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Pillars of Eternity - Old-school RPG by Obsidian Entertainment Pillars of Eternity - Old-school RPG by Obsidian Entertainment

04-02-2015 , 01:59 PM
Quote:
Originally Posted by Anssi A
They wanted to play it super safe, don't fix what ain't broken etc.
What would you have liked to see?
Mix the formula up somehow. The layout of areas/zones, their size and pacing, the distribution of enemies, the interface, the layout of Defiance Bay and it's factions and questlines (compared to the city of Baldur's Gate), the overall structure and pacing of the main questline, is all exactly like BG. There's not really anything new and interesting to me, just more of the good old same and like I've played the game already just with different trappings. I don't think they should be getting as much praise as they are for cribbing so heavily from past efforts and making it so ridiculously safe.

The only thing I've found so far that didn't feel entirely ripped from an Infinity game is the stronghold system, which while entertaining feels like a sideshow diversion. Maybe when I get further in the game it'll be more interesting.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-02-2015 , 03:13 PM
Quote:
Originally Posted by Inso0
The right class, and a LOT of terrain/chokepoint abuse. Also, skipping violent content in favor for quests involving talking and running errands. Content in the game doesn't scale, so you just need to be overleveled.
With the current save/buff bug I imagine lots of players are playing the game effectively over leveled to the content.

Not touching it till that is fixed.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-02-2015 , 03:15 PM
Quote:
Originally Posted by weevil
Mix the formula up somehow. The layout of areas/zones, their size and pacing, the distribution of enemies, the interface, the layout of Defiance Bay and it's factions and questlines (compared to the city of Baldur's Gate), the overall structure and pacing of the main questline, is all exactly like BG. There's not really anything new and interesting to me, just more of the good old same and like I've played the game already just with different trappings. I don't think they should be getting as much praise as they are for cribbing so heavily from past efforts and making it so ridiculously safe.

The only thing I've found so far that didn't feel entirely ripped from an Infinity game is the stronghold system, which while entertaining feels like a sideshow diversion. Maybe when I get further in the game it'll be more interesting.
The cookie cutter NPC hire mechanic is very different, the whole class system obviously very different, and I felt the tone was very different when I walked into the
Spoiler:
first village and saw all those bodies hanging from a tree.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-02-2015 , 04:33 PM
Big patch coming soon

Patch Notes: 1.03
Quote:
These are the tentative patch notes for the upcoming patch 1.03 release. These may change before it is finally released. This patch is currently in test, and will be released as soon as is possible. Thank you everyone for your patience with us!

