I'd first want you guys to know that I registered an account on these forums only to post this. I was so fed up with all the negativity that I felt I had to do something about it. I didn't back the game, but I bought it and have been playing it since the release. I've played about 30 hours of it already, and it's been a very interesting experience. Now, onwards to the subject at hand; please, put "IMHO"s everywhere you see me saying "this is good" or "this is bad". I only intend to give my own opinion on the matter, but it's faster if I don't clutter the text with reminders that I'm not forcing my will upon you readers : TL;DR :
If you think this game is bad, it's because you haven't learned how the game works yet. I'm running a retarded party on path of the damned and having no problems. Obsidian, I consider this game an improvement over the messy, loophole-full D&D rules (coming from a 10-years long D&D player) and I think you should keep improving on it as it has strong fundations and an excellent mentality behind it. And I'm not even talking about the story & roleplay aspects of it, which are delicious too, but are not the topic at hand. The combat system is mostly good, because it integrates elements of : - various ways of dealing damage, and according various defenses : means you gotta think about your super duper DPS builds - excellent group synergies : everyone knows the cipher-rogue sneak-attack combo, and that's only the most obvious one. Ever seen a cipher paralyzing an ogre, and all your team firing a volley of arquebuses in its face ? Dude, that stings ! - somewhat interesting engagement mechanics : I'm not convinced about the realization, as sometimes opportunity attacks feel like they come from hell for no reason, but the idea is excellent and adds a real utility to those tanks that couldn't keep aggro on the IE games (I mean that if you played the tactics mods on baldur's gate, it was hell for your back line and an engagement mechanic would've made it much easier) Please, DONT GET RID OF THE ENGAGEMENT SYSTEM - the mechanics are complex enough, but not too much : I'm looking at you, D&D. I'm a die-hard D&D player and I've been optimizing characters for years on that system, and I am absolutely certain the D&D system is more of a "find the loophole" kind than the really "be smart" type. Yes, the monk/druid kung-fu dragonshifter is hilarious and ten buckets of broken, but it's mostly based on the designers not thinking about that loophole. - the accessibility of information : if you played more than 2 hours and looked at the wiki, you'll know the wiki is full of crap. But then, all you need is in the game : rolls are explained, all your bonuses are on your character screens, and there's tooltips too ! I had some difficulties FINDING the actual information, but it's right there, plain in your face for you to see. But then it also has flaws : - balancing all the classes : the druid is broken, according to beta players. The chanter can fill any role AND buff the whole party with crazy stuff, and its summons are broken, according to beta players. - opportunity attacks & automatic movements : my tanks have taken I-don't-know-how-many opportunity attacks from ennemies because they were moving forward in the fight instead of holding the line. I would be glad if there existed a "hold position" button so they don't do that. END OF TL;DR Detailed explanations :
Just so you know what I'm talking about, I have been playing hard mode for ~3h, but felt it was to easy, so I restarted on path of the damned and been playing that until now. I am at about mid-game, characters are level ~6. My team, at the moment, consists of : Front line : (all melee with sword and board) - Fire godlike monk tank (I thought that was a funny build, and actually after playing with it I think it sucks because you'll never get damage with the monk that's in any way comparable to the amounts of damage dealt by my actual DPS characters) - Rogue tank : yeah, you read that right. I wanted to try riposte + the various evade skills that rogue have on a tank. It's pretty good, toe-to-toe with the monk on tanking capacity, but the riposte doesn't deal that much dmg, exactly like the fire monk doesn't deal any amount of interresting damage. Back line : (all ranged with arquebuses) - Bleak walker paladin : I intented to build a smiter but I found out that the accuracy aura is actually what's most interesting about paladins; the smite not so much, as in 2/enc ain't very impressive when you have 10 ennemies to kill. - Rogue : no backstab, only sneak attacks when the ennemies are debuffed by cipher or flanked by front line. As for the paladin, 3 backstab/enc kinda sucks, especially when you have to get as close as 2m to deal them. The sneak attacks are cool but x1.5 dmg isn't that much compared to, say, the chanter giving you x2 reload speed. - Chanter : if for anything, for the reload speed chant that gives x2 reload speed. That's x2 on the damage of all my back line, and it's crazy. Also, corpse explosion is excellent against the horde in POTM. - Cipher : mostly for debuffs, the paralyze is crazy (-40 deflec means no one can miss) Also, I have rules for playing : no direct AOE spells (except chanter corpse explosion because that's only doable once, with ennemies you killed yourself, so it's fair ?), no summons, no druids. Because druids are so incredibly broken, according to beta players. I thought those rules would make the game more challening and interesting to me. So you see for yourself : I didn't use gimmick builds, except maybe the fire monk one, and it's really not the important character in my party. And I'm pwning POTM pretty good. It's not easy (though it's been easier as I leveled up and all the right talents & abilities became accessible) but I'm rarely stuck. I have not fought Raedric yet because the fight starts with you in 15+ strong ennemies, and my front line only has 2 engagement slots (yeah that sucks) so my back line gets destroyed in a matter of seconds, but I'll do that soon. The fights go like this : find a corridor, block it with my tanks, aggro the ennemies there and fight for my life. The goal is to kill important targets before they kill you; to do that I paralyze with the cipher, and shoot volleys of arquebuses until they're very much dead. I kill the basic mobs at the end, always, because a powerful enemy can wreck your party faster than 10 basic fighters if you're not smart enough. And you know what ? that's being smart. That's fighting with an ounce of brains, and not throwing yourself at the mercy of 5+ archers with a single character and it dying. If you think this game is bad, it's because you haven't learned how the game works yet. I'm running a retarded party on path of the damned and having no problems. Obsidian, I consider this game an improvement over the messy, loophole-full D&D rules (coming from a 10-years long D&D player) and I think you should keep improving on it as it has strong fundations. (I'll copy that too in the TL;DR for people that can't be bothered to read to the end of the post) I am looking ATM at swapping my monk and rogue for two fighters so as to get 6 engagement slots, and swapping my rogue for something that gives more buffs to my party, as even a 1.1x dmg aura is better than a 1.5x dmg on a single character. My permanents buffs right now are : +6 accu, +5% crit from paladin aura
+6 accu from weapon focus on everyone in back line
x2 reload speed from chanter And that's enough to have loads of fun. EDIT : Thanks moderator for the moderation. It does feel less angry like this.