Thanks for making this,
Durante . I was going to do the same thing when the last DLC dropped but didn't get the chance to throw something together. You already hit most of the points I would've talked about, but I gotta go in more on a few things:
The class system is probably the best we've seen since Final Fantasy Tactics, possibly ever.
Look at this:
Literally every class here, every multiclass here, is strong, unique, and interesting to play. Layer the weapon and subclass systems on top of that, and it isn't just that every class/multiclass is its own singular thing, but that each can be played in a huge variety of different ways.
Your Druid/Monk could be a shapeshift-focused melee combatant that utilizes the Monk's martial skills to maximize your beast form's power. Or, you could put a rifle in its hands, park it on the backline, and amp up the Druid's fantastic healing with the Monk's super steroids while taking potshots when you can. Or, you could focus on a single skill in the Druid tree that lets you summon a flaming greatsword and combine it with those steroids (including added burn damage) for a flame-based melee warrior. Or you could figure out any number of other ways of combining the two classes, and that's before you get into the itemization side of things, which opens up an entirely new dimension.
I think the real magic of Deadfire's system is that unlike most other games, classes have true synergy. Generally with classes/jobs/trees it feels like yeah, you're using multiple skills that work well together, but they're just building blocks standing side by side. When you have a great multiclass in Deadfire, it feels like the two classes are snapping together into something specific and brand new.
The modding catalogue is strong, and modding things yourself is super easy
I lied before. Not
every multiclass is equally strong. Priest multiclasses are notably more niche because of their long cast times and lack of meaningful passives. It's a real shame, because Priests have a number of great martial buffs, inquisitor-style Condemnation/Punishment skills, and deity-based summoned weapons that would work great for an offensive multiclass. So, I modded their cast times and opened up an entire new branch of great multiclass options. All it took was opening up the right file or two and doing some ctrl+Fs, ctrl+Cs, and ctrl+Vs. And if you want to get real deep into it, Obsidian has put out
extremely detailed documentation on how to do it.
If you don't want to crack out Notepad++ yourself, there's already a pretty large and high-quality selection of mods out there to help you tailor the game experience however you want. Difficulty mods, unique items, new subclasses, UI enhancements, rebalances, cheats, racial and background alterations, y'know, whatever. It's all there, and it adds a ton to the experience.
The DLC and patch additions have been uniformly fantastic
With the launch of the third and final DLC last week alongside patch 4.0, what was one of the game's biggest weaknesses at launch - endgame content - is now one of its greatest strengths. Beast of Winter was an excellent, well-rounded new area with a chunky chunk of story, combat, and rewarding lore/world-building. Seeker, Slayer, Survivor is the ultimate addition for combat/build junkies like me with the toughest combat challenges in the game -- and that many of them are repeatable is just the greatest. I haven't gotten very far into the newest DLC, but it's a eldritch horror Cthulu tentacle megadungeon that's already proven in previews to be extremely interesting. And possibly sadistic.
Putting all that aside, the stuff that they've added to the base game for free has been impressive. Five megabosses, 10 god challenges, a bunch of extra free DLC, and a bevy of rebalancing and enhancements that have earned the patch number 4.0 means that even if you aren't springing for the DLC -- you should -- the base game has you covered.
It'll be $50 tops for the game and all its DLC in the next week or so. Don't skip it!!