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Just wanted to thank you for all the work you put into for POE2 content. I know making video's like this isn't very easy and i really appreciate the effort you put into these videos. Looking forward to future POE2 content.
Coming late to the party. Playing it on Xbox series S + game pass using turn based as I think it works better on console. This video was a life saver! Great content as usual!
Here's hoping Obsidian will get to make a new Pillars game but with turn-based combat from the start. I know Josh Sawyer has said he'd like to do turn-based rather than real-time with pause at some point, and I think it would fit this franchise well. Lay The Watcher story to rest, start something new in the same world (preferably after Deadfire's events), and keep most of the style, but with a different combat system. I'd love that.
Super great video! Thank you. I never played PoE1, but have been enjoying PoE2 on my PS4. Obviously it's a huge learning curve and I'm really enjoying turn based. This video was very informative.
Was just looking to see how this version played, since I really wasn't having fun in the real-time with pause, not matter how much I tried to make myself.
I’ve got the restartritis, i still couldn’t finish a play through always thinking there could be a better build, this game is so cool and your videos do a great job of explaining the game.
thank you fextralife you have been the lifeblood of all my RPG games lol! I think obsidian is totally watching you as everytime I build one of your OP builds it'll get nerfed to oblivion in the next patch lol
I mostly agree with the video, but I'd like to add a word about initiative. Turn-based RPG mechanics revolve around two things usually: control and burst damage coupled with focus-fire. Usually, the initiative is a precious resource, because it allows you to set your debuffs and control before the enemy has a chance to do anything. Through focus fire, this also allows for the elimination of one or two foes just at the start of the combat which also can make things way easier. For the same reasons, initiative can be of value also in Deadfire, though I admit, that due to weird 'mobile' initiative mechanics in this game, it is way less reliable.
Turn based has made this game much more interesting and fun imo. Real time feels so clunky and out of wack and in turn based you can use classes like rogue more appropriately. Shame they didnt fix traps cause their nerf of traps was lazy as hell making them not fun to use. They should not have limited how many traps you can use but then tweaked their availability in the game world and also made a system that helps enemy AI have a lower chance to step into traps if they already stepped in one during a fight and for example make it so that the more intelligent a char is the less chances of them landing in multiple traps or base it on types like beasts having a higher chance while things cloer to humans have lower chances. Shame, but i am nitpicking.
Knock Down : in Feb. 2019, Obsidian added: "In turn-based mode, characters receive -10 Deflection while Knocked Down.". Not a huge bonus, but there is that. Mostly an Interrupt and a way to break Engagement. Nb: I am also told the target has a lowered Initiative after.
i bought the game just because of turn based mode, but you can really feel the hiccups, for PO3 turn based will most likely be designed from the start and would have the benefit from learning from this current beta build. the one action thing feels bad, I often feel like "oh ok that's all i can do this turn" way too much, it rarely feels like i popped off on an enemy because i dont really do much during my turns its just a slow burn. i feel like there should be more types of actions besides free and not free actions.
Probably not doing the best builds, then. Multiclassing is much more important in turn based, and if you get the right combos (such as Rogue+Ranger or Mage+Fighter) you get lots of actions and potential each turn. Also have to play offensively as opposed to defensively.
Here are some of my observations for Turn-Based mode on the most recent patch of the game: - Dexterity is a dump-stat; put this as low as possible on your main character. This makes Dwarves a more attractive choice, as well as the companions Eder, Pallegina, Serafen, Mirke, and Constanten, since they have lower Dexterity scores. - Intelligence is much less useful, since the bonus duration of effects is rounded down AFAIK. 10 INT is more than enough unless you're inflicting crowd control or throwing around fireballs. - Constitution is more useful because sometimes the enemies will gang up on a single character and having a buffer of hit points can mean all the difference. - Certain weapons now increase your Initiative instead of your Recovery speed with their 'modal' options. These are great weapons to gain proficiency with, since Initiative doesn't matter very much in turn-based. - Don't be afraid to invest in passive benefits for your PCs. It's easy to run out of class resources during a battle, especially the 'mega-bosses', and doubly so if your character uses a lot of Free action abilities. Multiclassing can be especially potent for non-casters in Turn-Based, just to give them more points to spend over the longer fights. - Single-Class Chanters, especially Troubadours, are still extremely powerful. Since it's much harder to Miss with abilities, Eld Nary hits like a freight train and can wipe entire encounters on its own. Not to mention having more control over their summons makes them even stronger at setting up flanking positions for your team's Rogues.