"Big Ticket" Items
Bears and Cats can now be equipped with hats. This is most likely not a joke... but might be a joke.
Double-clicking to equip items was causing passive abilities to get removed from the character. This has been fixed and we were able to retroactively fix the problem for people that have already run into the issue. If you open your saved game in the latest patch, your characters will be repaired.
Fixed a problem where attributes on characters could permanently increase by equipping certain items. This will also retroactively fix the problem in saved games that have characters with this issue.
The crash in Raedric's Hold has been fixed.
Fixed the looping audio sounds that can occur if you play with minimized tooltips.
Previously Wizard summoned items could persist after the spell's duration. This has been fixed and it will also retroactively fix the problem in saved games that have characters with this issue.
The items Drinking Horn of Moderation and Talisman of the Unconquerable were causing Ciphers to permanently lower their amount of focus gain. We've included a fix to retroactively resolve the issue on Ciphers but the effect is still on the items. Unfortunately the fix will not fix the broken effect on those items, so you'll need to keep those items unequipped until the next patch. If you do equip them, perform a Save/Load to fix your Cipher.
Features
Added graphics setting to toggle antialiasing levels. This can improve performance on lower end machines when disabled.
Added pro tips to the Glossary.
Many new icons for items.
Added new voice set reactivity for lockpick, poison, enemy spotted in stealth, spell failure, death, immobilized, and completed task.
Added indicators on the loot screen when looting crafting and quest items.
Party can now use lockpicks that are in the Stash.
You can now cast AoEs on party member portraits and the spell will be targeted at the companion's location.
Balance
Monk unarmed attack buffed by 1 point at the top end.
Arbalest damage has been lowered.
Fast melee weapons do slightly more damage.
Slight bump to sabre damage.
Tuned down Mind Blades.
Tuned ranges of many Wizard spells to be higher.
Slicken spell is now a single hit AoE.
Chill Fog is now a friend or foe spell.
Curse of Blackened Sight is now foe only.
Changed reload speed multiplier from 2 to 1.2 for Sure-Handed Ila.
Fixed the price on Seal of Faith.
Adjusted price on figurines.
Adjusted price on rings.
Tuned up the Goldrot Chew.
Reduced the penalties for Bonded Grief.
Tuned up Bulwark of the Elements.
Modified attributes of companions and Itumaak.
Raised the bonus for having fewer than six party members from 5% per character under the limit to 10% per character under the limit.
Added cooldown to NPC Rogue's Escape ability usage so they won't use it back to back.
Rebalanced fight difficulty and spell selection for the Old Watcher.
Lowered the scale of the Defiance Bay reputation by 15%.
Beloved Spirits adds 0.4 Endurance to Ancient Memory instead of 2.
Changed duration of the Flagellant's Path defense penalty.
Adjustments to the Mantle of the Dying Boar.
Reduced the price of the Brighthollow Hearth and Courtyard Pool.
Heart of Fury will now apply to all damage types.
Tuned damage on Brilliant Radiance down.
Systems
Fixed issue with Wizard's summoned magical items getting stuck after save and load. Wizards will be restored to a proper state after loading a game.
Changed one of the fatigue status effects to not end with combat.
Fixed save game issues with spells and abilities that place down traps.
Fixed issue to prevent Ciphers from casting abilities without the required Focus.
Restored modal flag for Reckless Assault.
Set Transcendent Suffering to not be combat only.
Fixed duration issue with Plague of Insects.
Fixed companion audio triggers for some status effects.
Hunting Bows had the wrong speed descriptor. They are now listed as Fast.
Character Hit Autopause option should be working as intended.
You can now close the Grimoire and Chant UI with a hotkey.
Fixed issue with summoning magic items while unarmed.
Fixed delay issue on Knockdown.
Fixed a few issues with Dominate and Charm spells.
Fixed a bad item mod on the Ring of Protection.
Fixed issue with the Terrible weapon mod.
Changed bad data in ranger summons.
Made Takedown to be consistent with Knockdown.
Fixed multiplier on Blooded.
Summoned weapons will be removed when Spiritshifting.
Fixed issue with bouncing reflected melee attacks.
Party members will no longer switch to different weapons after being Charmed or Dominated.
Ancient Memory is now Ally only.
A summoned weapon will not unequip the grimoire.
Fixed Spellstriking mod.
Fixed trigger count issue with the Prone reduction mod.
DOT spells should clean up properly when combat ends.
Fixed Deflection +10 mod.
All Exhortations are now combat only.
Only play weapon ineffective VO if the attack is hostile.
Aggrandizing Radiance will now last until combat ends.
Holy Radiance is now combat only.
Carnage now works better.
Quests
Fixed issues with factions and super friend quests with Lady Webb's dialogue.
Adjusted trigger in front of the Salty Mast to fix a possible way to skip a required cutscene.
Fixed issue with the Winds of Steel quest line.
Fixed a trigger outside the First Fires Keep that could have been avoided.
Many fixes to music, audio, and VFX to a scene near the end of the game.
The prybar should now display the correct image in the Raedric's Hold moat scripted interaction.
Changed faction on the Hall of Warrior's containers.
Fixed scripted music for the forge knight combats in the keep.
Visual effects in the introduction cutscene should now be triggered properly.
Fixed conversation of the guards in Raedric's Hold to not repeat.
Added cape and armor to the loot for the Fampyr boss.
Fix to Osrya's starting timer not being attached to the trigger in the area.
UI
Fixed sound issue when collapsing the tutorial UI.
Fixed issue with double clicking items to equip. This is a retroactive fix and will restore characters with proper stats.
Fixed issue where camping supplies were disappearing when added to Stash.
Cage Cursor setting should not turn off after loading a scene or cutscene and is now on by default.
Fixed cropping on a few portraits.
Fixed issue with highlighting dead bodies and containers in the fog of war.
Fixed item stacking issue that was stacking items inappropriately.
Reduced the intensity of the explored fog of war on the area map, and fixed an issue where the shadow layer was causing the area map to be darker than it should be.
Small UI updates to the journal screen.
Reworked the enchanting UI to work better with multiple lines.
Fixed UI sorting issue in store.
Fixed UI sorting in crafting menu.
Fixes to Capitular glyphs in end game slides.
Fixed issue with stronghold alert widgets not hiding properly.
Fixed an issue with weapon mods were incorrectly being displayed in some cases.
Drag select should work properly when starting the drag over an enemy.
Fixed a few issues with drag select and formation rotation causing issues when the mouse goes over UI elements.
Fixed some control issues with holding down keys.
Shot on the Run recovery value should be now displayed correctly.
Fixed issues to how the HUD fades out during conversations.
When the party receives or loses items, those log messages now go to both logs.
Cleaned up the character sheet formatting and made more items clickable.
Store item names can now take up two lines.
Spells now show DT bypass in the description.
Consumables now show per-Rest and per-Encounter usage limitations.
Other Fixes
Fixed stats issue with saving and loading on the same map where a companion is found. This is a retroactive fix and will restore companions and characters to the proper state.
Fixed issues with save games in Raedric's Hold, causing the game to not function correctly or freeze.
Ranger Animal Companions should not disappear anymore and broken animals will be restored after loading and saving the game.
Fixed possible issues with disappearing items and weapons.
Minor fixes to a few select voice over lines.
Fixed size issues with equipped capes on Godlike characters.
Changed Explorer achievement to check for 152 maps rather than 160.
Fixed many issues where combat would not end properly.
Updated credits with more backer names.
Updated paperdoll level up lighting.
Scripted music should now be restored properly after loading a game.
Updated Temple of Eothas render.
Fixed some rendering issues with Fog of War on some areas.
Fixed sounds on movie that plays near end of game.
Reduced antelope feet sliding.
Fixed issue with weapon caching causing issues when weapons are swapped.
Interstitial music no longer loops.
Fixed issue where party members could take damage in cutscenes.
Fixed voice cues during looting for full inventory.
Fixed transparency on ghost characters.
Fixed issues with cutscene pathfinding if the game's process is halted.
Fixed issue with Expert mode settings getting saved improperly.
Fixed issue where characters were not properly stopping at the last waypoint of their path.
Adjusted Skuldr scream vocals.
We now handle some edge cases in resolution management on some hardware configurations.
Fixed issue with the party member Knockout achievement not reporting the correct numbers.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-02-2015 , 08:21 PM
this game is so ****ing good

