Igram Godlike Monka. Tako da u biti je melee klasa high DPS.
Uh o Cipherima najmanje znam. Pellegrina je Cipher?
Pillars of Eternity
Nope, paladin. Ona i Eder su savršena kombinacija za melee. Srest ćeš još jednog NPC ciphera kroz priču, ali bolje da ne spoilam.
Ja sam isto razmišljao o monku, ali u principu se čini kao zeznut lik za igrati. Ako sam dobro skontao, skilovi su mu bazirani na tome da prvo popije dosta štete kako bi potom radio counter, i to poželjno goloruk zbog damage bonusa. Zvuči kao odlična kamikaza tanker na papiru, lol. Brijem da bi tu dobro došao onaj paladinov skill da može dizati onesviještene likove u borbi.
Da, zeznut je Monk i jos sam uzeo Godlike, a oni zbog rase ne mogu nositi helmet.
Premda do sada nisam nasao niti jedan helmet da dize statse, samo neku kozmetiku
Da, za skilove prvo mora dobit po tikvi (Wound) s kojim se onda aktiviraju skilovi. Premda ima i skil kojim sam sebi napravi Wound (Sado-Mazohist), pa moze rokati. Ovaj moj je idealan, ako Eder uspije navuci aggro, a je flankam ili dodem s ledja. Kaos.
Dosta skilova se multiplicira s brojem Wounda. Sto vise Wounda, veci DMG output. Neki skilovi zahtjevaju odreden broj Wounda, pa ih ne mozes aktivirati, dok ne dobijes recimo 2x po tikvi Ali ima i passiv koji smanjuje potreban broj Wounda za aktivaciju.
Znaci moze se manipulirati s time.
Ne znam zasto sam uzeo Monka. Vjerojatno, jer sam igrao bas prije Pillarsa Diablo 3 sezonu 2 s Monkom.
Prvo sam kreirao Godlike Moon Monka, jer mi je izgledao dobar rasni trait gdje buffa endurance sebi i ekipi kad mu padne Health na 75%,50%,25%. Atributi mu niti jedan nije bio ispod 10, vecina u Dex, Con. I nekako mi je bio meh. Dosta visok je imao evasion, pa nikako da me neko klopne, a ako me i klopne, onda je moj DMG bio li-la.
Malo sam skicnuo u Prima Guide, pa sam kreirao Godlike Death Monka. STR/DEX 19, CON 15, ali mi je resolve na 4ili5 i Perception 8. DMG je ludnica, ali je u banani, ako navuce sav aggro na sebe. I mislim da zbog niskog resolvea mi je dosta dijaloga zakljucano. Samo se nadam da mi se ne dogodi da dodem do pola igre i skuzim da mi je build zak.... To mi se dogodilo u Icewind Dale 2.
Spominju u guideu alternativni build gdje je Monk tanker. Onaj moj prvi je bio neki polu-tank i to slucajno.
Budem probao odigrati sto vise do 19. jer nakon toga cu vjerojatno probati Witchera 3. Ali prvi dojam je dobar i odmah mi je probudilo lijepe uspomene na Icewind Dale 2. Nisam nikad zavrsio Baldurs Gate 2, utukao mozda 15-20h.
Da, helmeti su općenito banana. Ja sam naišao na par koji dižu par statsa, ali to je praktički ništa. Izgleda da je većina opreme i napravljena tako da skoro nikad ne možeš reći da je nešto imba. Bonusi na bilo što su dosta mali. Evo, ja primjerice nisam našao neki pošten štit za Edera ( zasad mi nosi onaj s 8 def i bez minusa na acc), a slična stvar je s two handed mačevima za Pellleginu. Enchantment spašava stvar, ali dosad se baš i nisam trudio skupljati materijale, osim one koje pokupim nakon borbe.
I da, skužit ćeš kasnije, imaš predmete koji sumonaju kukce u igri, što mi odlično dođe u nekim borbama. U Defiance Bayu u Heritage Hillu imaš Iridescent Scarab Figurine. Item je prejeben ( barem u ovom trenutku), malo smeće mi je praktički skinulo pola healtha s jednog boss zmaja tijekom side questa. Što je najbolje, ima još takvih predmeta, što znači kaos. Jedini minus je što summoni vrijede once per rest, ali nvm.
Što se tiče builda, ne vjerujem da ćeš imati problema i ako si dizao statse koji su bitni monku. Meni je početak bio malo teži, a kasnije kad imaš party od 6 članova lako se rasporedi što i kako, naravno uz dobru formaciju.
