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Eternity Pillars of Eternity 2: Deadfire Pre-DLC Thread [GO TO NEW THREAD]

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Fine. Can't complain about not patching shit, and then complain that they patched too much shit. Only the most hardcore/unemployed people will even have tried all the classes and abilities extensively at this point.

My real interest is in the POTD buffs, should be able to try it soon

Why hit things with the nerf bat if combat is a joke from level 12+ on? Beef up encounters so that you actually have legit tests to balance against.

They are, on Veteran and POTD, in this patch. Why shouldn't they do both?
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
OK, finished. Good to know that the other gods are also written halfway decent the further you get in the story.

The weaknesses are still with the execution. It's funny how it's become a meme to attack the narration and the verbosity, but POE2 is actually not that verbose - the problem is that sometimes the narration goes overboard (i.e. anytime it's more than one line, you should be skipping it), and then in the truly important and dramatic moments, it's over too quickly. You have this Hollywood "alright men let's BREACH THE DEFENCES" moment that's over in a couple of equipment checks, and it's almost laughable to hear later in ending slides that you performed the impossible to do so. The final area is far too threadbare; Sun-in-Shadow was not massive either, but it had enough of a mix of dark corridors, dialogue points, a couple of fights, etc., to let you get into it, whereas here it feels like you have three rooms. The final dialogue with Eothas, too, ends too quickly - that's one place where they could have afforded a far more drawn out conversation, similar to the one with Iovara.

Anyway, the verdict stands, I think. It's a very good SOZ, which to me is a great addition to the library of isometric party RPGs. If they can patch up POTD difficulty and some of the combat/XP balance, it will have pretty good replayability with all the multiclass combos as well. But like DOS2, it doesn't really take that massive step forward into greatness by building on its predecessor, rather it takes a lot of lateral steps and becomes its own thing. Probably the one area where they really made a big improvement is itemisation - we haven't seen so many items with all sorts of unique properties since BG2, as others have said in the thread. The really unnecessary flaws are rendering attrition trivial (a combination of super empowers, downtuned POTD, no camping supplies, no health/endurance, no per-rests, etc), and the shitty narration.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,030
Pathfinder: Wrath
  • Armor and Penetration now scale up on PotD.

This is a bit worrying. One of the reasons casters were severely underpowered in the beta was because of being unable to affect their Penetration, outside of a single Empower per fight, or the enemies' elemental armors. This mechanic can't be salvaged, though, it's not thought-out well and it has the potential to only cause problems.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,448
Is there info from JES directly where he explains why he added the abomination that is Empower?

It's supposed to be one of the things that helps to balance single and multi-classes, no?

Like, single-class Wizard has more Empower mojo, so he can really fuck shit up.

I agree that it feels like very obnoxious Awesome Button, but in this case it's probably by design. It's meant to kick ass, otherwise there's no reason to single-class anything in this game.

Edit: here

new_multiclassing_table.jpg

I don't think it plays into Single class favour though. Empower is a flat +10 power level (isn't it?), that's a relatively higher increase the lower your current PL is?

How rapey is Minoletta's Missile Salvo? Also, Meteor Shower?

Empowered meteor shower does something like 600 damage per target over its duration. I think the Missle salvo does around 1k instantly to enemies in the area.

Yeah, single-class Ewoker is probably the best damage dealer in the game right now. Empowered minolettas can delete entire blobs.
Assassin/Evoker is even more ridiculous. It can use empowered spells from stealth with +4 penetration, +25 accuracy, and +50% crit Damage. With some passives form later levels, you can get +10% crit damage, +15% damage, +10 accuracy, and +1 penetration with empowered spells.

I used Assassin/Ascendant, not quite as good but similar. The rogue has a instant cast/no recovery stealth skills in Shadowing Beyond which you can use before every cast for the bonuses.

I don't think there's a point condemning Empower until combat gets fixed.

I don't think it can get saved while empower remains in the game. Imagine giving this shit to enemies? How do you balance around that?

Man, itemization went to the shitter fast.
They basically halved all the cool item effects :negative:.

They should have buffed enemies more, not like they have to worry about Power Creep in a few years, game will be dead then.

  • Armor and Penetration now scale up on PotD.

This is a bit worrying. One of the reasons casters were severely underpowered in the beta was because of being unable to affect their Penetration, outside of a single Empower per fight, or the enemies' elemental armors. This mechanic can't be salvaged, though, it's not thought-out well and it has the potential to only cause problems.