my team feels a bit too strong on hard at near lvl 10 right now and crushing the endless path.

Im starting a parallel game on the POTD difficulty, will tryout the classes I havent played yet, paladin tank, monk as semi-dps/tank and druid. (druid felt OP i didnt want it in my main game )

Barbarian seems very meh on hard difficulties, will probably be the only class I pass.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-02-2015 , 10:41 PM
yeah really, this game is insanely good. I was looking forward to it so much for the last 2 years, and it somehow exceeded my expectations.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-02-2015 , 10:41 PM
nooo my arbalests
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-02-2015 , 10:50 PM
i have given up on trying to play a monk since i realized they needed to take dmg to do stuff. Seems like a big nono on POTD.

My hardest difficulty team is (all attributes are unbuffed):

Main tank paladin, attributes 2/19/15/20/3/19

Offtank chanter/aurabot with a shield, attributes 5/16/2/18/18/19

Druid, 19/3/19/3/18/16

Ranged Rogue
15/3/20/19/3/18

Priest
17/3/18/3/19/18


6th was my toughest choice, between cipher and wizard. I ended up going with

Wizard
16/3/19/3/18/19

Last edited by Kirbynator; 04-02-2015 at 11:04 PM.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-03-2015 , 04:04 AM
Quite a few of those changes will impact my tactics, esp the removal of foe aoe change of freezing fog to just normal aoe.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-03-2015 , 08:41 AM
Quote:
Originally Posted by Inso0
The right class, and a LOT of terrain/chokepoint abuse. Also, skipping violent content in favor for quests involving talking and running errands. Content in the game doesn't scale, so you just need to be overleveled.
There's two parts in particular which I think are impossible. After reading the reddit forums sounds like the devs think it's currently impossible too

Quote:
Originally Posted by Rooksx
How long did it take to beat it?
Left it running constantly so not sure but less than 30 hours. Doing an easy solo run and a triple crown run. Solo run is going surprisingly quickly, got through act one in maybe 3 hours and rested only 3 times. Will be even easier with the buff to xp after the patch.

Potd with only one save is going to be tough. Might have to wait for a guide.


Kirby: cipher is my main and I think the class is really fun, would recommend. First run through was wizard and I was underwhelmed with the class.

