• Tag Archives Pillars of Eternity
  • Pillars of Eternity II: Deadfire – DLC

    All three of the large DLC released for the game are roughly the same size (more or less equivalent to the full scope of one of Neketaka’s districts) and geared toward an endgame party. Which is a bit of a problem since the level cap has not been increased… meaning you’ll spend even more time than before gaining tons of wasted experience.

    The Beast of Winter is the first of them and is best tackled with a level 15-16 party, depending on difficulty (though if you want to face either of the two endbosses in combat you’ll probably want to be 17+). And make sure to pack weapons/spells that can do fire and/or crushing damage to have a slightly easier time clearing the opposition. Combat aside it’s notable mainly for adding an additional henchmen option and giving a number of interactions to Ydwin, raising her up to the status of companion during your time spent in the related areas.

    Seeker, Slayer, Survivor is a very different sort of DLC and cannot be accessed until after completing the game’s main He Waits in Fire quest. So while the ‘recommended’ level is 16 you’ll almost certainly be closer to 20 unless you’re doing a low-level challenge of some sort. That’s a good thing though since the difficulty level varies wildly between fights, which can fortunately be triggered as many times as desired (a feature extremely useful for leveling the clutch of new DLC-added soulbound items), and you’ll definitely want the breathing room granted by the extra levels. SSS also enhances a particular henchman for the duration, but otherwise the only other notable feature is that the arena feels kind of empty and unfinished. The merchants in particular stand out with their low-level/generic equipment and the ‘guiding spirit’ is pretty annoying.

    Depending on your choices in the prequel, the Forgotten Sanctum can be a bit tricky to start. Like SSS it requires He Waits in Fire be completed, but the Giant Wave event that triggers it doesn’t give you any information beyond ‘somewhere in the south’ and no quest gets added to your journal. A second event involving Llengrath is what points directly to the DLC content, but if you didn’t meet her in PoE 1 that event won’t trigger (having killed her dragons may also cause it to not trigger) and you’ll have to find the location yourself. Which, admittedly, isn’t very hard considering a large number of unexplored points of interest will have appeared on the relevant island.

    Triggering it aside, you’ll absolutely want to be level 20 before exploring the new content considering the difficulty of the encounters inside and gimmicky bosses you’ll be forced to face. And as with the previous DLC, one of the available henchmen gets some expanded focus. Unlike those however this adventure is more… wordy I guess you could say. Atmospheric as well. It very much gives the impression of being a throwback to Baldur’s Gate II actually and fits in seamlessly with the default game.


  • Pillars of Eternity II: Deadfire – Endgame

    At the end of the journey I find myself with the same opinion now that I had after finishing the prequel: The game isn’t bad, but you should wait to play it until after a major patch or two has been released.

    Once again there’s a collection of bugs that range from the baffling (how did no one notice that reputations maxed out after only a couple choices?) to the more insidious (save import inconsistencies and quest-step completion order conflictions) which can really ruin your day… particularly if you’re any flavor of completionist. However, at least those issues can be fixed in theory; a more permanent problem is the abundance of quests that force you to run back and forth between city districts.

    The character selection though is pretty solid, there’s quite a range of unique equipment (although heavy on sabers and I don’t think I ever found an estoc), zipping around the world map is remarkably engrossing, and there’s a fairly large amount of character banter. Another thing worth noting is that the game can at times get remarkably sexual. While the first PoE had Hiravias, in here not only are both Serafen and Tekēhu overflowing with innuendo, but there’s also fully-nude models present in the bathhouse location along with Ondra’s fertility-deity-like vignette portrait (the content isn’t ill-fitting mind you; just surprising).

    When all’s said and done, while I did enjoy myself for the most part, just as with PoE I I’m likely not going to touch this game again until the eventual/potential expansion is released.


  • Pillars of Eternity II: Deadfire – First Impressions

    While similar in many ways to its predecessor, Deadfire ends up bearing a nearly equal resemblance to Storm of Zehir.

    The way companions can now weigh-in on dialog skill checks, the new style of world map (though there’s no random encounters here), the collection of resources (ship-based here instead of trader-based there), ability to find pseudo-companion henchmen, and the encounter style (small maps and auto-refilling health) all bring Zehir to mind. The text-adventure vignettes, general class abilities and leveling system (though expanded), and the core combat mechanics on the other hand are pure PoE.

    I’ve only cleared the first island, Deadlight, and two small islands on my way to the capitol city so far so I can’t say much about the story or companions just yet. What I can comment on are the expanded class/skill system, reduced feat system, and overhauled combat:

    The multi-classing options are pretty fantastic, the new skill setup (while a bit overwhelming) is a definite improvement over how generally superficial they were in the prequel. The greatly reduced feat selection on the other hand hurts a little (though only a little, as most general ones were useless/ineffective for most builds). The combat changes could be viewed either way, but I’m greatly in favor of it having adopted a more NWN2 style of encounter setup with health being automatically refilled after each battle (which makes healing abilities more useful since you no longer have to worry about them causing accidental perma-death).

