Pillars of Eternity 2: Deadfire

I started a new game after the patch on POTD with upscaling, and though the first island was pretty challenging, the difficulty has dropped off since. I did minimax a bit, but would have expected the hardest difficulty to be tuned for that. Instead I still haven’t needed to use potions/scrolls/explosives or enchants or even empower.

I find that if my tank can survive the initial alpha-strike, I will probably win given time to use buffs and CC. With the new per-encounter abilities, the only alternative seems to be for the enemies to deplete all my resources, which means long endurance fights. Against 2-3 skull enemies, this is what actually happens and they provide a good challenge, but even-level enemies are too easy. Trying this difficulty mod to see if it improves things.

Ditto for me too. It gives you a greater sense of winning and a not-very-subtle sense of being smart enough to have figured out a game’s mechanics to your empowerment.

Deadfire is dramatically more stable after Steam reacquired that one file it couldn’t verify. Good call, @Scotch_Lufkin

Finished up Deadfire today so here are some random thoughts. It was a solidly enjoyable adventure, if not quite up to the standards of the first. Deadfire definitely suffered more from a very thin thread of a main story to draw the player along. I still felt that the mystery of the original game made the entire world of interest, as the player never knew where the next bit of info would come from. Deadfire had too much open water with nothing much to do and, like others, I abandoned the ship-to-ship combat eventually as it was too slow when I really wanted story and exploring. Instead I went straight to boarding parties or just avoided other ships (since I was super-fast in First Arrow, the name my Sharpshooter gave her ship).

I had one broken quest that could not be completed and was also, unfortunately, an achievement, but I’ll grab it when it’s fixed in my next play. Patch 1.1 added a bunch of exit-game crashes and a couple in-game crashes that weren’t there previously. One of my companions, who left the ship, resulted in a missive being left repeatedly, every time I exited an area on a random island to the world map (she really wanted to make a point, I guess). Otherwise, it was stable enough to rarely interfere with my play, and my tendency to save frequently pays off, as always.

I found there to be some inconsistencies within plotlines that will need to be corrected. Hey, that particular Valian leader was already ousted so perhaps you shouldn’t be trying to frame him for a crime he didn’t commit, nor be happy the frame was successful when it wasn’t even him on trial. Some of the reactions to things I accomplished didn’t fit, and it caused some confusion when I couldn’t figure out if I did or said something wrong. I expect these sorts of things will be polished up over the course of the rest of the year.

I didn’t feel my Sharpshooter (Ranger) and my companion (an Antelope named Grace) were at home in the Deadfire, even though my background put my home in the Deadfire. Perhaps if I was able to be land-based it would have been fine, but sailing around and acting as a captain for ship didn’t fit. This was a continuation of my last game of PoE1, though, so I didn’t change too much. Future games will be custom built, not from an import, so I’ll be sure to choose a class that feels more appropriate.

Enjoyed the gameplay, but I agree the combat went a bit more to the easy side than in PoE1. I didn’t find that to be much of an issue, as combat wasn’t my focus, and I didn’t make an effort to make it tougher. However, it did result in me using a particular set of skills and spells more than others over the course of the 20 levels. I preferred the enchanting system of Deadfire over PoE1’s, but I wish all crafting and enchanting would do away with the money requirement; it doesn’t make sense. Just make components rare and/or expensive themselves and let that be your money pit. I totally never understood the level & experience system of the sailors of my crew, or how they advanced. Sometimes they got experience, other times they gained a level, and I assume that’s all good but I ended up ignoring it because I had no idea what it meant in terms of power or usefulness. And I never changed my crew (aside from one below-decks guy who got swept away in a storm) so I collected a bunch of sailors who were probably pretty bored sitting on a dock somewhere.

Speaking of the cost of things, it was ridiculously expensive to buy anything. No problem, you get lots of expensive items to trade, right? Yes, but since I never knew when I’d need to use those items/money for something more important, I ended up buying very few special items, no extra ships, and limited upgrades. It would have been better off with quantity (more of some items, soulbound and special for particular weapons and armour) than just making things so expensive.

In the end, the game was gorgeously designed, I loved the new lighting system and spell effects, and it was a worthy successor even if it didn’t reach it’s full potential. It felt smaller, despite the big square water-filled island-hopping world, with less variety, so I’m hoping that a PoE3 will bring us back to a vast land to explore. Looking forward to those DLC.

This I completely agree with. I miss PoE1’s connection regions to explore and even the larger Deadfire isles felt small in comparison. I also miss the larger dungeon of Caed Nua. I think Deadfire’s deepest was what, 3 levels?

That’s right. There were no massively deep dungeons or areas to explore in Deadfire.

A few aspects I didn’t comment on were reputation, companions, and voiceovers.

I thought the voice work in Deadfire was exceptional and enjoyed every bit of it, no annoyances for me at all. The times the narrator took over, my only complaint was that they inserted things like ‘he said’ after another voice finished their spoken lines. It felt out of place and was totally unnecessary. They could easily have left the text there (for the readers), but the different voice made it quite clear who was speaking.

