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Everything posted by jferd

  1. That's bad--none of the additional staying power with less of the offensive power...
  2. It's just that changing the Cipher focus balance this late in the game cycle shifts playstyles quite a bit, especially for low-level Ciphers who essentially are going to be crappier Rogues for a few early levels until they can get some level of useful starting Focus. (I haven't experimented with Focus generation yet, but I do wonder if that renders some already-made builds less favorable than they used to be, while boosting other builds). I'm always a little loathe about changes like this in single player games--it's not like this is a multiplayer game where balance is superbly dicey because p
  3. Not a fan of the huge Cipher nerf, I'd have to say. While 1/2 may have been perhaps too easy, I can't imagine having played the class up to this point with such a low, low, low starting Focus. Cipher is only fun right now because I'm at level 11 and I can start off being able to play around with abilities... Any chance of this changing to 1/3 instead of 1/4 as it currently stands? I'm borderline looking for ways to reverse this in the game code! Not super fun. On the other hand, thank you guys for fixing the Companion item loss bug, at least on my end!
  4. Honestly, it sounds like something got lost in translation in this choice--it's pretty boilerplate for quests in these kinds of games to (a) not really "count" until you've actually started or finished them (let's be real, a common playstyle is "collecting" all of the quests in the area and then deciding which stories seem fun to tackle at that moment); and nevertheless (b) commonly involve a double-crossing or Come-to-Jesus aspect (e.g., someone tells you to kill person A, and you go and tell them, resulting in a chance to get back at the would-be-assassin mastermind). Much like sparklecat ab
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