Knocking enemies prone still causes casters to lose the spell and the corresponding spell slot once you've depleted their concentration. The primary attack aspect doesn't matter if you're only using the ability on a shield tank. It actually couples really well with rogue as you can escape to the back line, knock a priest or wizard down and then escape again back to the tank choke point, allowing you to maintain the shield wall.
FYI: Shadowing Beyond (or the other one that paralyzes) doesn't replace Escape, even though it uses Escape as a prerequisite. So you can upgrade Escape without losing it. (Same thing with Smoke Veil -> Smoke Cloud.) edit: whoops saw that someone else beat me to it much earlier. anyway, I'm a RTwP fan but appreciated this overview of the interesting ways that turn-based changes up the balance/mechanics of the game.
It seems like Obsidian should be differentiating between "instant abilities" and abilities with no recovery. In real-time with pause Frenzy (barbarian) has an actual animation to use, whereas Disciplined Barrage (fighter) is literally so instant that you can use it while paused. In turn-based mode, only the latter type of ability you should be allowed to spam all you want during your turn as a free action, whereas you should really be capped at only one type of "Frenzy"-style free action per turn.
I bought the game because turn-based got Implemented. I really love this turn-based mode but it is evident when you play that the game wasn't constructed around it. Crossing my fingers for turn-based to be the core gameplay for Pillars number three. It really suits us geriatric gamers.
Yes but at the moment, it almost negligible. You get something like 25% reduction of cast time ( and from my playthrough, only base DEX, your initial DEX not counting Berath blessing and other bonus, are calculated on this, not sure if this is intended or not) It might be good for high cast time but still its not significant enough. Although in some instances you might want DEX for early chance for attack, especially character that relies alot on attacking first and or squishy enough to get hurt if getting mobbed during enemy's turn.
It seems as though dexterity does help casters to get their spells off within the turn they cast it, rather than it getting pushed to the next turn. I could be wrong, though. I have also noticed that with high dexterity I can get spells off before the enemy even attacks if their initiative is high enough.
Fextra, while I really don't care about turn based stuff, I'm enjoying this video more than your much earlier videos on the classes, because this feels less scripted and more off the cuff … which I find much more enjoyable.
How they did initiative is odd to me I would have had each combat round Initiative is rolled and modifiers applied then the first pass is made going for lets say 20-1 each time a character goes its initiative is dropped by let's say 5 once all characters go it starts at 20 and the train starts up again until everyone's initiative is at 0 then the next Round initiative is rolled again that way high Dex would still matter and give those who prioritise it more chances to deal damage or do things
Yeah, I don't know why RPGs (especially CRPGs because they can have complicated computations) have everyone one go once per "turn." I love the final fantasy tactics/tactics advance system where faster characters get turns more often. An assassin (fastest class) might even get twice as many turns as a paladin, one of the slowest classes in that game. Because lets be real in a fight that takes more than 5 turns who gives a shit who moves first. Sometimes its even better for the enemies to move first because they spend their entire turn moving toward you then can't do anything because they're not in range.
I wrote an extremely short python program that does this with lots of ways to tweak it to someone's liking just because my friend wanted to use it for his DnD campaign as a homebrew turn taking system.
What if instead of rounds they added your new initiative (based on your actions) to your old initiative and added it back to the ever growing (fluid) initiative order. So if your first initiative was 6 but your second initiative was 2 you would be re-inserted back in the initiative at 8. Putting you ahead of extremely slow ability users and possible allowing you to go multiple times before them. Maybe it will bring back some use to dexterity and increased action speed. Thoughts?
That's kind of what happens... over time using things does impact your future initiative in future rounds. I really like the psion so far (Chipher subclass) in turn based.
Sezneg no. no matter how fast your action is you don’t get to act again until everyone has acted once. I’m saying do away with that and just have initiative stack so that fast characters might get to go twice before other characters. (Note: and I do not mean going near the end of one round and then at the start of another)
A pretty old game (not very liked as well) Final Fantasy Tactics A2 has that turn based order. For example my ninja had the highest speed and the flow of turns is dependent on that. So he would act two times before a slow enemy acted once. (Everyone still had one movement and one action) If Obsidian made that change it would make Dex a viable stat again.
This definitely seems like the simplest way to "fix" the current problem with dexterity (and initiative as a whole). If they want to maintain the 1 action/round then they need to rework some of the existing action speed buffs into something more meaningful (things like frenzy and swift strikes are quite weak in the current system), and they need to give dexterity some alternate functionality (extra deflection or something similar to pen and paper rpgs).