Which faction did you all do in defiance bay? I did the Knights my first tune through because I liked them the least and prefer to save the other two for later. Think I'll do dozens on potd and the nobles with my solo run since it sounds like less killing.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-04-2015 , 01:02 PM
Is there any reason/advantage for wizards/priests etc to use wands etc for ranged attacks?
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-04-2015 , 01:57 PM
They use two different damages and hit with the best.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-04-2015 , 02:03 PM
lvl 2 wizard can get Blast, an ability that makes your wands or scepter attacks do some splash dmg
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-04-2015 , 04:58 PM
So bearing that in mind, if a standard ranged weapon like bow, crossbow etc gives better dps etc you can equip it for no penalty?
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-04-2015 , 05:00 PM
yurp

my priest has a crossbow n' stuff
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-04-2015 , 05:54 PM
Would an all Chanter group, all using 'Sure-Handed Ila Nocked Her Arrows with Speed' = machine gun fire?
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-05-2015 , 12:09 AM
I think so, but didn't they just nerf sure handed ila? That said it should still work. Chants do seem to stack.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-06-2015 , 02:35 PM
Has anyone else had problems with the game not saving?

I've just started the game in the last 10 minutes.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-06-2015 , 03:05 PM
Quote:
Originally Posted by Csaba
Has anyone else had problems with the game not saving?

I've just started the game in the last 10 minutes.
Fixed this.

Just needed to run it as an admin.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-06-2015 , 03:22 PM
crushed raedric's hold on potd ^.^

this is fun and not as painful as I was expecting
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-06-2015 , 11:16 PM
Am I the only one who has been somewhat disappointed by this game?

The role-playing stats for choices seem just numbers in the corner (stoic=1, woo). Also sometimes it feels like the choices I make make no real difference in the story line. Nobody seems to have an unique reaction to my main character either. It's just another custom NPC traveling trough pretty paintings.

The biggest gripe is that most of the combat situations are not strategic nor challenging. There's very few times that I have to adjust my strategy. Start with ranged heavy hitting weapons, switch to melee, engage, bring in DPS melee guys, buff, de-buff, do damage spells and repeat. I'm actually trying to avoid combat because it's so bland and 80 % of the time offers no challenge and are over in 20 seconds. I just end up having to switch all the ranged weapons back to hand, wait for loading animation and stealth the whole team for the next conflict. The enemy types and encounters lack creativity and the same strategy works every time. How about an archer ambush? Stealth enemies? Hard to reach bosses behind traps? Time based defense mission? Protective fields that require killing minions? Interactive objects in the field that would help/hinder in combat? Maybe a puzzle of some sort while in combat? Dodging area effects that are signaled beforehand? Teleporting my characters during combat? Crowd-controlling a huge mass attack? Getting random helpers for some massive battles or some OP NPC that would follow your party just for one specific cave quest?

To add to the frustration, it's pretty hard to figure out if someone is attacking, loading a weapon or just standing idle. Combat AI path-finding is horrible and can not be trusted at all. All this adds to the unnecessary micromanagement and makes combat feel like a job.

The itemization is pretty bad. Most of the items are garbage and the unique items are pretty mediocre compared to what you can craft (crafting system isn't the greatest either and lacks soul). Giving 100 basic swords just seem unnecessary.

The damage reduction system rewards min-maxing heavily as if it wasn't already the best tactics.

Custom NPC's vastly overpower the companions that you can find.

The combat log just fills at insane speed so it's somewhat useless to follow what is happening there, but most of the time it doesn't matter. It would be nice to filter somehow or shorten the messages.

It's not a bad game by any means but as an experience personally it doesn't hold a candle to something like Divinity: Original Sin from last year. The combat imo is worse than Dragon Age: Origins. I remember Icewind Dale 2 having better combat but maybe that's just nostalgia. I'm like 10-15 hours into this game, maybe it gets better.

Last edited by Imaginary F(r)iend; 04-06-2015 at 11:45 PM.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-06-2015 , 11:41 PM
Quote:
Originally Posted by Imaginary F(r)iend
Am I the only one who has been somewhat disappointed by this game?
best rpg of the last 10 years

wayyyy better than divinity and dragon age imo, played all of them.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-07-2015 , 12:04 AM
Yeah, not feeling it here

I agree with weewil's criticism as well. I've played this game already. BG2 wasn't perfect and I don't think you get away just copying it.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-07-2015 , 01:33 AM
I wrote a big review with my thoughts on it but deleted it by accident

Basically I'd put BG2 at 95%, PoE at ~90% (I'm only about 2/3s through). There are lots of little petty things I find slightly wrong/annoying that I wouldn't mind on any other game, but stick out to me as PoE is so good, or at least has the potential to be.

Here's a pretty scathing review of the game from some rpg geek forum I saw. It's similar to a lot of your complaints F(r)iend and, while I agree with many of them, I still think this is a phenomenal game, and really hope there are future updates or add-ons which iron out some of the issues.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote
04-07-2015 , 01:53 AM
Ya it was good, but not quite as much content as I would have like.
Pillars of Eternity - Old-school RPG by Obsidian Entertainment Quote

      
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