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Pillars Of Eternity |
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SubRosa |
Sep 24 2015, 01:16 AM
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Ancient

Joined: 14-March 10
From: Between The Worlds

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I finished up White March today, except for Cragoholdt. The final area was Durgan's Battery, which has a large exterior area, and the actual dwarven fortress with two interior levels. In the exterior is Galvino's Workshop, which is another interior area. So there is lots to do in just that final section.
It all went well, I ran across a few Laugerfeth's near the entrance of the Battery, but Sofie was ready for them with her Prayer Against Imprisonment, so no one was paralyzed. The interior had a few big fights, but nothing I could not handle. The final big fight in front of the White Forge got so busy the game got slow and choppy. That is the first time I ever had performance issues with the game. I think it was just too much stuff going on, and too many fancy fx, for the game engine to handle.
Now the Deadwalkers have returned to Caed Nua, where I have also finished the final piece of construction. So it is all built. I think I am going to concentrate on the bounty quests, and then tackle the Endless Paths of Od Nua for once and all.
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mALX |
Sep 24 2015, 03:20 AM
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Ancient

Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN

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QUOTE(SubRosa @ Sep 20 2015, 12:14 PM)  I have done some more exploring into the White March. The new game world has it locations set up in a diamond-like shape. You enter at Stalwart Village at the bottom of the diamond. Then to the east is Longwatch Falls, and to the west is Russetwood. Finally Durgan's Battery - the final area - is to the north. After defending Stalwart Village from the ogres I went east to Longwatch Falls. I am disappointed to report that the enemies there are all very overpowered. Nearly every one either paraylzes or petrifies with every hit they land on you. There is a 5th level Priest spell called Prayer Against Imprisonment which can protect you from the paralysis. So you have to be at least 9th level before you go there (to get 5th level spells), and your Priest needs to cast this before every fight. That means a lot of resting since you only get two 5th level spell castings per rest at 9th level, and three at 10th level. There is also an Ice Dragon in Longwatch. But you only meet him if you go down in his cave. With the right stats you can talk your way through the encounter as well, rather than fight him and his army of ice blights. I did the latter, as I was sick and tired of overpowered enemies by then. West of Stalwart Village was a lot nicer. Russetwood was mostly filled with wolves, ice trolls, and ice blights, plus one group of undead. So no constant paralysis attacks. The whole area went very well, and I only rested once, after clearing out the entire surface area and venturing down into the ogre cave. I left off just inside the ogre cave, so I am not sure how that will go, or what Durgan's Battery will be like yet. Maybe there is a certain order that you have to follow for your character to develop up to the enemies they will be facing? Like clockwise or something?
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mALX |
Sep 25 2015, 09:06 PM
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Ancient

Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN

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QUOTE(SubRosa @ Sep 25 2015, 03:55 PM)  It is weird, because like in New Vegas, it is a fairly linear world. It is basically divided into three areas. You start out in one, and then each successive area is unlocked by moving along to specific points in the main quest. So it should not be too hard to match the level of the monsters to what level the players are going to be when they encounter them.
But Obisidian still gets the difficulty out of whack, with areas that have monsters that are a walkover for a your level mixed with others that are impossible for your level. Or areas you reach early like the Endless Paths of Od Nua or Cragholdt Bluffs, which are impossible for low level characters. With all the people playing the beta you would think they would have recognized how unbalanced the creatures can be. But it just went right over their heads.
Instead you just learn that there are some areas you just cannot go to until late in the game. White March is one of those, don't try it until Level 9 and you have Prayer Against Infirmity. Don't try Cragholdt Bluffs until right before the very end of the game and you are Level 13 or so. Don't try going past the first level of the Endless Paths of Od Nua until you are level 10 or higher.
That is so strange! But I remember reading about the original Fallout games being nearly impossible to live through at any stage due to the toughness of the enemies (same developers as this game), and since those early Fallouts developed a cult following maybe they are striving to reproduce that success with this game by using that same method. It does seem to be their signature; "if you somehow survive the first 10 levels, we'll reward you by making you strong enough to beat 7 more, then give you three you can breeze through..."
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SubRosa |
Sep 26 2015, 01:32 AM
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Ancient

Joined: 14-March 10
From: Between The Worlds

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I finished the Endless Paths of Od Nua. It went pretty easily for the most part. There were a couple of fights where paralyzing enemies gave me some trouble, but I was able to work though it with Prayer Against Infrimity and Suppress Affliction. There was an Adra Dragon at the end of it. But Team Deadwalker was able to slay it without too much trouble. The Deadwalkers turned 14th level just before facing it, and I am sure that helped. Serana was able to turn the paralyzing tables, and paralyzed it for most of the fight. It only got one really good hit in (which took the entire team down by more than half their health). But Sofie's healing kept the Deadwalkers in the fight, while the others put a lot of killin' on the dragon and its minions. And I think I forgot this pic of the White Forge from The White March.
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mALX |
Sep 26 2015, 03:17 AM
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Ancient

Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN

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QUOTE(SubRosa @ Sep 25 2015, 08:32 PM)  I finished the Endless Paths of Od Nua. It went pretty easily for the most part. There were a couple of fights where paralyzing enemies gave me some trouble, but I was able to work though it with Prayer Against Infrimity and Suppress Affliction. There was an Adra Dragon at the end of it. But Team Deadwalker was able to slay it without too much trouble. The Deadwalkers turned 14th level just before facing it, and I am sure that helped. Serana was able to turn the paralyzing tables, and paralyzed it for most of the fight. It only got one really good hit in (which took the entire team down by more than half their health). But Sofie's healing kept the Deadwalkers in the fight, while the others put a lot of killin' on the dragon and its minions. And I think I forgot this pic of the White Forge from The White March. Ooh, cool forge!
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SubRosa |
Sep 28 2015, 02:44 AM
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Ancient

Joined: 14-March 10
From: Between The Worlds

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Tonight I beat the game like a red-headed stepchild. A sky dragon was crushed under Persephone's undead heel, and the same fate would befall Woedica's Guardians. Before embarking on the final set of levels, the game told me I was higher level than intended for the content, and asked if I wanted to increase the difficulty. The same as the White March did. I kind of just wanted to get it over with, so I left the difficulty as it was. By this time Team Deadwalker was Level 14, the maxiumum for the game with the White March expansion. I think it is 12 without White March. At the end you get to decide what to do with the big bad you defeat, and then with all the souls of the people he has been stealing (I don't want to give away too many spoilers). After you make your choices, you get a slideshow of how your actions affected the world. This not just about the main quest, but all the other things you did, such as how Gilded Vale fares depending on what you did to Raedric, what faction takes over Defiance Bay, how Caed Nua fares, the Endless Paths of Od Nua, The White March, etc... Pretty standard stuff for an Obsidian game these days.
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mALX |
Sep 28 2015, 06:42 PM
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Ancient

Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN

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QUOTE(SubRosa @ Sep 27 2015, 09:44 PM)  Tonight I beat the game like a red-headed stepchild. A sky dragon was crushed under Persephone's undead heel, and the same fate would befall Woedica's Guardians. Before embarking on the final set of levels, the game told me I was higher level than intended for the content, and asked if I wanted to increase the difficulty. The same as the White March did. I kind of just wanted to get it over with, so I left the difficulty as it was. By this time Team Deadwalker was Level 14, the maxiumum for the game with the White March expansion. I think it is 12 without White March. At the end you get to decide what to do with the big bad you defeat, and then with all the souls of the people he has been stealing (I don't want to give away too many spoilers). After you make your choices, you get a slideshow of how your actions affected the world. This not just about the main quest, but all the other things you did, such as how Gilded Vale fares depending on what you did to Raedric, what faction takes over Defiance Bay, how Caed Nua fares, the Endless Paths of Od Nua, The White March, etc... Pretty standard stuff for an Obsidian game these days. Holy Cow, those enemies are HUGE!!!
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SubRosa |
Sep 28 2015, 08:52 PM
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Ancient

Joined: 14-March 10
From: Between The Worlds

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Thaos - the guy with the big helmet at the end of the tutorial - is indeed the big bad. When you get to the endgame you learn a lot more about him and his motives, as well as why you see all those people being tortured in flashbacks, and even what your own involvement was in all of it in a previous life. The story overall was well done.
All in all Pillars was a very fun game. Players of the Baldur's Gate games will easily recognize it's style and gameplay, and I would say it holds up to them extremely well. Better in many regards. I am in the mood for other things right now, but I know I will get back to playing Pillars some more in the future.
I have a mind to try playing a Wizard, and using only the vanilla companions throughout the entire game. After having some time to play with Serana as a Wizard adventurer-companion, and even doing another quick test creating a Wizard PC for the first level of the game, I think it would work fine. Something I would never say of the old BG games.
Magic works a lot better than I initially realized. I believe all Wizards start with an implement (a wand, rod, or scepter). These are not melee weapons as I had initially thought, but ranged weapons. They are like the staffs in Oblivion or Skyrim. A Wizard's spell casting is still limited by per rest, but they can use their implement indefinitely for a ranged magical attack. The damage is comparable to the starting one-handed swords, daggers, axes, etc...
If you take the Blast Talent (which I believe you should), attacks with your implement get turned into a small area-effect blast with a 5 point DR bypass (armor-piercing). Add the Penetrating Blast Talent, and that turns into a 10 point DR bypass. So you have a continual source of magical attacks with your implement that are nothing to sneeze at.
Plus of course you always have your Arcane Assault ability, which gives you two ranged magical attacks every encounter.
Finally, IE Mod allows you to change how many spells you can cast per level, how many your grimoire can hold per level, and whether your spells are castable per rest or per encounter (also selectable by level). I highly recommend IE Mod, not just for spellcasting.
This post has been edited by SubRosa: Sep 28 2015, 10:09 PM
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