisions made for PoE2. <2>

    I could't play PoE 1 as an Wizard/Druid due the ultra limited resting. Ciphers was my mainclass on PoE 1 exactly because i could use cool stuff much more commonly.

    In PoE 1, there are no class with a lot of casts / rest like Sorcerers on 3e or Warlocks on 3.5e (not confuse with nwn2 warlocks who is nerfed and bugged and require mods to be playable), other problem is that spells being limited / rest on PF:KM makes sense since an single cast of Wail of the Banshee can end an encounter. An single fireball can end an low level encounter. Spells on PoE 1/2 deals way lass damage and enemies has much more HP. Very limited casts / rest like 4~6(wiz/sorc) works when magic is very deadly. Look to Dark Souls 2(last from software game who uses spell slots), powerful spells like Forbidden Sun and Climax has few casts / rest, but an regular soul arrow can be spammed.

    edit >

    For me the ideal would be that some spells should be at will, some per rest and some per day. Eg : An lv 20 wizard able to cast per day spells tier 7,8,9, per encounter spells tier 6,5,4 and at will 1,2,3. An lv 10, capable ot casting tier 5 spells, able to cast at will 1,2, per encounter an 3 and per rest, 4,5.
    Post edited by SorcererV1ct0r on
  • DinoDinDinoDin Member Posts: 1,597
    kanisatha wrote: »
    Shifting away from per rest to per encounter was one of the best decisions made for PoE2. If it's per rest, for most people, you might as well not have that ability in the game at all. I don't even remember any of the per rest abilities from the first game (unless the # of times per rest was relatively high) because I automatically ignored them and built my characters around not having/using them.

    Three of the classes including the class that was considered the most powerful (priest) were entirely built around per rest spells.
  • PsicoVicPsicoVic Member Posts: 868
    The per rest abilities became slightly more interesting when they implement the "bonuses on resting" mechanic, few patches after launch in PoE; but I do not really like them much. In POE2 I had them disabled entirely.
  • SorcererV1ct0rSorcererV1ct0r Member Posts: 2,176
    Is Psion a good sub class for cipher? Only played as a cipher on the first game...
  • PsicoVicPsicoVic Member Posts: 868
    edited September 2019
    Psion? To be honest, I only played it briefly, and I do not find it very practical. You regenerate focus very slowly instead of gaining it while attacking, and you lose the focus regeneration if they hit you. You lose the damage bonus and focus bonus of soul whip and gain a spell that pushes enemies away instead. A spell that also requires focus.
    Since you can regenerate focus way faster using soul whip with barbarian rage and double blunderbusses I do not find the subclass particularly enticing.

    I´ll pick Ascendant for bombardier duty or Soul blade (even if you do not want to melee with your cipher they have reduced focus cost with shred spells, the damaging ones) or even Beguiler for a cipher-rogue any day of the week.
    If I may, @SorcererV1ct0r , I think you particularly are going to like the Ascendant. It is relatively easy to reach max focus with a blunderbuss barbarian-cypher so you can Ascend faster and start spawning spells non-stop at the enemies at zero focus cost for a while. Then rinse and repeat.


  • SorcererV1ct0rSorcererV1ct0r Member Posts: 2,176
    PsicoVic wrote: »
    , I think you particularly are going to like the Ascendant. It is relatively easy to reach max focus with a blunderbuss barbarian-cypher so you can Ascend faster and start spawning spells non-stop at the enemies at zero focus cost for a while. Then rinse and repeat.


    Multiclass is not a good idea. I could't test the high level psionics and other class powers on PoE 1 since they aren't available. Wanna play as an cipher, only to see if Protective Soul, Death of 1000 Cuts, etc worth the cost... Will try psion since i wanna use psionics, not weapons, if is that bad, will lower the difficulty.
  • PsicoVicPsicoVic Member Posts: 868
    edited September 2019
    Well, with blunderbusses you are not going to damage anything anyway, you only use them because you have 4 projectiles per shot so you can recharge your focus in fewer turns and then use your spells.
    https://pillarsofeternity.gamepedia.com/Blunderbusses_(Deadfire)

    ED: I forgot: Another thing about psion is that if there is a marksman bent on shooting at you you have no real options to defend yourself or generate focus to retaliate (invisibility potions or the escape cape, maybe)

    The beguiler also recharges focus if you manage to use a charm/enchant spell successfully in an enemy if you get bored of the psion. Have fun!
  • SkatanSkatan Member, Moderator Posts: 5,352
    @PsicoVic, I haven't used cipher much in PoE2 except for the little green goblin dude, but isn't Focus gained from the damage you deal rather than a fix amount per hit/projectile? Or do you mean the carnage from Barbarian adds to the four projectiles to increase the focus gained?

    I also think, on a side note, that the Monks flurry of blows is the better attack speed feat since it's easier to use than barbarian frenzy. Well, tbh Monks are probably one of the best MC classes to combo with any other class.
  • PsicoVicPsicoVic Member Posts: 868
    edited September 2019
    Skatan wrote: »
    @PsicoVic, I haven't used cipher much in PoE2 except for the little green goblin dude, but isn't Focus gained from the damage you deal rather than a fix amount per hit/projectile? Or do you mean the carnage from Barbarian adds to the four projectiles to increase the focus gained?
    Biting whip and draining whip apply to all 4 projectiles separately, increasing focus gain. And unlike arquebuses, crossbows or bows you can dual-wield blunderbusses and use them in melee with no penaltiesI usually use Kitchen stove/Xefa empirical explanation.
    It´s a more APR vs more damage per hit dilemma. I seek the former. Carnage is ok but uses the base damage of the weapon and blunderbusses do not have much to begin with.
    Err... and I like Firearms in my dashing pirate captain. Also a parrot, if you could have one. Love the classics.
    You can use any other weapon with less accuracy penalty and able to dual-wield, like pistols, scepters, even melee weapons and penetrating strike if you have a fighter build.

