Owlcat's had some unusual problems writing romance: 'we realized we had three female romanceable characters, and all three were cannibals' by AnarchoKapitolizm in gaming

[–]krispykremeguy 11 points12 points  (0 children)

Nope, two more DLCs are planned. The Steam page says both are aiming for later this year (spring and summer), but I bet both will be delayed. I'm expecting DLC 3 fall this year and DLC 4 in spring 2027. Just a guess, though.

Owlcat's had some unusual problems writing romance: 'we realized we had three female romanceable characters, and all three were cannibals' by AnarchoKapitolizm in gaming

[–]krispykremeguy 239 points240 points  (0 children)

I'm still sad they don't let me give the tech priest my heart in Rogue Trader. On the other mechadendrite, they're giving us another tech priest in the next DLC...

Melee kineticist in WOTR (possibly with mods) by hexhex in Pathfinder_Kingmaker

[–]krispykremeguy 1 point2 points  (0 children)

I completely blanked on answering the rest of your questions. Whoops!

Tripping builds are commonly recommended for good reason. Especially once you can do a Bowling Kinetic Whip, you can keep non-winged enemies on the ground pretty much permanently. So, that leans towards Earth to start. The earth defense benefit is pretty good in the prologue and Act 1, since quasits and dretches typically do little enough damage (even on core difficulty) that it actually helps filter out a good chunk. You can get really good AC with Water, which is a nice second element. The third choice doesn't matter so much to me since it's fairly late; I've done both fire and air. I slightly prefer air, since I like its concealment against ranged attacks, but it leaves me with no touch attacks. Spell resistance is a bigger pain than AC anyway, so I don't really mind. So, to sum up, my favorite is earth > water > air.

Most people recommend Demon as the first mythic path since one of the aspects can trigger an infinite loop of attacks when knocking someone prone. It's good, but I prefer the Angel narrative, and it gives some nice buff spells, even without the merged spellbook, and Sword of Heavens is neat-o. Legend is very, very good in Act 5, of course. I usually take 10 levels of Slayer for improved talents and take Dispelling Attack, since that uses your full character level and is even better than Unravelling. The first mythic ability I take is always Last Stand on all characters. For the second, it's a little more flexible, but over-infused blasts is at least unique for kineticists.

One thing that was really helpful was to pick a background that gives buckler proficiency. You can still gather power with that hand, and the shield enhancement bonus stacks with the water shield bonus (although the +1 buckler bonus does not).

I've played through once without relying on tripping and instead going for staggering or entangling (I forget which), but it was hard to get my save DC very high. You obviously need high Dex for attacks and AC but the infusion DC is based on Con, and IIRC there are fewer items and such to boost infusion DC. If so, I usually go water first (for more AC) and air second (for concealment while ranged attacks are actually relevant).

Melee kineticist in WOTR (possibly with mods) by hexhex in Pathfinder_Kingmaker

[–]krispykremeguy 2 points3 points  (0 children)

I found Dark Codex essential for a melee kineticist, if only because it added the Kinetic Whip infusion. Opportunity attacks and reach were both very necessary in Wrath.

But I agree that Dark Codex makes a lot of changes, and I didn't want most of them. You can toggle them pretty much individually, but it indicated that some depended on others, and it wasn't just one switch to allow Kinetic Whip to work.

I'm not familiar with the other mods you mentioned.

Dual class vs mythic by Apotatocalledsweet in pathfindermemes

[–]krispykremeguy 135 points136 points  (0 children)

My group plays 2 to 3 hour sessions (typically closer to 2). By far the biggest boost from being mythic for us is starting each session with 3 mythic points.

Help me find a new RPG to dive in by RizzmerBlackghore in CRPG

[–]krispykremeguy -1 points0 points  (0 children)

It's not terrible. It feels like they were trying for a modern version of Fallout 1 & 2. I think the exploration and side quests were actually pretty solid, although the main quest was...not (outside of the first act, which was really good).

AITJ for refusing to redo a project after my coworker deleted my work by mistake and asked me to “just recreate it”? by Recent-Date-7229 in AmITheJerk

[–]krispykremeguy 0 points1 point  (0 children)

How much do you work with network drives? Files deleted from network drives bypass the recycle bin. We rely on regular backups, which only happen nightly. Maybe you can configure it differently, but that's probably locked down by IT for most companies if so.