    It actually goes a step further though and makes the wizard/priest spells encounter-based as well, greatly enhancing their usability at the cost of versatility. Priests for instance no longer get access to all spells and now have to pick them as feats, while wizards can no longer learn every spell they find (they also learn spells as feats and can use the spells found in spellbooks only while they’re equipped). So far I like the change overall, but it leads to some oddities like the ability Grimoire Slam now being considered a spell.

    Not all the changes are so drastic however. One particular minor yet incredibly useful change from PoE I would probably be the decoupling of Mechanics, Hidden Items, and Scouting Mode. Stealth is now purely for sneaking (which has been upgraded with visible detection radii and distraction options) while the checks to find hidden items occur even when walking around normally and are now based on Perception. The inclusion of a pickpocketing mechanic is another minor change that serves to make things feel a bit more dynamic.

    Pros:
    – Far more character creation/development options.
    – Enhanced stealth system.
    – Greatly enhanced party AI system (akin to Dragon Age: Origins and FFXII)
    – Party-wide skill checks.
    – Expanded skill system.
    – Customized weapon/armor enhancement options.
    – Expanded crafting system.

    Cons:
    – Combat seems a bit too hyper/fast.
    – Limited feat selection.
    – Many local area maps are pretty small.
    – Ship to ship combat seems wonky (vignette says they have 2 crew, board them and they actually have like 10).
    – Smaller party size.
    – Resource management, minor as it is, is a hassle I could do without.
    – Playing in fullscreen mode with vSync enabled can cause system-crashing freezes.


  • Witcher 3 & Pillars of Eternity Expansions

    Finally got around to playing though the expansions for Witcher 3 (Hearts of Stone & Blood and Wine) and Pillars of Eternity (The White March), after having touched neither game since shortly after they were released.

    Pillars‘ expansion is essentially more of the same sort of content/gameplay that you’ll find in the base game. Aside from the Soulbound weapons, which are extremely powerful, and some of the new vignette sequences, which are a bit more elaborate in that they can check for specific spells/abilities, you’ll still be exploring/looting/fighting same as always. Which if you enjoyed the base game will probably be welcome enough. If you didn’t however, then it won’t really offer anything that might change your mind about the game.

    The Witcher 3 expansions on the other hand do add something a bit different to the base game.

    Hearts of Stone extends the Novigrad half of the main world map a little to the north and a decently large amount to the east. It fills this newly explorable space with mostly the same points of interest found in the base game, the only real difference being that bandit camps actually contain useful loot here and have their own little story linking them all (and that all enemies in the area are leveled to the mid 30s). It also adds two new types of enemies (boars and giant spiders) and of course plenty of quests… which is where the trouble lies. The sidequests are fine, but the main expansion questline (which features an old friend from the first Witcher game) is filled to the brim with extremely forced sequences and questionable content. I did enjoy the Dragon Age: Inquisition reference though.

    The second expansion, Blood and Wine, adds an entirely new world map to the game (which seems to be roughly the size of the post-HoS Novigrad half of the Novigrad/Velen map). This new location is filled with both familiar and new varieties of interest points, with the most notable change being that locations near each other are often directly related. If you raid a bandit camp for example, you may find a note describing a danger lurking in a nearby abandoned location. You may even stumble into a full-blown sidequest/contract while doing a simple hidden treasure search. There are new enemies to be found here as well (banshees, barghests, a spiked drowner variety, armored moles, evil plants, panthers, vampires of all sorts, and a few of the same enemies introduced by HoS), ranging in level from the high 30’s to high 40’s, along with quite a number of new quests.

    These quests should really, really be done after you finish the main game. It doesn’t seem to matter when you do HoS, but there are quite a number of reasons to not start Blood and Wine until after the Wild Hunt is no more. Similar to HoS the main questline here re-unites Geralt with some old acquaintances, though this time around it’s characters from the books rather than the games (though a couple characters from the first game show up in a particular sidequest). Pleasantly enough these quests do not force you into arguably lore-breaking situations and give a decent amount of leeway in how you can go about resolving them. Honestly, the only negative thing I can say about Blood and Wine is that the English voice acting is extremely uneven; I suspect it may be related to the accents, but a good majority of the ambient dialog just sounds incredibly half-assed/jokey.


