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Balthazar69

Sergeant
Nov 29, 2016
65
35
My personnal taste : in Pillars, i like the system because xp of group. Everyone is happy.

The level max is indicated (16). I "perceive" the limit and accept it.

Here, there is... a difference, each member of group take his XP for himself. So... For favorised everybody... Unlock the limit can ban a good solution, for the most advanced

For XP max, I think anarchist path is the best. With use of all trainers level = level 21 easy for the best DPS of group.

My problem with "optimizing path" : Only the thing to disable each member reach level 21, for XP others. It is counter-intuitive.

The best solutions for me if I do a summary :

1) A button for each skill. Actived / Desactivated. For increase global XP control.
2) Increase the level max. 21 to... 25. It is a good deal. (I complete the game 3x, and 2 in PoTD, trust-me. It is the right balancing for solo-play and team-play)
3) Reduce investment obligation. 0 1 2 4 6 9 to 0 0 1 3 5 7. (For main player only, because of x2 handling in each tree)
4) Add interrest for mage user in magic tree. For elemental damage. +20 % damage with concerned core ? (fire, cold and elec).
5) At level 25 (if this new cap is choose), XP is transferred to others members of party. Sirin, Eb, the left behind in term of XP.

With that... G.G. Obsidian : p

It is clear : the game will be easier with this 5 points BUT^^ we talk here logical and congruence. The difficulty and all nerfs needed is an another thing. (Read the post of Mademiurg)

EDIT BONUS :

6) Do that damage overtime with offensives stanzas give XP (Sirin) I propose 100 % XP in performance or (Perf /2 + Lore/2.) I prefer the second personnaly (for obviously reason) but the two works.
7) Trainers levels : Spendable from beginning to the end, level 1 to max (whole quota = level x 5). This would be really practical and would increase the pleasure of play, without pressure.
 
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