Better Part of Valor: +25 Deflection against Disengagement attacks.Bravado: Fit (+5 Constitution), Steadfast (+5 Resolve) for 15.0 sec at the start of combat.Survivor: On Frenzy: 10-pt All Damage Shield for 15.0 sec (scales with Survival).Self: -10 Deflection, +25% Action Speed, Fit (+5 Constitution), Strong (+5 Might) for 15.0 sec. Driven to Anger: On Critically Hit (with 50% chance) Frenzy:.Neat stuff.Items with Legendary armor enchantment Icon There's also cool little level of detail things like the triumph flags you gather from ships you board and take over showing up on yours when you dock it in the harbor. A few times I had to double or triple click to get a spell or action to properly engage. One will want you to restore an old temple, another destroy it. One will want you to free slaves, another not so much. The factions are a little bog standard as well. Their passive dialogue and VAs are general writing are great though. It's not bad, necessarily, just kinda well traveled at this point. Each has a quest, they might give you something at the end if you're nice enough to them. +/- Companion stuff is pretty bog standard. Being able to slowly piece together characters and histories and allows the narrative to unfold in a way while avoiding "my father, the king" sort of exposition. It's a bigger boon than it seems on paper. + I love the tooltip mouseover brought over from Tyranny. They are meaningful and numerous enough to feel impactful without drowning out the new location or making me wish I had played it more recently. + The callbacks to Pillars 1 are done in a way that walks the line pretty deftly. Nothing really feels extraneous which is quite a feat considering how much there is. ![]() And I'm omitting lots of little neat things like Soulbound gear, multiclassing, sidekick characters. From gear to skills to the party assisting on passive abilities to learning a new tidbit about a quest you undertook or watching as different questlines coalesce into a single goal before diverging again. All of the mechanics tie together in a very tidy fashion that's incredibly satisfying. It gives the game kinda an identity that the first lacked in a way. + I love how deliberately it leans into the whole pirate aesthetic. Obviously, my fuller thoughts are in the full text but here's my stream of thoughts after finishing it this weekend. It's very very very much an Obsidian game, with all the advantage and disadvantages that entails. yeah, it's not SUPER COMPLEX RPG or anything. A lot of other games just let you be one kind of person: good or bad. What I liked about the game was how I was able to roleplay a character growing gradually more impatient and sassy with everyone until I finally snapped and murdered the fuck out of ~everything~ that got in my way. It's kinda like New Vegas in that there are a lot of ways to ~define~ your character through dialogue, but people pretend that "where's the beef" is indicative of the entire game when it's really the only quest that's super complex. Most of the actual choice and consequence is just "did you pass a skill check here?" not "can I sneak into this guy's house at night/what if I sweet talk someone into letting me in/could I kidnap a diplomat, steal their papers, and pretend to be someone else?" type creativity. You'll have a ton of fairly linear quests that everyone will gloss over, and then you'll have a few more complex things (kinda like how New Vegas) and of course, you can kill anyone. The choice and consequence is pretty standard for an Obsidian game. But I only played it once, so maybe it's huge. ![]() I haven't played much Tyranny, but Tyranny would do stuff like leave ENTIRE TOWNS DESTROYED AND UNINHABITABLE based on choices in character creation and I don't think PoE2 does anything on that scale.
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