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alex404

Initiates
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About alex404

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  1. So far I'm loving the turn based mode. I see a lot of grousing about how everything's locked to 1-action per turn, but personally I love that too, and it makes the role of action speed/dex much more interesting than just another damage multiplier. As others have noted, I think the only aspect where the system suffers is with respect to firearms, which tend to just have huge damage and huge initiative, and are a little boring as a consequence. I think a simple (and interesting) fix would be to have reload operate essentially as a cast time for firearms. If the gun requires a reload, then the reload happens at the beginning of a character's attack, and if interrupted while reloading, then the character's attack gets cancelled too. IMHO, not only would this balance firearms a little better, it would also just better distinguish firearms from other ranged weapons, adding a cool risk/reward side to firearms along with another reason to strongly consider dex. Thanks again for all the great work (and in my opinion, please ignore requests for multiple actions per turn. Except maybe as another use for empower...)
  2. Although I only just dabbled in turn based today, I have a feeling that people are probably underestimating the value of initiative. I think it's interesting to compare Darkest Dungeon and Divinity: Original Sin here. I played through most of DOS, and there initiative didn't feel like it mattered that much. I think this is because, from what I remember, the same strategy tended to work in every fight, and you could just kind of bulldoze every fight without much thought. On the other hand, initiative in Darkest Dungeon was crucial, because so much was determined by what happened in the first couple rounds of a fight. When done right, initiative is ultimately about the ability to control combat. People are already figuring this out for avoiding interrupts and grabbing engagement, but there's more to it still. In general, for any debuffs which hamper the combat ability of your enemies, you want those hitting before they get a chance to act. Although a high initiative may translate to just one more round, that first round can have a ripple effect through the rest of combat. Done right, and your opponents never build momentum. Conversely, by acting before enemy debuffers, you're avoiding one extra round of debuffing, and just as importantly, you're avoiding it now as opposed to later. I think it's going to be hard to say where Deadfire lies on the DD to DOS axis (that's a lot of Ds), but I'm hoping (and suspecting) that it's closer to the former than the later (and fwiw, I loved DD and more or less hated DOS by the end of it).
  3. Hello, I recently tried to respec my Watcher, but noticed I lost an ability point. She's a Psyblade (devoted/soul blade), and when I created the character I picked disciplined barrage and mind wave. When I respec I only have mind wave. I'm running game version 4.0.0.0033 from GOG, with all DLC, on Linux. Thanks!
  4. I'm getting the same thing with the blast radius on Arch Linux. Interestingly, it worked fine when I first downloaded on day zero, but then it stopped working for apparently no reason the next day. I tried wiping all my config files and refreshing everything, but the bug remains. The only thing I could guess a tbeing the cause is that there's some bug connected with the date of the game release somehow - which would be weird, but I can't imagine what it would be otherwise.
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