It's fine as long as mobs have weaker/stronger armors - every caster has spells that can target multiples armor types, might even force some spell choice diversity thoughts.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,030
Pathfinder: Wrath
It forces you to choose only damaging spells that affect different armors in that case, rather than all kinds of spells (utility, CC, debuffs, etc.). This was all obvious from the moment they mentioned how Penetration works.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,448
It forces you to choose only damaging spells that affect different armors in that case, rather than all kinds of spells (utility, CC, debuffs, etc.). This was all obvious from the moment they mentioned how Penetration works.

No?

If you have CC/utility spells and no viable damage spells, then you use the former (they compete for time/resources). Role of character switching depending on enemy types is a good thing.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,030
Pathfinder: Wrath
No?

If you have CC/utility spells and no viable damage spells, then you use the former (they compete for time/resources). Role of character switching depending on enemy types is a good thing.

I meant choosing such various armor-targeting damaging spells on level-up.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,448
No?

If you have CC/utility spells and no viable damage spells, then you use the former (they compete for time/resources). Role of character switching depending on enemy types is a good thing.

I meant choosing such various armor-targeting damaging spells on level-up.

I know, but you still don't have to do that, since you aren't (shouldn't be) the only viable damage dealer in your party. It'd be a problem in a solo game, not Dumpsterfire.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,030
Pathfinder: Wrath
I know, but you still don't have to do that, since you aren't (shouldn't be) the only viable damage dealer in your party. It'd be a problem in a solo game, not Dumpsterfire.

You'll see what I'm talking about in practice, don't worry, this was in the beta too. If they buff the armors significantly, though, otherwise it's still a pointless mechanic.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
16,295
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
"I can give you a hand with the... spirity stuff." - After writing this sentence you would be insta-fired from my writing team.

Its always funny when you look at certain dialogue options and you know it was written by a woman

I dunno, that sounds like a CMcC line to me
It wan't a dialogue option but a response. At first it didn't annoy me so much, but it really looks like a placeholder which wasn't developed into an actual response.

Whatever, only important note is they finally auto-attacking as a selectable AI behavior in the editor.
Agreed. This is a big one. Now I won't have to manually pause after every time a party member uses an active ability, in order to tell him "now, auto-attack".
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,181
Location
Bulgaria
Some changes noticed by reddit users and Obsidian's forums:

  • Boots of Stone have gone down to +1 Resolve from +2
  • Whitewitch Mask is down to +1 Illusion PL, from +2
  • Cabalist's Gambelson Retaliatory Runes enchant is down to 10% reflection, from 15%
  • Mirrorback is now 10% reflection and +5 Ranged Deflection, from 20% and +8
  • Firethrower's Gloves is now +1 Evocation PL, from +2
  • Upright Captain's Belt is now +1 Constitution, from +2
  • Concelhaut's Skull now gives 5% Corrode damage and +1 Concelhaut PL, from +2 PL
  • Spearcaster may have had it's Arcana scaling merged with an enchant- The Elemental Bolts damage down to 3% Fire/Frost/Shock/Corrode each, from 5%. Possibly a lower scaling on the Accuracy boost. Pinning Enchant down to 20%, from 50%
  • Eye of Wael Obfuscation down to 10% from 25%, Illusive spell now shows 5% (from the previous 0% that it showed; unknown actual percentage), Hundred Vision enchant down to +2 Illusion PL from +3, Lidless Gaze Enchant down to 1 per rest uses, from 2 per rest
  • Shimmer Scale down to 5 Defense vs. Fire attacks from (iirc) +10
  • Strand of Favor to 10% on both the increase buff time / decrease debuff time, from 15%
  • Baubles of the Fin aura to 3% Bonus damage, from 5%
  • Boots of Speed to +15 Deflection on Disengagement, from +25
  • Acina's Tricorn down to 10% faster reloads, from 20%
  • Gauntlet's for Greater Reliability down to 25% Graze-to-Hit conversion, from 30%
  • Base Deflection from quality levels on Shields has seemed to go up (need some confirmation on this; +6 at Legendary now seems higher than before)
  • Thaos' Headdress aura down to +5 Accuracy and +5% damage vs. Flanked targets, from +10 each
  • Halgot's Warmth down to +1 Priest Restoration levels, from +3(?)
  • Xoti's Lantern
    Light of the Dawnstar enchant scaling may be broken- at 19 Religion, aura still only shows 10%. Down from previous 29% (could also be a visual bug and is working) seems to be heavily reduced. 5% base SR, 0.25% per point in Religion (only 18% at 50 Religion) courtesy of /u/DO__SOMETHING He also noted that it may now definitely works correctly and will not reflect friendly spells.
  • Wahai Poroga changed. At Blade's Reach now sshows -20% Melee Damage upon launching an attack, from the -100% previously shown. Dug-In enchant is now +2% Action Speed when hit in Melee, stacks 10 times, removed on Movement. Changed from -100% Recovery upon being hit.
  • Miscreant's Leather Down to -10% Recovery Time, from -15%
  • Humility down to 10% Slash damage reduction, from 20%. The two enchants now provide 10% reduction from Crush or Pierce, from 20%
  • Effigy's Husk aura Skaen's Resesntment down to 50% Healing reduction, from 75%. 75% Healing reduction may have just been moved into an enchant, Skaen's Hatred (possibly remembering this one wrong, feel free to chip in if you know better than I)
  • Boots of Stability down to a 25% reduction in Dexterity Afflictions, from 50%
  • Boltcatchers down to 20% on both abilities, from (iirc) 33% each
  • Heart-Chime Amulet Death Godlike/Watcher ability down to 5%, from 10%. Other abilities seem slightly nerfed, but I'm not entirely sure.
  • Tarn's Respite down to 15% bonus Cold damage, from 20%
  • Just a little change- all Grimoires look different to me now, visually. I Could just be crazy, but sort of looks like they are more unique in appearance?
  • Devil of Caroc's Breastplate Articulated down to -10%, from -20%. Mechanical Mind now only applies to Intellect Afflictions (assumed that similar change was done to physical version of the enchant). Devil's Due down to +2 Health, from +4.
  • The Watcher's Blade Soul Shredding upgrade down to 20%, from 25%.
  • Whisper's of Yenwood down to 20% vs. Spirits, from 25%.
  • Nature Godlike is +1 now
  • Doublecast on empower is gone
  • The +2 evocation gloves everyone uses are +1 now
  • Kuaru's Prize is 5% instead of 10%
  • Sun and Moon's double cast is only 5% now
  • Thundercrack Pistol now has paralyze 2s on crit
  • Boots of the Stone lost 1 resolve I think
  • Illusion mask is +1 power level now
  • Cadhu Scalth is 3 Deflection + 0.25 per 1 Athletics now
Some op skills of other classes also got hit with the nerfbat:
  • Set to their purpose... is basically gone now, it's just 3 tier 1 inspirations
  • Priests acc +20 buff is +10 now
Charge no longer full attacks enemies, it instead applies a stun.