Yup I think this is a great idea. I stopped playing when I started to feel something wrong due to the imbalances this beta version brings. You can actually ignore initiative reductions knowing that you get the same action per round, with only acting later in the turn as a penalty.
My main is a shifter druid (monk) and have another druid in the party so far brilliant. You need a good tank though to let them cast the storms. (Have a pally/rogue or normal Pally). (Garotte pally with assassin). Although some bosses I take a ranger. (Not sure which I prefer a single class or black jacket ranger). P.s So for my shifter have given some dex but more perception. 14 dex is ok and I think u want 14 int (you can switch out and cast a spell in longer battles).
They need to make it so that turn is based on personal turn and not team turn. If they don't want Action Speed to be too OP again, they could just make it so that everyone can only get 1 turn per round.
I dont know if i will get an answer back on this but do you know anything about how troubadours brisk recitation works under the hood. I dont know whether its better to have two per round or the linger.
How does difficulty in turn-based relate to difficulty in RTwP? Is the game even easier now? I played on Veteran before which was quite easy after a while.. So what do you suggest?
I'm absolutely loving the turn based mode but hooo boy do you they need a serious balance pass. I totally get that Josh Sawyer said turn based was basically a solo project by one of their programmers so I'm happy it even exists but there are some really busted things. I guess that's why the mode is called "Beta", yeah? Still really enjoying this mode though!
How much longer are battles in turn-based really? I've seen some claim/complain that some fights take over an hour (!). Is this an exaggeration or in fact true?
Ik this is a older video but currently what is the best monk build. Reason why I'm asking because I'm a console player who like the turn based gameplay and I just want the best monk build
Using a priest of berath/paladin build rn. Seems pretty good so far plus i like the concept of it lore wise. Kind of sad to see hi attack rate builds dont work anymore. Building a monk/rogue to try and make a sort of ninja that teleports around the battle field taking out targets of interest doesnt really work in turn based mode
Since there's only one attack per turn with this system it feels lot more sluggish than DOS. Turns are not all that impactful and even easy fights you far out level still take a little while to complete where as in DOS you can murder entire mobs before they have a chance to move. That being said, I love this turn based mode so much more than the pause based. It can still be very exciting and is a huge improvement to the game.
There is an easy way to respecc main character using console commands: "Open console, write iroll20s to enable cheats and then type OpenCharacterCreation. It will open character creation (duh...) and after you finish it you end up in the same place u were but with a new character (All relations with other characters I think stay the same, I did it at the start so I don't remember well). Remember to unequip everything (inlcuding personal inventory) before that because otherwise you will lose it. After you have "new character" you end up with low level so just use AddExperienceToLevel cheat to be same level as your party. As I said I did it at the start and everything worked fine (only downside is that somehow I lost one weapon proficiency point but it's still better than starting over)." Copied from www.reddit.com/r/projecteternity/comments/8j74ne/is_there_a_console_command_to_just_remake_my/ I haven't tried this myself but I will soon because I found out that black jackets can change weapons in combat as free action in turn-based mode. I will multiclass my rogue with black jacket fighter since I swap weapons alot.
But none of what I'm saying answers your actual question. There are mods that change said companions/sidekicks but there's no mod as of right now that gets you to respec at that level. You could also get into modding but I'm not sure how easy or hard that can be for PoE Deadfire.
Previously rolling 1-24 was a Miss and 25-49 was a Graze. In turn-based, 1-49 is a Graze, so you are much more likely to Graze. The only way to Miss now, is if Deflection is higher than the Accuracy of the person attacking.
This current system feels very...mechanical and blocky. It feels like that the simple free/standard action slows combat down. As you're either spending a ton of free actions then a standard, or you're doing things one turn at a time. Both of which slow combat down. If there was an introduction of a free/partial/standard action system where there was a limited number of each action type, it would speed combat up and help balance the classes out without having to tweak the abilities themselves too much.
From what everyone is saying and what I see and what I'm about to try out since I just got the game if feel like turn bass mode remind me of XCOM referring to the reboot in it sequel and what you have a set amount of turns in only one attack / action per turn unless you have special abilities are whatever to do a second! Am I wrong? I'm just waiting for the game to load in and going to start on turn based mode just to see for myself! If it's like x-com I can adjust even though I have both Divinity games and enjoy them I will still love real-time mode I did playthrough pillars of Eternity one four times with different classes completely for me not to still love real-time with pause but I do enjoy having the option! Wish me luck!
I use the ability myself and in a group of like 5 it stuns like 1 dude per round. And it lasts quite a bit, so I guess you can technically pop it every round but you would want to wait till the duration of the spell ended.
