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Avoiding dump attributes is a great idea. Overloading attributes is a great idea, too, but it may be necessary for role-player to adjust to the overloading. At least a little bit. An overloaded Intellect attribute governs more than plain intelligence during conversation, but you are not forced to select high INT choices during conversation or during scripting interactions. You may ignore them and play a dumb Barbarian. INT also governs Will defense. If you want to maximize INT to increase duration and AoE during combat, your Barb automatically becomes smart not only during combat but also during conversation, and he becomes more resilient against Will attacks, too. Either play a Barb with INT 10 or reduced INT and accept the penalties. Or at least ignore high INT conversation choices.
Besides that; keep in mind that a lot of abilities (and I'm talking from an in-universe perspective here, not gameplay mechanics) are based on the idea that the person is projecting their soul energy outward. Carnage, for example, isn't a representation of some fancy combat technique, it's the Barbarian projecting their soul outward to reinforce their weapon attacks. In that respect, a Barbarian's abilities aren't that different to the spells a Wizard throws out. Both are channelling the person's soul energy in particular ways - the wizard is focusing his energy through the pages of his grimoire, the spells written in it acting as a lens to shape the energy, while a barbarian is channelling his soul energy through his weapon to carry its force beyond the initial target.
And shaping and controlling that energy means understanding how that energy works, how it flows and wants to move and then how to guide it to where you want it to go. And learning all of that takes some degree of study, more than what most people would assume from the barbarian stereotype.
All of the barbarian's abilities that have an AOE are based on this same soul projection; their yell creates supernatural fear within its AOE, even if the actual sound carries much further. And making that supernatural fear carry further means having to shape and project soul energy.
So from that angle, having Intellect be the stat used for the size of AOEs makes a lot more sense.
EDIT: Incidentally; this same detail also goes some way to smoothing over the issues people have had with Might. Biggest issue people had with it was that classes that, in other RPGs, would typically ignore their respective system's Strength stat actually had a very strong (no pun intended) reason to invest in Might as it affects all of your damage from any source - weapon, spell, or otherwise. Which isn't too bad generally speaking, especially given Obsidian's stated goal of not wanting the game to have any dump stats, but it led to some awkward situations when using Might in dialogue and scripted sequences where it demonstrated raw physical strength, even if you were playing a character who wouldn't need it.
But, if you take Might as representing a combination of things - namely physical strength and spiritual force - suddenly it makes sense. A Wizard hefting a guy up by his collar and pressing him against a wall isn't doing that just with raw muscle, he's using the raw force of his soul to reinforce his muscles and lift the guy. A Priest breaking down a wall with a shoulder barge isn't doing that by being built like Major Alex Louis Armstrong, he's projecting the force of his soul to do most of the work. Where Intellect governs how precisely you can control your soul when projecting it, Might is how much raw force you can project with it.
The only thing preventing this is that the dialogue in such options doesn't clarify this point, you have to actually look into how common projecting one's soul is in the setting to realise this is even happening.
Can i create a dumb but strong fighter or barbarian, which stands his grounds and not falling flat/behind, this is my question. I love stereotypes. I love to play fallout 2 with 4 Int. Or with 19 perception from the start, or the 4 strength wizard which cant lift anything beside his staff.
I only dont want to be punished, if i want to play it ..... the way i like it.
The roleplaying aspect with given comrades, this is also nothing i will do.
Even in BG2, whith the famemous Minsc, i decided to play multiplayer (alone) to roll my party. To feel that i am in control.
Nevertheless, i will bu PoE 2 for sure, and i will enjoy it for sure.
With a tiny little voice in my head: "ahh you could do better with int+18 for your barb...")
You could stick to average INT 10 or even reduce INT a bit - but you need to accept the penalties, too. If it were a Fighter, better not learn talents where you would depend on their duration, such as Knock-down. Focus on talents and abilities that don't depend on INT. For a Barbarian, decreased INT specifically hurts the duration of Frenzy and the area of your Carnage attacks. Only a smart Barbarian is capable of hitting many more enemies with Carnage attacks and staying enraged longer. That makes sense. You probably don't want to learn Accurate Carnage then either, although that one is pretty good, since eventually it makes the carnage attacks more accurate than your primary attacks. Still, you can play a Barbarian with a different focus, such as high MIG/DEX/PER and wielding a two-hander - and there are tons of talents to choose from: -->
https://pillarsofeternity.gamepedia.com/Talent
Note that the Barbarian comes with class traits, such as "Low" base Deflection, which means -15 compared with a Fighter. You need to decide on a playstyle that match your attributes/talents/equipment, because not every Barbarian can jump into the fray in the same way.
Low MIG wizards can focus on crowd control instead. No need to do damage.
https://www.youtube.com/watch?v=oV2zSjWivQ8
Reconsider that. Several of the story companions are worthwhile for the stuff they add, not limited to banter. You don't need to fear that they leave the party. And if you play with hired adventurers only, at the beginning they are at least one level lower than your main character.
No need to use multi-player mode anymore. That game features a "Create Party" button since 2016.
No, INT is not everything. It would be a tradeoff. +8 on INT means you would be lacking in other areas, and you cannot maximize all important attributes. As outlined above. And no equipment can compensate it either. What would you do, if you wanted to increase damage, increase action speed, hit reliably or even crit more often, increase survivability? You would need to invest into MIG, DEX, PER, CON perhaps even RES - although the latter leads to peaceful resolution options during conversation, too.
Helpful and a very good advise. Cant wait to play it, cross fingers for high sales.
Everyone should play like he wants to play.
With the tips from D'amarr i not feeling so bad anymore when plaiying my dumb but beloved barbarian. He dont can read, but, he can crack skulls....
As for Drakensang, Base attack and skills were all based on 3 attributes. Because it was cheaper to increase lower valued attributes, when you had enough experience, characters with balanced stats were just as good as one that were min-maxed for a particular purpose. Like 12/14/14 would have as good as rolls as someone with 10/12/18 on that particular skill. Further, it allowed for more diverse party makup. If the three stats were Courage/Agility/Strength, a 10/12/18 character would have the same base attack as someone with 12/14/14, but hit slightly harder, but the person with 12/14/14 would be slightly more sucessful with other skills that required one or more of those stats. A dumb character in that game wasn't held back by skill point penalties, they simply had worse rolls on skills that required Intuition.