Turning Wheel has had the lash damage reduced from 5% per wound to 2% (For a total of 20% as opposed to 50%)
Monks got some nerfs. Lightning strikes for example. So far it doesn't seem to be a big deal. I did notice the wording of turning wheel changed to say melee attacks or weapon attacks, so it might not work with spells and such anymore which would be one of the bigger monk nerfs. Not sure how swift flurry currently works though.

Cipher body attunement got nerfed pretty hard. Kind of stupid considering other classes have passives better than it is now... Everything else seems about the same so far. Which is honestly unfortunate because I was hoping for cipher buffs.

The priest single target inspiration buffs now have a 0.5 second cast time instead of 3.

Chanter brilliant inspiration is gone. The 100% healing chant is now 50%.

Fighter charge now does stun instead of full attack. Unbending is now 25% and 33%.

I'm sure there's a lot of stuff I haven't noticed yet. Mostly newb island is now hard on PoTD.. there was even a Drake in the fight where you get Aloth (I would have been screwed there if I hadn't grabbed a hireling)... and I skipped the looters until after I got Aloth because there was so many of them.

Oh yeah and Nature godlike is +1 power levels now for wellspring of life.
I noticed chanter's song gives 50% healing bonus instead of 100%.
Aloth's Keybreak scepter doesn't bounce to additional targets anymore, which is a heavy nerf to my Transcendent build. Who even used scepters? I don't think anyone considered them OP....
Frostseeker Bow got a nerf too. Used to be +25% Freeze damage per projectile, now it's +10%. I think the base damage might have been dropped by 1-2 points as well, though I feel like the latter was unnecessary, as when combined with the nerf to the additional freeze damage, the freeze damage now only hits for like 1 damage per arrow compared to the 2-4 from before.

The damage of the frost AoE for critting appears to have been adjusted somehow. I originally thought it had been nerfed by about 30-50%, but upon further observation, it seems more like it received a slight overall nerf AND the AoE damage had its minimum damage lowered (I've observed the AoE doing anywhere from 11-22 critical damage post-patch, whereas before the patch it would usually do anywhere between 16-24).

Open beta indeed. :M
As expected the obsidian retards did go the way that was not unneeded. It seems that the game on release will have shit itemisation. Killing every unique and powerful item is not the way to fix the easy combat,it is a way to make the game even more meh. Instead of nurfing the player they should buff the encounters....or at least the more unique ones. But apparently it is too much work for the tumblr devs.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
13,584
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I played the game until 5AM. Oh well. I’m gonna have to be the one that says that I am having fun, despite some very obvious flaws.
 
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