Loved the video, but for whatever reason is sounds like you're using a directional microphone. I thought I was going crazy, thinking something was wrong with my headset.
i hate that slower paced battles are considered a con.. personally i like when combat in a game lasts longer than 3 seconds, ADHD kids just want that instant gratification i guess
It's in the live game but the mode is flagged as beta when you select to play it. Requires a new play through with it activated from the start then you can't change it.
You can. Open up console and type the command (I can't recall it exactly what it was but wiki has the answer also bear in mind that iirc the command on wiki was missing the integer value for enabling which is 1.
Honestly can’t play any sort of caster on turn based which sucks. You go to cast, enemies turn and since I’m playing on the hardest difficulty they just get out of the aoe area so there for they’re literally pointless.
I just started a turnbased game and... knockdown still sucks xD JUst an interrupt now. Actually, its even worse, because if an enemy knocks you down, you do lose a turn. I call BS.
Personally my favorite class on normal mode was chanter but in turn based they suck. You must not tried them much. There evocations starting cost 3 phases and goes up to 7. You start with 3 and only gain 1 every round so you can use a evocation every 3 - 7 rounds cause of it now. There subclasses are terrible for the most part. Beckoner needs 4 rounds to cast one summon evocation combined with penalty to lower time they only stay one round unless you pump int but even with 20 int your only getting the pet for 2 rounds. Troubadour costs 4 to use a evocation witch means 4 rounds unless your using brisk recitation in witch case you gain 2 phases per round but you get no linger at all so chants only last 1 round int does not change this no matter how high i tried. Bellower is by far the worst since gives power level for phases over what ability costs and uses all phases. Meaning if you want to power level your evocation your waiting 5 to 10 rounds between each evocation. Skald is only subclass that is better now as long as you multiclass it. There offensive cost 1 less phase and they can gain more phases from crits. Witch means they can pretty much use evocations in half the time all other chanters. Personally they need to do something like Skald to all the subclasses giving another way to get phases. That or they need to lower phase cost of evocations by half.
Listen, the game is made for the Classic way, the real way, turn base is amazing not gonna lie, i love both of them, but if something start in a way, u gotta respect that lmao
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665
I couldn't find it so here it is:
Intro to builds 0:13
Barbarian 0:54
Chanter 4:05
Cipher 6:46
Druid 8:12
Fighter 9:51
Monk 14:18
Paladin 18:57
Priest 19:59
Ranger 20:43
Rogue 24:01
Wizard 27:04
General Opinion 28:36
Firkin goat
Thank you so much
Goated for this
Chad
bro you helped me out a lot in both divinity original sin and pillars games. cant wait to see more content on baldurs gate 3
Just wanted to thank you for all the work you put into for POE2 content. I know making video's like this isn't very easy and i really appreciate the effort you put into these videos. Looking forward to future POE2 content.
Coming late to the party. Playing it on Xbox series S + game pass using turn based as I think it works better on console. This video was a life saver! Great content as usual!
@25:27 It's fine to upgrade Escape because you will get both abilities. You will still be able to use the 1 guile version or the 3 guile upgrades
Here's hoping Obsidian will get to make a new Pillars game but with turn-based combat from the start. I know Josh Sawyer has said he'd like to do turn-based rather than real-time with pause at some point, and I think it would fit this franchise well. Lay The Watcher story to rest, start something new in the same world (preferably after Deadfire's events), and keep most of the style, but with a different combat system. I'd love that.
Bizarrely appropriate timing. I restarted the game this morning and I was just wondering if there was a guide on this specific topic.
Super great video! Thank you. I never played PoE1, but have been enjoying PoE2 on my PS4. Obviously it's a huge learning curve and I'm really enjoying turn based. This video was very informative.
Was just looking to see how this version played, since I really wasn't having fun in the real-time with pause, not matter how much I tried to make myself.
I’ve got the restartritis, i still couldn’t finish a play through always thinking there could be a better build, this game is so cool and your videos do a great job of explaining the game.
This has been literally me to a T since I’ve last had thsingame
You need to do a full turn-based build guides for every class! ;)
Ohhhh yeah more poe content I will devour
thank you fextralife you have been the lifeblood of all my RPG games lol! I think obsidian is totally watching you as everytime I build one of your OP builds it'll get nerfed to oblivion in the next patch lol
I mostly agree with the video, but I'd like to add a word about initiative. Turn-based RPG mechanics revolve around two things usually: control and burst damage coupled with focus-fire. Usually, the initiative is a precious resource, because it allows you to set your debuffs and control before the enemy has a chance to do anything. Through focus fire, this also allows for the elimination of one or two foes just at the start of the combat which also can make things way easier. For the same reasons, initiative can be of value also in Deadfire, though I admit, that due to weird 'mobile' initiative mechanics in this game, it is way less reliable.