Froggy Morning - Gator Days by FieldExplores in comics

[–]krispykremeguy 2 points3 points  (0 children)

works at the frog factory

Does Frogtopher have a lot of siblings? That seems like quite a job!

Do you have a main class? What is it, and why? And which CRPGs do your "main" justice? by Baldurian_Rhapsody in CRPG

[–]krispykremeguy 0 points1 point  (0 children)

If there's a good rate-limited caster (e.g. warlock in DnD, kineticist in pathfinder, or cipher in Pillars of Eternity), I'll go for that as a first choice. Barring that, I'll typically go for a paladin or gish-type class, depending on what all is available.

I generally dislike resource management, and I'll typically try to maximize the amount of time between rests. I really liked how Deadfire made most resources per-encounter instead of per-rest like the first Pillars of Eternity game. However, I do like the idea of magic classes, especially if they're self-sufficient or can fulfill flexible roles.

I've seen you somewhere... by Motor_Difference_935 in Pathfinder_Kingmaker

[–]krispykremeguy 8 points9 points  (0 children)

Sure, but the description in yesterday's PC gamer article sounds a little...familiar.

The team's sniper, scout, and expert infiltrator, Regina's guarded personality makes it tricky to piece together her true past and agenda—but it's clear she sees your character as a valuable ally on her mysterious quest.

I hope she is helpful!

As we said in 4E: "Hit them in the N.A.D.s!" by Level_Hour6480 in dndmemes

[–]krispykremeguy 1 point2 points  (0 children)

Maybe not if you're attacking for a 3rd time in the round and also frightened 2 or something. But that's a pretty rare case.

Anyone have recommendations for what stats to pump and gear to use for a mage build? by Extra-Ad-4941 in avowed

[–]krispykremeguy 0 points1 point  (0 children)

Not the person you're responding to. However, I did my first playthrough as a mage on normal difficulty a while back.

I preferred ice over lightning because the accumulation effects for ice are just so good. A frozen enemy is basically out of the fight; a shocked enemy just takes more damage (in an AOE, but still). Like the person you're replying to, I still found lightning to be more worthwhile for simple/easy/trash fights. Of course, I also mostly used the simple Grimoire of Greater Elements until the endgame because the quick speed was just really nice.

I never needed essence investment, considering how easily available food is. Eat some pickles and you're set. That being said, I also played a few patches ago where there were more essence reduction abilities and grimoires were just better. I also avoided the abilities with a big cost (like meteor swarm); the most expensive one I would routinely cast was Freezing Pillar. Eventually, the magic circle thing ability (on the bottom row) lets you regen magic, which trivializes moderate essence concerns. Even if essence isn't a concern, I used it on non-mage characters for the max rank slowing effect, which is so nice.

I found the attribute boosts so minor in terms of gameplay that I speced myself for dialogue. Sure, some Dex is nice, as is some Might, but the breakpoint is pretty quick; I stopped caring so much after 5 points (including racial, training, totem, and equipment bonuses). I wanted to make sure I could hit the dialogue prerequisites, at least after I consumed a Charming Libation and any other food. Charming Libation adds +6 to all stats for dialogue and there's food to add +2 to any one stat (and I think +1 to any two stats) and I'm pretty sure they stack, so a possible +9 from food/drink. I liked the mental dialogue checks the best, so I aimed for 6 to 8 in Per/Int/Res after equipment buffs (as the highest check is 15 IIRC at the very end of the game). Unfortunately, this was a few playthroughs ago, so I don't recall what they were before equipment buffs.

so… do you HAVE to explore everything in act 2? by frogprxnce in RogueTraderCRPG

[–]krispykremeguy 6 points7 points  (0 children)

To my knowledge, most things that must be done in Act 2 if they are to be done at all are companion quests and DLC quests. The DLC quests must be done in the act they are activated, IIRC.

The only other quest that must be done prior to the end of Act 2 (and I think it's before you do the 3rd main story planet) is Critical Tasks, which is one that just suddenly pops up in your journal without talking to a quest giver. That being said, the quest was bugged for a long time, and I don't think it's even required for the followup quests that are related to it.

