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drunetovich

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Everything posted by drunetovich

  1. Most of mage abilities seem to be useless due to friendly fire, by the time they finish Fireball melee brawl is full on an friends mixed with foes on the battlefield. In IE games i used fireballs as openers on enemy clusters scouted by rogue, it is not working so well here.
  2. That is the problem of most games nowdays, developers go for immitation instead of simulation and then face all kind of unnatural behavior from npcs, and forced to place arbitrary limitations like combat states and engagement. Dwarf fortress for example goes for complete npc simulation with basic needs, organs, life goals etc etc, so npcs there are actually behave reasonably in every exotic situation that player may put them in.
  3. Shared pet damage should be toned down by 50% that would fix the ranged ranger. Also a pet with ranged attack would be interesting.
  4. I would agree with OP, current slow mode is still too fast for me. Can there be a slider in the options that control how slow is slow mode for you?
  5. I think this will be my adventurers band name now. The Interlocutors. That is what they are in the essence. So meta.
  6. Auras should be passive and always on effects, there also should be no combat limitation.
  7. I agree, let's get rid of a rangers entirely, we can do with only 3 classes anyway, tank class, healer class, and dps class is all that needed.
  8. Wouldn't work very well, maybe get some injury debuff, injured arm, injured leg, bruised face, etc lasting till rest. And make rest remove only half of existing injuries rouded up starting with oldest. Yes, would be awesome.
  9. Yeah, you better off attacking them naked, that is just dumb.
  10. In fact, all the numbers seem off, almost like dt randomly working as dr did?
  11. Anyone else would like to see Sensuki as a killable npc in game?
  12. As of current build, my party tank gets "exhausted" on his hitpoints much faster then the other party members, i think due to his constant recovery, while other team members get to safely pass out from a few hits. I found it absolutely needed to take field triage talent for every party member in order to not triggering rest before everyone is "tired" enough. What is your experience with this?
  13. It would be logical to put some additions on disegage attaks, I think following would be ok: 1) Allow to disegage safely as long as there are other characters of the same side egaged with this oponent, assume friends cover your retreat 2) Give option for egaged character to move very slowly outside egagement radius in order to leave egagement safely if enemy unable to follow, or draw him safely to follow you, this could be used for "dragging" egagement around to desired tactical position.
  14. Randomly clicking on other abilities seem to stop this animation loop, but it is surely annoying. This issue came up when I loaded my savegame.
  15. Do you guys realise that smart AI would neither run toward fighter or wizard? It would run away from the party, pulling every single mob on the map and then proceed to wipe the party with train of 40+ oponents charging in all at once. You don't want a smart AI in the game, it will make you cry bloody tears.
  16. Palladin hireling stuck in casting animation of zealous aura after savegame load, unable to move and unresposive to other commands.
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