Thanks alot for the video and builds! i'm playing alot of deadfire TBM since it came out , very fun! Keep up the good stuff!
Really really like this!!Should be a turnbased game from the start
Turn based has made this game much more interesting and fun imo.
Real time feels so clunky and out of wack and in turn based you can use classes like rogue more appropriately.
Shame they didnt fix traps cause their nerf of traps was lazy as hell making them not fun to use.
They should not have limited how many traps you can use but then tweaked their availability in the game world and also made a system that helps enemy AI have a lower chance to step into traps if they already stepped in one during a fight and for example make it so that the more intelligent a char is the less chances of them landing in multiple traps or base it on types like beasts having a higher chance while things cloer to humans have lower chances.
Shame, but i am nitpicking.
Knock Down : in Feb. 2019, Obsidian added: "In turn-based mode, characters receive -10 Deflection while Knocked Down.". Not a huge bonus, but there is that. Mostly an Interrupt and a way to break Engagement. Nb: I am also told the target has a lowered Initiative after.
i bought the game just because of turn based mode, but you can really feel the hiccups, for PO3 turn based will most likely be designed from the start and would have the benefit from learning from this current beta build.
the one action thing feels bad, I often feel like "oh ok that's all i can do this turn" way too much, it rarely feels like i popped off on an enemy because i dont really do much during my turns its just a slow burn. i feel like there should be more types of actions besides free and not free actions.
They fixed all of these problems in 5.0.
Probably not doing the best builds, then. Multiclassing is much more important in turn based, and if you get the right combos (such as Rogue+Ranger or Mage+Fighter) you get lots of actions and potential each turn. Also have to play offensively as opposed to defensively.
Try it now! 5.0 changed a lot of things for the better!
Love this os much! Please do many more videos on TB :D
This video is a godsend.
Here are some of my observations for Turn-Based mode on the most recent patch of the game:
- Dexterity is a dump-stat; put this as low as possible on your main character. This makes Dwarves a more attractive choice, as well as the companions Eder, Pallegina, Serafen, Mirke, and Constanten, since they have lower Dexterity scores.
- Intelligence is much less useful, since the bonus duration of effects is rounded down AFAIK. 10 INT is more than enough unless you're inflicting crowd control or throwing around fireballs.
- Constitution is more useful because sometimes the enemies will gang up on a single character and having a buffer of hit points can mean all the difference.
- Certain weapons now increase your Initiative instead of your Recovery speed with their 'modal' options. These are great weapons to gain proficiency with, since Initiative doesn't matter very much in turn-based.
- Don't be afraid to invest in passive benefits for your PCs. It's easy to run out of class resources during a battle, especially the 'mega-bosses', and doubly so if your character uses a lot of Free action abilities. Multiclassing can be especially potent for non-casters in Turn-Based, just to give them more points to spend over the longer fights.
- Single-Class Chanters, especially Troubadours, are still extremely powerful. Since it's much harder to Miss with abilities, Eld Nary hits like a freight train and can wipe entire encounters on its own. Not to mention having more control over their summons makes them even stronger at setting up flanking positions for your team's Rogues.
Thanks for the observations. Have you tested if knockdown is still pointless in turn based?
Knocking enemies prone still causes casters to lose the spell and the corresponding spell slot once you've depleted their concentration. The primary attack aspect doesn't matter if you're only using the ability on a shield tank. It actually couples really well with rogue as you can escape to the back line, knock a priest or wizard down and then escape again back to the tank choke point, allowing you to maintain the shield wall.
Oh, nice! Thank for guide! I'm noob and play normal dif, but still interesting. 😀
FYI: Shadowing Beyond (or the other one that paralyzes) doesn't replace Escape, even though it uses Escape as a prerequisite. So you can upgrade Escape without losing it. (Same thing with Smoke Veil -> Smoke Cloud.)
edit: whoops saw that someone else beat me to it much earlier. anyway, I'm a RTwP fan but appreciated this overview of the interesting ways that turn-based changes up the balance/mechanics of the game.
It seems like Obsidian should be differentiating between "instant abilities" and abilities with no recovery. In real-time with pause Frenzy (barbarian) has an actual animation to use, whereas Disciplined Barrage (fighter) is literally so instant that you can use it while paused. In turn-based mode, only the latter type of ability you should be allowed to spam all you want during your turn as a free action, whereas you should really be capped at only one type of "Frenzy"-style free action per turn.