Obsidian Entertainment has released a new patch for the Steam version of Pillars of Eternity. This patch contains lots of fixes and improvements, and will be coming to GoG and Origin within the next few days. Obsidian has also revealed the changelog for this update, so take a deep breath and read it after the jump.
Pillars of Eternity – Patch 1.05 Changelog:
New Features
You can now rename save games.
You can now change the portrait and sound set of characters from the character sheet. Click on the gear icon to open the customization window. You can only use this feature on player characters and hired (non-companion) characters.
New Stash sorting. You can now sort stash by item type, enchant score, and sell value.
Added a news feature on the main menu to keep you informed on patches and Kickstarter updates.
Added a new color for unique items in the inventory.
Added a new hotkey for switching weapon sets on selected characters.
You can now bind extra mouse buttons to Ability hotkeys.
There’s a new option in the Difficulty settings to reset newly recruited companions to level 1 (without losing the experience) when they get added to the party for the first time. This will allow you to level up companions to your liking.
Balance
Reblanced XP rewards of some quests, particularly the bounty quests, to prevent parties from hitting max level before Twin Elms.
Ciphers now start with 1/4 max Focus instead of 1/2.
Wizard and Cipher’s base endurance has been raised from 30 to 36, and per level from 10 to 12.
Wizard and Priests health multipliers were raised from 3 to 4.
Interdiction range has been reduced from 20 to 10.
Tuned down damage on the Retaliation mod.
Citzal’s Spirit Lance will now do 50% more damage, is faster, and has an increased AoE.
Sanguine Plate’s Retaliate mod has been replaced with Spell Holding: Frenzy.
Wind Blight’s Returning Storm is now set to 1/encounter.
Earth Blight’s Teleport ability is now set to 2/encounter.
Sturdy bonus is improved from +20 to +30 vs Prone.
Hand and Key’s Preservation has been replaced with Loyal.
Aru Breaker’s Preservation has been replaced with a +1 Speed.
Angio’s Gambeson’s Reflex bonus is replaced with 1/day Deleterious Alacrity of Motion.
Rebel’s Call Preservation has been replaced with Wary.
Lightning Strikes damage is increased by 25%.
Fan of Flames damage is reduced by 25%.
Minor Arcane Reflection base duration is changed to 60 seconds.
Llengrath’s Displaced Image gives 50% hit to graze conversion on Deflection and Reflex.
Wizard’s Double now grants +40 Deflection against a single attack.
Mirrored Images now grants a base +30 Deflection. It decreases by 5 after each hit.
Ilengrath’s Safeguard’s bonuses are now unified.
Crucible of the Soul, Speaker to the Restless, and Steps to the Wheel ranges have been increased.
Arcane Veil now grants +50 Deflection, with Hardened Veil adding +25, for a total of +75 Deflection.
Scroll of Paralysis is now slightly weaker and has a higher skill requirement.
All Spell Holdings are 2/encounter.
Soul Shock radius reduced from 2.5 to 1.25.
Blizzard damage reduced significantly and attack speed increased to from 0.2 to 0.8.
Overwhelming Wave now uses a range of 30-40 and stun duration lowered from 10s to 8s.
Noxious Burst trap damage now is in line with other player trap damage.
Reduced the accuracy on higher level player traps.
Unbroken is now a per encounter ability.
Malignant Cloud damage increased.
Ghost Blades set to foe only.
Death Ring damage slightly raised, made foe only.
Ninagauth’s Freezing Pillar switched over to foe only.
Concelhaut’s Corrosive Siphon set to foe only.
Stag’s Horn damaged lowered. Reflex and Deflection penalties cut in half, and reduced duration from 15 to 10.
Bracers of Spiritual Power and Archer’s Gloves reduced damage from +20% to +10%.
Scroll of Revival AoE reduced, range slightly reduced, and restored endurance halved.
Marked Prey and Sworn Enemy have been set to 0 recovery actions, so they can be used and the Ranger/Paladin can immediately act again.
Winter Wind has had its damage, range, and push decreased. Base interrupt has been increased.
Vile Thorns has had its damage increased and range decreased.
Petrified damage bonus changed from x4 to x2.
Items, Spells, and Abilities
Many spells and abilities will have more accurate and updated stat blocks and improved output in the combat log, tooltips, and character sheet.
Modal abilities now have activation and deactivation timers.
Fixed an issue where some AOE attacks were not displaying the extra Intellect bonus properly.