The companions weren’t fleshed out like they were in PoE1, and I’m talking about those that had personal stories. I didn’t take any sidekicks along (those will be for future plays), so I didn’t miss their interactions. One big fail for me was having a ‘romance’ with Xoti that could have had a lot more meaningful impact on the story but after reaching max rep with her about half-way through the game, there was practically nothing to talk about. The same went for Aloth, Edér, & Serafen (my other companions) who all had very short personal stories with little impact. I liked how the stories in PoE1 seemed to stretch almost the entirety of the game; they should have done the same in Deadfire.

The reputation wheel was, to put it simply, messy and unnecessary. Would have been so much easier just to have a list with words to represent the rep numbers and a trending direction, with perhaps some detail of the why rep is going the way it is (e.g. sunk all their ships!, worked for them for free!, etc). It also seemed too easy to reach max rep levels, but that may have been before they fixed it in the patch.

Anyone considering a 2nd or 3rd play through, a fun little class is the Marauder. Combine a berserker barb with a streetfighter rogue, go frenzy with battle axe in both hands, and crippled strike is a full attack that costs 1 guile. It’s damn effective.

I discovered they added a skip intro and start option for new games, which bypasses the spirit walk and plops you down in front of Beraths’ dwarf servant.

My single most desired feature, given that I’ve started and deleted about a dozen characters now.

Started another new toon, this time a Herald (kindly wayfarer + troubador) based on a recent RPG Division build, but I’m using Sasha’s Singing Scimitar and twin blunderbusses using their modal since I took Clear Head as a passive. The Brisk Recitation modal builds the chants quickly, which with that scimitar gives a nice speed boost to the entire party. Plus with the blunderbusses I’m always close so the front line benefits from the chants and the healing from flames of devotion. It’s a fun build.

Started another a few days ago toon, this one again based on RPG Division videos. But I started with a sage (wiz/monk) going poison dmg with the snakeskin grimoire from Sansa’s map store and switched to wiz/assassin. His monk build generates a lot of wounds,but the monk doesn’t have good 1pt full attack abilities for a tanky wiz. The assasssin with crippling strike does. And coming out of stealth with cobra strike or some poison spells is nasty stuff. If you pump alchemy really high, it increases poison dmg by quite a bit, so much so a nerfing is probably inevitable.

Excusethe typing, onvacation using the wife’s laptop and my big hands hate laptopkeyboards.

I had recently started a second run through, this time with a dwarf monk, and am attempting to select dialogue and make other choices that are the opposite of what comes naturally to me (i.e. the dwarf is a self-absorbed ass and, although not psychotically evil, doesn’t do anything except for personal gain). It’s pretty tough playing against type like that and I find myself cringing and hesitating over the choices I make. Sure makes me feel bad, so I guess I’m doing it right. But I wonder if I can find it enjoyable not to be the hero of the people in a 70-80 hour game. We’ll see if I can keep it up.

I’m pleased to see they keep putting out more content and smoothing out the rough edges for my second play though late July when the first expansion drops! I’ll probably cover the game with some sort of “check back in” type video once that happens.

I have a lot of builds that will play the new content as it comes out, probably over a dozen and only my Votary has finished the game. Going through a bit of withdraw on this Sun morning. But I’m at Naples, FL, down at the clubhouse and its pool, so can’t complain too much. We’re gonna take a boat down to Key West and stay for a few nights, never been and there’s lots to do and see down there.

Edit: on the downside, the clubhouse’s Wifi speed is.7 mbps according to speedtest.net

Not sure if it’s due to the recent patches or what but I picked up my old save from a month or so back to finish up the last 3-4 hours of Deadfire this weekend and the final battles really kicked my ass when in the past I was just blew through everything w/ minimal intervention.

I ended up just bumping down the difficulty a bit for the last major fight - I think the game is now unbeatable in ‘classic’ mode if you’re playing primarily via AIs

That’s great, Scott, I’ll look forward to seeing it.
Meanwhile my second playthrough is on hold too.

Probably my first post-vacation build, though I think I’ll go Corpse-Eater and Nalpazca just to make a cannibalistic drug addict. Will definitely take Frenzy for the earlier levels and then respec when Fit and Strong can be gained via other abilities at higher levels.

Well, the latest patch nerfed alchemy’s usefulness to my Sage build, so that toon will be started over. They did give wizard subclasses some love though, reducing the cooldown penalty on non-specialty spells. Fortunately they didn’t touch Citzal’s spirit lance since I plan on using that extensively for a future Sage build.

Big patch dropped today, v1.2 - here is a video that goes into some details, but tons of great QoL stuff.

Heh, I scoured those patch notes because of a future build I plan on creating once I’m back home.

Yep, broken for me too. But if you go into the AI editor from the main screen rather than the inventory window it still works fine (the 3 buttons for auto attack, no AI, AI, just right click on it).

I couldn’t figure out the AI editor even after watching Scott’s video.

I doubt I’m alone.