Even better, make damaging free actions usable once per turn only, solves all the issues
I bought the game because turn-based got Implemented. I really love this turn-based mode but it is evident when you play that the game wasn't constructed around it. Crossing my fingers for turn-based to be the core gameplay for Pillars number three. It really suits us geriatric gamers.
Why do you like turn based better than vanilla?
thanks!!!!!!!
this is how this game should always have been
please do it for the first one as well obsidian
Unless I'm wrong dexterity still seems to be important for cast times for spells?
This is correct.
Yes but at the moment, it almost negligible. You get something like 25% reduction of cast time ( and from my playthrough, only base DEX, your initial DEX not counting Berath blessing and other bonus, are calculated on this, not sure if this is intended or not) It might be good for high cast time but still its not significant enough. Although in some instances you might want DEX for early chance for attack, especially character that relies alot on attacking first and or squishy enough to get hurt if getting mobbed during enemy's turn.
It seems as though dexterity does help casters to get their spells off within the turn they cast it, rather than it getting pushed to the next turn. I could be wrong, though. I have also noticed that with high dexterity I can get spells off before the enemy even attacks if their initiative is high enough.
They finally made they game worth playing
Fextra, while I really don't care about turn based stuff, I'm enjoying this video more than your much earlier videos on the classes, because this feels less scripted and more off the cuff … which I find much more enjoyable.
How they did initiative is odd to me I would have had each combat round Initiative is rolled and modifiers applied then the first pass is made going for lets say 20-1 each time a character goes its initiative is dropped by let's say 5 once all characters go it starts at 20 and the train starts up again until everyone's initiative is at 0 then the next Round initiative is rolled again that way high Dex would still matter and give those who prioritise it more chances to deal damage or do things
Yeah, I don't know why RPGs (especially CRPGs because they can have complicated computations) have everyone one go once per "turn." I love the final fantasy tactics/tactics advance system where faster characters get turns more often.
An assassin (fastest class) might even get twice as many turns as a paladin, one of the slowest classes in that game. Because lets be real in a fight that takes more than 5 turns who gives a shit who moves first. Sometimes its even better for the enemies to move first because they spend their entire turn moving toward you then can't do anything because they're not in range.
I wrote an extremely short python program that does this with lots of ways to tweak it to someone's liking just because my friend wanted to use it for his DnD campaign as a homebrew turn taking system.
Dance of Death + Blade Turning = Ultra Instinct
Dang it. Now I need to spec into blade turning!
Next video: The Shaggy build
thanks
What if instead of rounds they added your new initiative (based on your actions) to your old initiative and added it back to the ever growing (fluid) initiative order. So if your first initiative was 6 but your second initiative was 2 you would be re-inserted back in the initiative at 8. Putting you ahead of extremely slow ability users and possible allowing you to go multiple times before them. Maybe it will bring back some use to dexterity and increased action speed. Thoughts?
That's kind of what happens... over time using things does impact your future initiative in future rounds.
I really like the psion so far (Chipher subclass) in turn based.
Sezneg no. no matter how fast your action is you don’t get to act again until everyone has acted once. I’m saying do away with that and just have initiative stack so that fast characters might get to go twice before other characters. (Note: and I do not mean going near the end of one round and then at the start of another)
A pretty old game (not very liked as well) Final Fantasy Tactics A2 has that turn based order. For example my ninja had the highest speed and the flow of turns is dependent on that. So he would act two times before a slow enemy acted once. (Everyone still had one movement and one action) If Obsidian made that change it would make Dex a viable stat again.
This definitely seems like the simplest way to "fix" the current problem with dexterity (and initiative as a whole). If they want to maintain the 1 action/round then they need to rework some of the existing action speed buffs into something more meaningful (things like frenzy and swift strikes are quite weak in the current system), and they need to give dexterity some alternate functionality (extra deflection or something similar to pen and paper rpgs).
Yup I think this is a great idea. I stopped playing when I started to feel something wrong due to the imbalances this beta version brings. You can actually ignore initiative reductions knowing that you get the same action per round, with only acting later in the turn as a penalty.
29:10 Ha ha ha, what a wonderful summary.
My main is a shifter druid (monk) and have another druid in the party so far brilliant. You need a good tank though to let them cast the storms. (Have a pally/rogue or normal Pally). (Garotte pally with assassin).