Added new effect when petrified.
A character does not need to be in Stealth/Search mode to detect traps that are 4 Mechanics difficulties lower that the skill score. The detection will happen automatically now.
Added an animation to the Fox and the Hunter ability and removed the damage effect.
Second Chance will no longer trigger the defeat screen if the entire party goes down right before the effect fires.
Fixed display of the cast UI for Seven Nights She Waited While the White Winds Wept.
Tuning Wheel’s effect is not hostile anymore.
Painful Interdiction is now correctly marked as hostile.
Escape should now always prevent disengagement attacks.
Seven Nights She Waited While the White Winds Wept will no longer attack allies.
Barbarian Threatening Presence will no longer spam the combat log when the Barbarian loses all endurance.
NPC Chanters will now resume chanting once they use their invocations.
Getting maimed will not clear fatigue.
All wall spells should now disappear when combat ends.
New Glossary entries for spellbind, spell holding, and spell striking.
Switched the ingredients for Freezing and Shocking lashes.
Druid’s Wildstrike Belt is now working as intended.
Marked Prey is now working at intended.
Draining Whip is now working as intended.
One Stands Alone is now working as intended.
Interrupting Blows is now working as intended, and will correctly increase interrupt.
Mortification of the Soul is now working as intended, and should only award 1 wound.
Scion of Flame, Spirit of Decay, Secrets of the Rime and Heart of the Storm should now correctly increase damage of all abilities.
Driving Flight will now work properly with Blunderbuss type guns.
The Retaliate mod should not strike allies after using Field Triage.
Pet fatigue has been removed.
About 30 item icons have been updated, including some backer items, such as the Hermit’s Hat.
Battle-forged status effect now ends when combat ends. This should prevent it from stacking because of save/load.
Fix for Elusive Quarry so its status effects now end when combat ends. This should prevent it from stacking because of save/load.
Wild Leech is now combat only and the Leech effect will last until combat ends. This fixes issues with it not working with save/load correctly.
Fix to Total Max Focus stat that would reset to the base value if you had the Greater Focus talent after a save/load. This is a retroactive fix that will restore your Cipher with an extra +10 focus if you have the talent.
More fixes to status effect suppression so it will be more foolproof.
Quests and Companions
Party member stats on the character sheet will now show properly if the companion is removed and re-added from the stronghold.
Fixed issues where companions could lose their items when assigned to the stronghold.
Grieving Mother’s Perception and Intellect scores have been switched.
The Man Who Waits: The citizens of the Sanitarium will no longer become hostile if you kill and loot Azo after the Sanitarium riot and then fight flesh golems. Fix is retroactive.
Fixed issue with a reputation loss with Gilded Vale when entering Raedric’s Hold.
Removed disposition exploit with the Records Keeper.
A few encounter placement changes.
Fixed issues with stronghold hirelings becoming hostile.
Retroactive fix to update Sanitarium quest stage to proper state if you already talked to Ethelmoer and then asked for Sanitarium directions from a city guard.
Added retroactive fix if you’ve advanced Heritage Hill quest to Icantha but then asked a city guard for directions to Heritage Hill.
Fixed a number of issues with the Winds of Steel quest. This should be a retroactive fix if the quest was already started before working on the second quest with the Dozens or Doemenels, or if the quest was acquired or completed in conjunction with Bronze Beneath the Lake or Changing of the Guard.
Attacking any of the main three Defiance Bay factions after having secured their invitation to the hearing will now make Lady Webb give you an invite in the name of Dunryd Row.
Fixed issues with the Hermit of Hadret House quest.
If Sul or Oernos were defeated before speaking to Desthwn for the first time then The Old Queen and the New King quest will not revert to an earlier quest stage
Hendyna’s conversation is fixed up to be properly linked together.
Fixed a case where one of Clyver’s responses would not appear in conversation if you ask him twice about the hearing.
Killing Alwah while she appears in Oldsong now prevents her from appearing alive in Galawain’s Maw when you turn in the Prison of Ice quest
Fixed an issue where the Hall of Revealed Mysteries would turn hostile after opening the door to the Elder Archives and then re-loading into the scene (while not in stealth).
Rinatto will no longer appear in the Celestial Sapling if you convince him to leave Twin Elms as part of the Hard Bargain quest.)
Fixed the top floor of the Sanitarium so “The Man Who Waits” quest is now working for those that were having problems.
UI
Changed the display of most stat multipliers to be percentage based.