    I prefer rage because that also speeds up recovery and cast time of spells for the time when you reach ascendant state but the monk is also a viable choice. You can also use barbaric blow with ranged weapons (+50% damage) for reasons unknown unless they patched it. ...And you have the Fury Shaper`s frenzy totem that increases action speed for the MC and the entire party
    https://pillarsofeternity2.wiki.fextralife.com/Shape+Ward:+Frenzy
    To be honest, I do not see any practical reason why anyone would choose any other subclass of barbarian over Fury Shaper, right now.
    I saw once a terrified enemy (shapeward fear) get hit by the Carnage AoE triggered on them. They were moving fairly quickly (Terrified) and just ran into their own AoE. It was HILARIOUS.
    Post edited by PsicoVic on
  • ThacoBellThacoBell Member Posts: 12,235
    Yeah yeah. Pillars 2 sucks because it didn't do the thing. Except it DID do the thing, but people just want excuses to hate it, even though it literally gave everyone what they said they wanted. Its starting from a point of wanting to dislike the game, and then bending every argument around fitting that narrative, rather than looking at the games actual points and judging it based on what it does.
  • SorcererV1ct0rSorcererV1ct0r Member Posts: 2,176
    PsicoVic, about Psion vs archers, bows and firearms have BB gun range in this game. Is not hard to avoid being shot. Not mentioning that an priest with Withdraw(tier 2), can make you regain a lot of focus and hp. I an casually defeating higher level enemies using dominate... Psion is very good.
  • PsicoVicPsicoVic Member Posts: 868
    edited September 2019
    Oh, no, I did not mean to say It was bad. The classes in this game are very well balanced. I only meant that the Psion is slightly less effective than the other subclasses (at least for my playstyle) at generating focus to use psions, but all the subclasses have the same spells besides telekinetic burst.
    But the good thing about this game is that you can use any build possible, make it work and have fun with it.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,758
  • kanisathakanisatha Member Posts: 1,308
    DinoDin wrote: »
    kanisatha wrote: »
    Shifting away from per rest to per encounter was one of the best decisions made for PoE2. If it's per rest, for most people, you might as well not have that ability in the game at all. I don't even remember any of the per rest abilities from the first game (unless the # of times per rest was relatively high) because I automatically ignored them and built my characters around not having/using them.

    Three of the classes including the class that was considered the most powerful (priest) were entirely built around per rest spells.
    But you're missing the point ... or at least *my* point. It's not at all about what is powerful but rather about what is fun to play. In PoE1 I hated the casting classes and absolutely avoided them. And not just for my PC but also among the companions. In PoE2 I am very much enjoying playing the caster classes. I am about as far from a power gamer as you can possibly get. If it's not pure fun for me, it's not worth any of my very limited time available for gaming.
  • PsicoVicPsicoVic Member Posts: 868

    Mark Twain (he´s good despite his 200 yo) also did it in TB mode. Hats off to him.

  • ThacoBellThacoBell Member Posts: 12,235
    I'm very slightly miffed that Berath's blessings can't be unlocked during a run. They are the closest thing to imported character bonuses that we get.
  • PsicoVicPsicoVic Member Posts: 868
    ThacoBell wrote: »
    I'm very slightly miffed that Berath's blessings can't be unlocked during a run. They are the closest thing to imported character bonuses that we get.

    There is a mod that addresses that, a little, if you are interested. Gives some bonuses from your imported choices of POE
    This mod adds boons from Woedica, Rymrgand, Wael, and Galawain
    https://www.nexusmods.com/pillarsofeternity2/mods/151

    The challenges of the gods are also fun for NG+.
  • ThacoBellThacoBell Member Posts: 12,235
    Does this take into account the crowdfunding raised? I feel like it'd be hard to lose money when your game is already paid for before release.

  • kanisathakanisatha Member Posts: 1,308
    So very sad, because PoE2 is a really good game, certainly much improved over PoE1.
  • SkatanSkatan Member, Moderator Posts: 5,352
    It's sad indeed. I would absolutely have bought any third installment they would have made if it had sold better.
  • xzar_montyxzar_monty Member Posts: 631
    It's very sad. That piece by Sawyer is also very well written and makes absolute sense.
  • damiendadadamiendada Member Posts: 2
    I find it sad too, PoE2 is a very good game
  • OrlonKronsteenOrlonKronsteen Member Posts: 905
    This is terrible news. IMHO POE2 is one of the best games I’ve ever played. I don’t understand why people wouldn’t want to buy it (notwithstanding talk of marketing failures, etc.), but I would still argue that it’s a tremendous success. They made a true piece of art, and when all is said and done, this is more important than sales. You can’t take the money with you, but you can leave a legacy of high quality work.
  • ThacoBellThacoBell Member Posts: 12,235
    I personally consider PoE2 a masterpiece. Easily the best game Obsidian has done.
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