Although some bosses I take a ranger. (Not sure which I prefer a single class or black jacket ranger).
P.s So for my shifter have given some dex but more perception. 14 dex is ok and I think u want 14 int (you can switch out and cast a spell in longer battles).
Okay, I can fucks with this mode lol. Pause-and-play has never been my strongest suit so I'm ecstatic about the turn based combat.
They need to make it so that turn is based on personal turn and not team turn. If they don't want Action Speed to be too OP again, they could just make it so that everyone can only get 1 turn per round.
I dont know if i will get an answer back on this but do you know anything about how troubadours brisk recitation works under the hood. I dont know whether its better to have two per round or the linger.
How does difficulty in turn-based relate to difficulty in RTwP? Is the game even easier now? I played on Veteran before which was quite easy after a while.. So what do you suggest?
It is easier yes.
What stats for ranger ?
I'm absolutely loving the turn based mode but hooo boy do you they need a serious balance pass. I totally get that Josh Sawyer said turn based was basically a solo project by one of their programmers so I'm happy it even exists but there are some really busted things. I guess that's why the mode is called "Beta", yeah? Still really enjoying this mode though!
Quick question multiclass forbidden fist with paladin or devoted fighter
1:38 I just start using this one only now and daaamn if is good...
How much longer are battles in turn-based really? I've seen some claim/complain that some fights take over an hour (!). Is this an exaggeration or in fact true?
Ik this is a older video but currently what is the best monk build.
Reason why I'm asking because I'm a console player who like the turn based gameplay and I just want the best monk build
Using a priest of berath/paladin build rn. Seems pretty good so far plus i like the concept of it lore wise. Kind of sad to see hi attack rate builds dont work anymore. Building a monk/rogue to try and make a sort of ninja that teleports around the battle field taking out targets of interest doesnt really work in turn based mode
Yo I dig this idea, use two daggers too I may have to theory craft on this one
@@SkeleSama if you get it took work good in turn based let me know, feel like it wont perform as well
How does it compare to divinity original sin 2? I love that system.
Since there's only one attack per turn with this system it feels lot more sluggish than DOS. Turns are not all that impactful and even easy fights you far out level still take a little while to complete where as in DOS you can murder entire mobs before they have a chance to move.
That being said, I love this turn based mode so much more than the pause based. It can still be very exciting and is a huge improvement to the game.
Is there a mod/or other way that would allow respec lev 1 skills/abilities for npc's or main character? ( for example rapier from Aloth)
I'm still fairly new to the game but at the inn you can retrain your characters.
@@haybusa4547 yes, but you cant change starting classs or their atributes or abilities picked during character creation
@@Majber That is true but as far as Aloth rapier proficiency you can change. But yes the companions and sidekicks have cemented stats and what not.
There is an easy way to respecc main character using console commands: "Open console, write iroll20s to enable cheats and then type OpenCharacterCreation. It will open character creation (duh...) and after you finish it you end up in the same place u were but with a new character (All relations with other characters I think stay the same, I did it at the start so I don't remember well). Remember to unequip everything (inlcuding personal inventory) before that because otherwise you will lose it. After you have "new character" you end up with low level so just use AddExperienceToLevel cheat to be same level as your party. As I said I did it at the start and everything worked fine (only downside is that somehow I lost one weapon proficiency point but it's still better than starting over)." Copied from www.reddit.com/r/projecteternity/comments/8j74ne/is_there_a_console_command_to_just_remake_my/
I haven't tried this myself but I will soon because I found out that black jackets can change weapons in combat as free action in turn-based mode. I will multiclass my rogue with black jacket fighter since I swap weapons alot.
But none of what I'm saying answers your actual question. There are mods that change said companions/sidekicks but there's no mod as of right now that gets you to respec at that level. You could also get into modding but I'm not sure how easy or hard that can be for PoE Deadfire.
Im currently playing POE 1 and was eying on picking up POE 2 when I'm finished. I'm a bit confused: Is this turn-based combat an optional mode?
Yep
Optional, you can choose the usual combat mode in option
@@snowmanleblanc6053 thanks alot :)
@@Gobboh anytime
what is this grazing hits change you keep mentioning? was it that bad?
Previously rolling 1-24 was a Miss and 25-49 was a Graze. In turn-based, 1-49 is a Graze, so you are much more likely to Graze. The only way to Miss now, is if Deflection is higher than the Accuracy of the person attacking.
"CC is the way, CC is da bomb" but what is CC? Command & Control?