Added Shift as a default control for multi-selection, in addition to Ctrl.
Inverted the Stronghold log.
Improved the output in the Bestiary and added beast abilities.
Portraits now turn grey if Stamina is being capped by Health or Fatigue.
Improved multi-selection.
Stronghold adventures will now show the duration before you embark.
Added apply button to resolution options screen.
Default stealth key on Linux is now Ctrl.
Weapon set buttons are now disabled when Spirit Shifted.
Fixed several issues with containers and mouse cursor state on hover.
Fixed an issue where the Lore requirement on scrolls was always displaying as red text.
Fixed an issue where weapon sets were not visually unlocking.
HUD does not upscale until 1920×1200.
Adjusted position of the Concentration skill in the Character Sheet.
Cleaned up problems with improper ability icons showing if you switch party members with hotkeys.
Corrected a tooltip string on the voice volume slider.
Fixed issues with tooltips being obscured in the inventory screen.
Fixed a problem with Stronghold prisoners showing temp text at times.
Improved loading screen scaling for resolutions greater than 1920 x 1080
Tooltips now include sell price where appropriate.
Chanter inspection UI should now display the correct durations.
Armors should now correctly display DR in the inspection UI.
Fixed attack roll formula tooltips so they should now be readable in lower screen resolutions.
Weapon sets should now show the proper weapon rarity coloring.
Expert mode is now hidden on the main menu to avoid confusion about it not being selectable outside of a game.
Changed slider bars so that they can slide the entire length of the options menu.
Changed the order of the option buttons to make them more user-friendly.
General Fixes
Removed exploit of being able to transition into a new area with a dead player character. Sorry speed runners.
Spells and abilities stuck in ‘Already Activated’ state will be fixed whenever a game is loaded.
Now camping in a stronghold map when Brighthollow is unlocked uses Brighthollow instead.
Party members will no longer switch weapon sets when charmed.
Resolved a problem where misses on some secondary attacks were not being reported in the combat log.
Camera should center on party members faster.
Trial of Iron: Loading a game will now force a save to happen to prevent save scumming.
Fixed many issues related to auto pause.
Firearms will now reload when combat ends on alternate weapon sets.
Poison and interrupted VO now has a cooldown.
Allow quick-loading when UI windows, like dialogue, are up.
Fix to enemy encounters sometimes decreasing in difficulty without the player changing the option.
Fixed additional problems with prestigious visitors visiting the Stronghold after they had been killed.
Fixed issue where Guest Hirelings that were available at the Stronghold for hire were not being saved properly into the save games.
Removed unneeded navigation blockers in the Valewood that were causing animal companions to become stuck.
http://www.dsogaming.com/news/pillars-of-eternity-patch-1-05-now-available-on-steam-changelog-revealed/
Yep, vidio jutros. Malo stravično djeluje kad vidiš koliko stvari i dalje popravljaju, ali daleko od toga da je igra broken. Inače letimično sam vidio da se neki ljudi žale na težinu zadnjeg fighta, ali ne vjerujem da je baš tako teško. Nakon 1.05 barem očekujem da ono najbitnije bude balansirano kako treba.
Evo prešao, trebalo mi 42h. Igrao sve sidequestove i samo nek je što više ovakvih igara
Meni je osobno samo jedan bug stvarao probleme, black screen u dvorcu Lord Raedrica, patch je to srećom riješio.
O fico legendo, šta ima, drago mi je da si se regao na forum ;D.
Pozdrav Snejče
Drago mi je što sam tu, forum je odličan :)
https://youtu.be/oIwdM7mW2vo
http://www.youtube.com/watch?v=I0GvsA6exuY
Accuracy i range indicators.
Party A.I na prvu zvuči odlično, ali vjerojatno će biti zbugan i koristan samo za najnižu razinu težine. Spellovi se ionako ne obnavljaju nakon borbe, pa s tim treba biti pažljiv.
I da, više podataka o samoj ekspanziji - http://eternity.obsidian.net/news/update-99-announcing-the-expansion-and-update-20
Završio ovo čudo, nakon 71 sat. Istina da mi je ostalo još side questova i dobra je šansa da ću se vratiti igri ( kao i nadolazećim ekspanzijama), ali i ovo sada je jedan dobar overkill, pogotovo nakon Glitchera 3. Odličan RPG, prepoznatljivo upečatljivih Obsidianovih likova i priče, uz atmosferičnu glazbu i art. Sustav borbe je staromodan, ali igra nudi dovoljnu dozu izazova s taktiziranjem i stvarno ogromnom količinom mogućnosti kombinacija s skillovima i klasama likova. Kompletna igra u svakom smislu, čak i iznad očekivanja s obzirom na razinu produkcije.