  • Pillars of Eternity – Conclusion

    After having reached level 10 and cleared the Endless Paths along with nearly all of the Act II areas, I can now safely say the following:

    While this is a very good roleplaying game, it is not a very good action game. The combat is a slog. A dull, annoying, repetitive slog made all the more-so by the horrible AI. All you need is a single fighter specialized towards tanking (Defender, that talent that gives Defender +10 deflection, sword/shield style, etc.), put them in plate mail with a large shield, and every encounter will play out the same way; all the enemies will cluster around and/or line up to attack the fighter while being utterly unable to damage them for more than a couple points.

    So, all the rest of your party has to do is stand back and fire barrage after barrage of projectiles until everything is dead. If you have a chanter they should be chanting that increased reloading speed chant, and if you have a cipher they can be doing whatever since they have infinite spells. Everyone else should just be using guns/bows to decimate anything that moves in complete and total safety. Of course, were the enemy AI smarter, that would not necessarily make things better considering the utter lack of any method to draw/keep aggro beyond ‘be the first thing the opponent sees’.

    Not helping matters any are the bugs that never should have made it out of beta testing, such as not being able to set multiple traps, companions’ inventories and quick slot items vanishing if you rest after removing them from the party, or there being no way to disable the rogue’s Reckless Assault ability (which seems like it was supposed to be a modal). Nor the more insidious bugs such as permanently losing racial/class passive effects if you double-click equip an item, or certain abilities becoming permanently unusable (stuck in the ‘on’ state) if the enemy they’re targeting is killed at the wrong moment.

    So, is the game worth playing? Absolutely. Just not now. Later, after it’s got a patch or two at the very least. Personally I’m likely not going to replay it until some sort of party-member AI is added; having to micromanage everyone pretty much guarantees I’ll never be able to enjoy the combat.


  • Pillars of Eternity – Acclimation

    I’ve started to come around to the combat dynamics thanks to three things: Installing the IE Mod (which has the option to remove the recovery penalty from combat movement), playing for a few more hours, and getting to level 4. I still don’t like it, but it’s become tolerable and I’ve settled into a steady rhythm that minimizes the inherent annoyances.

    The first and most important part of that is to always have both Scouting Mode and Fast Mode active, while the second is to make sure the ‘Switch to Slow Mode On Entering Combat’ option is checked. From that base state the party just roams around looting everything until they find an enemy. If it’s not guarding anything, usually I’ll just avoid it and continue roaming. If it is, then phase two starts. Phase two is very simple. Open combat with a hail of gunfire (which usually kills 1-2 enemies outright), have the Fighter and Chanter switch to melee and engage, have the Rogue retreat and then circle around to the side to flank, and have the Wizard and Priest just sit back and plink away with wands/scepters from a distance. Only with ‘boss’ fights do I ever bother casting spells (and the ‘autopause after a character finishes an action’ setting is very useful for those).

    I’m quite fond of the lack of combat XP, since it means that combat is mostly optional. Whether you go through the front doors and murder your way through 30+ footmen, or go over the wall and through a secret passage killing no one, you get the exact same amount of experience points once the destination is reached. It’s quite refreshing.

    Class-wise I really like the Rogue so far, the Fighter is kind of boring but does a solid job of tanking, the Chanter is phenomenal with the auto-chanting and essentially free spells, the Wizard blasts right through DR when necessary, and the Priest… well, the Priest is underwhelming so far. The healing is useful in certain circumstances, but I’d rather have someone that I A) Don’t have to babysit as much, and that B) Doesn’t have a limited number of ability uses per rest. Healing isn’t needed very often, and when it is potions/scrolls should be able to suffice.


  • Pillars of Eternity – First Impressions

    Some quick first impressions on the game, after about 6 or so hours of play:

    1. Combat is a clusterfuck. This is partly due to the near-total lack of party member AI, which forces you to babysit (up to) six characters, and partly due to a lack of maneuvering room.
    2. Scouting mode is, well not literally broken, but pretty messed up. Why? Because you can’t just have one person enter Scouting mode, the entire party has to do so. Worse, once one person is seen the entire party gets kicked out of stealth.
    3. The environments are beautiful.
    4. The setting is nicely fleshed out.
    5. The reputation mechanics are interesting.
    6. Stealth and non-combat resolutions to problems are actually viable paths to take here since combat does not grant any experience points.
    7. The Endurance/Health split is kind of interesting, but I’m not all that happy that it (combined with the Fatigue system) makes resting a more-or-less mandatory action.

    Can I say I got my money’s worth at this point in time? Sure, since I backed it on Kickstarter and so got it for a reduced price. Would I feel the same had I just bought this at full price? No, no I don’t think I would. Rather than being a successor to the Infinity Engine games, it feels a lot more like a successor to Dungeon Siege III… and I did not like Dungeon Siege III.

    Perhaps it will grow on me, but at this point I strongly suspect I’ll not enjoy the combat system until some sort of companion AI is added (there was some talk about adding it in the expansion). I do not enjoy having to micromanage six characters. Not at all.