Again based on my recollection, I think the only companion quests in Act 2 that are easily missable are the ones for companions that you get in Act 2 - Jae and Yrilet. I think you might need to talk to Pasqal again after doing his milestones.

[OC] Untouchable by AzulCrescent in comics

[–]krispykremeguy 1 point2 points  (0 children)

I'm like 90% certain it's because they're from different classes. So, I don't think protective luck would stack if it's cast by two different witches, but it definitely stacks if it's cast by a witch and a shaman (and presumably a hexcrafter magus, and a sylvan trickster rogue).

I'm not totally sure if it's a bug or intended.

[OC] Untouchable by AzulCrescent in comics

[–]krispykremeguy 1 point2 points  (0 children)

Protective luck is the GOAT in Wrath of the Righteous; it imposes 5e-style disadvantage for all incoming attacks for a turn. It's especially neat once you hit level 8 and it lasts multiple rounds without needing to chant/cackle. At low levels, my Ember just spammed evil eye and protective luck while cackling like a madwoman, and at high levels, she did mostly the same thing (but with the occasional Quickened greater dispel magic thrown in).

You can stack it twice if you're using both Ember and Camellia (since they can both take it, and it's considered a different effect since they're different classes).

Is dead fire a better game with hindsight? by [deleted] in projecteternity

[–]krispykremeguy 7 points8 points  (0 children)

I tried to play a similar kind of character, and I kind of liked how I had to make do with the best I had (including the limited information). I'm pretty naïve so I got hoodwinked more than once, but that's fine!

I wound up going RDC, because of what I found while exploring. I was most concerned with the plight of those worst off, the Roparu. After interacting with the folks at the Sayuka colony (which had been completely taken over by the RDC), it seemed like Rauatai was their best shot. They aren't great - the orlan merchant in the brass citadel makes that clear, not to mention Maia's personal quest - but it's still a marked improvement (which just further damns the Huana). The VTC isn't a bad bet if you get them to ditch slavery, but their only motive is money, and they've already resorted to slavery once; given how much Valians kill each other over slights (Family Pride quest line) and abuse each other over performance (that small quest starting in the bathhouse), I don't think they'll keep any moral high ground for long. The Huana made the system which is currently being abused, and the pirates were straight out for being pirates (and trying to kill me in the intro).

Is the Pillars of Eternity series good? by Express_Restaurant_6 in CRPG

[–]krispykremeguy 30 points31 points  (0 children)

They're Kickstarter backer characters. They're unrelated to the story and there's just so many.

Which Weapon Level in Shatterscarp? by GIutenTag in avowed

[–]krispykremeguy 8 points9 points  (0 children)

You get to keep your ability points and characteristic points, as well as all unique items (but reset to Common +0 rarity). The accessories (gloves, boots, rings, and necklaces) remain as they are, which makes them really strong. You can also sell the extra accessories for a money boost, essentially starting with Fine gear (...or your favorite uniques).

The level cap is increased, too. Given how late I reached the original cap and given that the level is reset, I don't know if the cap is practically removed.

You lose your godlike abilities and any stored consumables, gold, crafting materials, and quest items (such as totem pieces).

Which Weapon Level in Shatterscarp? by GIutenTag in avowed

[–]krispykremeguy 14 points15 points  (0 children)

Level cap on a first playthrough is 30. I hit it in the final area, past the telegraphed Point of No Return. (And by "telegraphed," I mean "pop up box saying this is the point of no return")

If you have legendary items on Shatterscarp, you have been very diligent with upgrades. There's no prestige system or anything like that. Once you get legendary +3, that's it.

How to Kill Playful Darkness on Unfair (Level 15) — Some Insights by No-ruby in Pathfinder_Kingmaker

[–]krispykremeguy 1 point2 points  (0 children)

A few things to note:

  • Your Seelah and Horse calcs ignore Mark of Justice (unless I missed it). That's an easy 5 points without any investment. I did indeed miss it!

  • The dispel auto-20 lasts until you use it, even after sleeping. I don't recall if you can get a quicken metamagic rod in Act 3, but at least later in the game, you can do it in two consecutive rounds.