Crowd control
This current system feels very...mechanical and blocky. It feels like that the simple free/standard action slows combat down. As you're either spending a ton of free actions then a standard, or you're doing things one turn at a time. Both of which slow combat down.
If there was an introduction of a free/partial/standard action system where there was a limited number of each action type, it would speed combat up and help balance the classes out without having to tweak the abilities themselves too much.
From what everyone is saying and what I see and what I'm about to try out since I just got the game if feel like turn bass mode remind me of XCOM referring to the reboot in it sequel and what you have a set amount of turns in only one attack / action per turn unless you have special abilities are whatever to do a second! Am I wrong? I'm just waiting for the game to load in and going to start on turn based mode just to see for myself! If it's like x-com I can adjust even though I have both Divinity games and enjoy them I will still love real-time mode I did playthrough pillars of Eternity one four times with different classes completely for me not to still love real-time with pause but I do enjoy having the option! Wish me luck!
With the Druid ability to stun every turn, why *not* do that every turn? Is there any downside?
I use the ability myself and in a group of like 5 it stuns like 1 dude per round. And it lasts quite a bit, so I guess you can technically pop it every round but you would want to wait till the duration of the spell ended.
Druid spells can be cast a max of 2 times each, unless you use Empower. So you can't just spam it forever.
Knocking down actually increases initiative but not by much.
Loved the video, but for whatever reason is sounds like you're using a directional microphone.
I thought I was going crazy, thinking something was wrong with my headset.
i hate that slower paced battles are considered a con.. personally i like when combat in a game lasts longer than 3 seconds, ADHD kids just want that instant gratification i guess
F*ck!n fantastic! ;)
They need to give rogues an ability that give automatic stealth at beginning of combat.
Seems to me turn based it trash because so many class options are useless. That's what I got from this video. Or have things changed since then?
is turn based optional? or is it mandatory?
Optional
Is turn based mode still in beta?
It's in the live game but the mode is flagged as beta when you select to play it. Requires a new play through with it activated from the start then you can't change it.
anyone still here ?
What does initiative even do in turn based mode ?
@Colin Deal thanks :) figured it out in the meantime ;)
Why cant they just allow turn base combat on pre existing saves? Im halfway through and then they implemented this awesome mode
You can. Open up console and type the command (I can't recall it exactly what it was but wiki has the answer also bear in mind that iirc the command on wiki was missing the integer value for enabling which is 1.
Honestly can’t play any sort of caster on turn based which sucks. You go to cast, enemies turn and since I’m playing on the hardest difficulty they just get out of the aoe area so there for they’re literally pointless.
Does this game have couch coop?
Nope
Dual Wield afaik gives -35% dmg mod.
I just started a turnbased game and... knockdown still sucks xD
JUst an interrupt now.
Actually, its even worse, because if an enemy knocks you down, you do lose a turn. I call BS.
Personally my favorite class on normal mode was chanter but in turn based they suck. You must not tried them much. There evocations starting cost 3 phases and goes up to 7. You start with 3 and only gain 1 every round so you can use a evocation every 3 - 7 rounds cause of it now. There subclasses are terrible for the most part. Beckoner needs 4 rounds to cast one summon evocation combined with penalty to lower time they only stay one round unless you pump int but even with 20 int your only getting the pet for 2 rounds. Troubadour costs 4 to use a evocation witch means 4 rounds unless your using brisk recitation in witch case you gain 2 phases per round but you get no linger at all so chants only last 1 round int does not change this no matter how high i tried. Bellower is by far the worst since gives power level for phases over what ability costs and uses all phases. Meaning if you want to power level your evocation your waiting 5 to 10 rounds between each evocation. Skald is only subclass that is better now as long as you multiclass it. There offensive cost 1 less phase and they can gain more phases from crits. Witch means they can pretty much use evocations in half the time all other chanters. Personally they need to do something like Skald to all the subclasses giving another way to get phases. That or they need to lower phase cost of evocations by half.
Skald can sunlock enemies damn near infinitely
Audio drops at about 1min, anyone else?
One tip for fans of fantasy CRPGs (if you dont mind):
RPG Realms Beyond, it has a lot of similarities to PoE - ua-cam.com/video/cMnn0gzyFqc/v-deo.html
Turn based is the only way to.play this. How did people even play the first game
Listen, the game is made for the Classic way, the real way, turn base is amazing not gonna lie, i love both of them, but if something start in a way, u gotta respect that lmao
Dude! You said "fuckin" ..I thought you didn't say that word 😆😆
Enjoyed the vid but I voted dislike because of all the ads. It's only 33mins long and you had about 6 ads. That is way too much. Should be 2.