Je li tko od vas sredio Adra Dragona na kraju Paths of Od Nua? Meni je zglitchalo i pobijedio sam ga pukom srećom. Inače mi je bio lvl 11 party, a zmaj mi praktički cijeli party s jednim breathom, odmah na početku. Eder je jedini na kraju ostao lupati po njemu, i tu je prolazio svaki četvrti udarac flailom. Ni summoni ni traps ovdje nisu baš pomagali. Quest se može proći i na alternativni način, ali to nisam isprobavao.
Itemi na toj razini su stvarno odlični ( uglavnom superb ranking). Tako da, isplati se ukoliko netko ima volje prelaziti sve te dungeone. Ista stvar kao s Raedricovim dvorcem, koji je također opcionalan.
Obsidian Entertainment and Paradox Interactive today released the first of a two-part expansion to Pillars of Eternity. The White March: Part I is the first addition to the critically acclaimed game, and includes an extensive array of new dynamic content for both Pillars of Eternity veterans and newcomers.
White March expands the story and experience of the original game, adding new locations, quests, and companions to the world of Eora, as well as new gameplay features such as multi-class abilities, soulbound weapons, and a higher level cap, allowing players new ways to play in all areas of the game.
The White March: Part I is available today as an add-on to Pillars of Eternity for Windows, Mac, and Linux PC for $14.99. A bundle with Parts I and II is available for $24.99, which will grant owners the second installment immediately upon its release.
In The White March: Part I, Obsidian Entertainment continues the tale of Pillars of Eternity, an RPG inspired by classics of the computer RPG genre.
“Featuring an expertly crafted story from Carrie Patel, author of the Recoletta series and writer on the original Pillars of Eternity, and Eric Fenstermaker, lead writer on Pillars of Eternity and one of the co-writers of South Park: The Stick of Truth alongside show creators Trey Parker and Matt Stone, the new expansion has new lore and challenges to explore. Set during the middle of the original game similar to the classic Tales of the Sword Coast, the new expansion can be experienced regardless if players have completed the core game or not. Players will venture into a new setting inspired by the snowy environments of Icewind Dale, and meet new companions including The Devil of Caroc, a construct rogue, and the scarred monk Zahua. Additionally, players can make use of new advanced party-based AI during combat and other adventuring challenges.”
https://youtu.be/NoOelbKscr0
http://www.dsogaming.com/news/pillars-of-eternity-the-white-march-part-i-expansion-now-available/
Inače, i ekipa developera iz Obsidiana je došla do 100-og updatea na službenom formu, gdje objašnjavaju kako su određeni dijelovi igre napravljeni - http://eternity.obsidian.net/news/pillars-of-eternity-update-100
Eto lijepog primjera developera koji predstavlja zajednici kako napreduju s razvojem ( s obzirom da su od strane njih i financirani).
Kome god je sjeo ovakav storytelling i gameplay nek pogleda Shadowrun Dragonfall, izvrsna igra :)
Sve je više ovakvih igara što me nevjerojatno veseli
Ja sam mislio krenuti na Divinity: Original Sin, ali zasitio se RPG-ova u zadnje vrijeme. Ipak, kad dođe onaj šabanski F4, to će biti druga priča.
Meni nažalost nije sjeo D, no stvar je ukusa
Igra je ispolirana i detaljna tako da daj šansu, možda ti bude pasao
O da F4 se čeka od kad se prešao New Vegas
Malo ću uštediti pa vjerojatno uzeti ovaj Expansion, sviđa mi se univerzum, a o grafičkom stilu da ne govorim. Predivna igra.
Nakupio već par sati u White Marchu. Nije loše, ali i zasad i nije oduševljavajuće. Sreo sam ovog novog monka i frajer se čini opičenim kao Durance. Valjda će kasnije naići i ona druga likuša.
Btw. ako vam igra ponudi upozorenje da ste previše high level, staviti da combat bude na "normal". Ja nisam ništa dirao, pa je zasad i previše lagano ( bio sam lvl 12 s zadnjim patchom). A kasnije se više ne može mijenjati.
Ok, sada šabansko pitanje, al' ima kakve šanse da ovo dođe na PS4?
Mislim, portali su Wasteland 2 i Divinity pa bi me vrlo veselilo i da ovo prebace.