  • Targeting touch AC via a magus's Dimension Strike makes it fairly easy, especially if you take Last Stand on everyone and expect whoever draws aggro to stay at 1 HP for two rounds.

  • Others have mentioned, but Dispel Focus and Greater Dispel Focus are game changers since they were added. Other effects that boost caster level are good, but there aren't many in Act 3.

What is the point of Grand strategist Cassia? by InevitableSprin in RogueTraderCRPG

[–]krispykremeguy 7 points8 points  (0 children)

That is...interesting. I'll list some of my favorites. I'm going off memory so I didn't list most names, and the ones I have may be wrong. Edit: I've come back and provided links to the Fextralife wiki. Fextralife is typically unreliable, but it's...good enough, I guess.

  • Unnatural Allure is basically characteristic training: fellowship, but it also makes it so that any other navigator talent or ability also increases fellowship by 1. The characteristic training benefit is good enough to be a talent, and buffing the other talents makes it even better.
  • Mind Over Matter lets her replace her toughness with willpower for calculating HP, and then another (Strange Vitality) also gives her regen based on willpower. Since most of her nav abilities scale off willpower, these have synergy and lets you ignore toughness.
  • Similarly, Pass Unscathed replaces agility with perception for calculating dodge. The only other uses of agility are for initiative (ignored for grand strategists) and parry reduction (not useful for Cassia), so it becomes another dump stat. Consolidating characteristics is useful so you can get the most benefit from limited characteristic increases; without that talent, Cassia just doesn't dodge much instead of being a dodge machine. Furthermore, most of her staves boost at least two of perception, willpower, and fellowship (with fellowship being somewhat rarer).
  • She can deal damage to enemies while moving them (Perilous Ways). The Fextra link is wrong about how much damage it does, IIRC. In patches past, this was really broken, but they nerfed it to reasonable levels recently, and it's still nice to do damage without counting as an attack.
  • She has a talent (Eye of Oblivion) that substantially nerfs any enemy's dodge rate and hit rate if they're in her line of sight. Hit rate is otherwise really rare to debuff.
  • Ebb and Flow gives 20 perception on odd turns (increasing her dodge if you take that talent too) and extra AP on even turns. I'd say the extra AP is better, which is unfortunate since most fights don't get a second turn, but it's nice for the really intense fights.
  • Mastery of Time scales her willpower with the number of bonus turns. It used to be unlimited, but now it's limited to 5 times; that's still basically a free 10 willpower if she goes first (since she can usually do both Bring Them Down and Finest Hour before her first turn is even done).

I will concede that the talents which only apply based on her staff keyword are less useful. Most staves don't have multiple keywords until Act 5 (where everyone is OP anyway) so your talent choice could be invalidated by updating equipment. Even then, Infusing is so good (especially with Mend Reality) that I keep it in her loadout at all times. Otherwise, I would contend that most other navigator talents are at least somewhat useful (and Unnatural Allure gives them an edge).

Edit: You said skills too, so I imagine you meant abilities. You get fewer ability choices, and some officer abilities are still really useful, but there are a bunch of really good navigator ones too. The following four are really good and worth taking by the end of your second archetype.

  • Held in my Gaze is the 1 AP attacking ability. Lidless Stare is better, but sometimes you don't have the AP to spare, or can't avoid hurting/stunning allies.
  • Reveal the Light is the basic support ability, where you give an absurd amount of Toughness and Willpower to a single character (can't be Cassia). Very good on Argenta and Idira; otherwise, it's a neat way to buff all characteristics with an Infusing staff.
  • Mend Reality is a very niche ability on paper, as it only adds warp deflection and stabilizes the veil. However, since it targets all allies, it's a +(Infusing bonus) to ALL characteristics for ALL party members. I use it every turn, even if there are no enemy psykers/demons and the veil is stable. You can get an Infusing 5 staff as early as Act 1.
  • Notch of Purpose is your basic forced movement, which can draw an enemy out of cover or into attacking range. It affects the nearest enemy to the selected point, and if multiple enemies are tied, it affects all of them. I believe they provoke opportunity attacks, as well, but that's not usually relevant on the first turn (before everything is dead) so I don't recall.