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About Akos

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  1. There is a massively different emotional response to winning a video game vs blowing up an entire culture and watching as people helplessly squirm to death. While your theories on humanity are interesting, thousands upon thousands of case reports on PTSD and the effect killing other people has upon the human psyche would tend to disagree with your ideas on what you consider a casual sociopathic nature of man. You seem to be under the impression that damage > crowd control, but this is definitely not the case within this game. Lobbing a fireball at an enemy without lowering his defenses
  2. Intelligent people like blowing stuff up, as it is usually the most efficient method of dealing with a problem. I mean, intelligent people have been coming up with more powerful ways to blow **** up for all of human history, and we've come up with some pretty powerful stuff. The simple solution is usually the intelligent solution. Only an idiot would begin to waste time doing an elaborate plan if they have the capacity to just blow **** up; cunning is the last resort of an intelligent mind, and the first resort of a dishonest one. Not really true. Intelligent people build their bomb, or t
  3. Wayfarers penalty was my favorite in terms of being nonsensical. I like that the Paladin recognizes he has an unfair advantage, and he's not necessarily going to STOP attacking you from behind or ask his rogue ally to back off so he can have an honorable duel with his adversary, but he is going to SLIGHTLY pull his punches out of.... guilt or something? The motives felt very unclear.
  4. I've made this argument before so if I sound like I'm repeating myself just understand that its' because I really like the original concept behind might and its' implication on spell casters in that it allows them to break their traditional mold while simultaneously making their traditional mold make a lot more sense. Might is a measure of your physical and spiritual strength. It is stated as such directly in its' explanation within the game. It is not either or, and the game is not confused by acting like your mage character with 18 might is physically strong; he is. The implication is that
  5. Well, it can now. Latest Dev Stream revealed that they've made it so most Ranger abilities can be used regardless of the equipped weapon. https://www.twitch.tv/videos/209325992
  6. I'm fine that they're trying out new things to fix a gameplay mechanic. Giving Resolve some extra purpose might not be a bad thing at all. From a role playing perspective, I actually really liked the idea of Might (Strength) affecting the damage a spell does while Intelligence affected the duration/range of a spell. It allowed the tired Wizard concept to branch out into a few different tropes it usually doesn't enjoy. See, in classic DnD you can only ever have the Bookworm Wizard who is supposed to be the smartest guy in the room as a result of the meta-game need for the wizard to be intelli
  7. My only issue with the monk talent is that I inevitably have to ask myself why I'm not just using a monk if I wanted to punch everyone. That said, Mechalibur might be onto something by making a punch-fighter. Gives you some role playing options if nothing else. Fighter's baby-regen simply doesn't do enough healing to be worth burning a talent for. There are a myriad of much better options for damage mitigation available to every class, and talents are too limited to be wasting them on things that aren't going to give you an edge in combat. Gallant's Focus seems like a pretty decent pick o
  8. I just accept that physical strength allows you to do more magical damage. Think of it like being able to increase the intensity of your raw magical damage by having better control over your body and thus the magical energies you conduit. More Last Airbender, less Harry Potter. Honestly, I feel like this system not only allows better role playing opportunities, but makes more sense besides. I've always thought it strange that highly intelligent wizards in D&D always resorted to the most basic methods of combat; Throw a fireball, shoot a lightning bolt, spam magic missile. Is that really
  9. I hate arbitrary number rating systems. As always there are aspects I enjoy, and some things I think need improvement, but overall I would recommend this game to anyone who is a fan of the early Baldur's Gate series or tactical games in general.
  10. Everyone in my party has good stealth scores for this very reason; inch your crowd controllers up close and have them dominate the battlefield before your enemies get the chance to react. From there keep your guys scattered so that if someone gets charmed it isnt' hitting your entire team. Brute force will save isn't going to ever be reliable enough to go that route, but a stealth blitzkrieg of magic works pretty well.
  11. A game changing the rule-set slightly shouldn't be viewed with malice. The point of D&D is that it helps add structure to what is basically grown adults with successful careers spending a few hours playing make believe with each other. It's meant to act as a guide, not a cage. If a game developer tweaks a couple of the rules associated with D&D to make the game more enjoyable than he hasn't done anything worse than people who make up house rules to help make their gameplay more enjoyable. 5th Edition is pretty good. It's end result is very similar to pathfinder, but much more streaml
  12. There was a very large thread not too long ago that researched attack frames and recovery frames, and attack speeds apparent effect on things. Might be worth a read. https://forums.obsidian.net/topic/72272-combat-mechanics-attack-speed-recovery/ Faster weapons are not nearly as weak as the rest of the forum seems to like to believe. Slashing weapons are not nearly as disadvantaged as people like to believe either and will generally work against the majority of enemies you fight. For those enemies who *do* have a very high slashing resistance I recommend switching to a club; enemies with v
  13. My usual go-to role playing character for D&D was a fighter/ranger with high Dexterity and Wisdom who specialized in twin swords (longswords or scimitars), stealth, and always made sure to fit great cleave into his build. He is meant to be a bit of a reckless fighter who enjoys being in the thick of combat and attacked enemies with relentless fanning slashes meant to overwhelm several opponents at once. Such recklessness demanded a certain amount of fearlessness, which is why his wisdom score would be a priority even though it's not usually considered a min/max stat for front-line fighters
  14. Constitution is the one stat I consider poorly implemented. High HP classes like Fighter and Barbarian don't need extra HP to survive in encounters, and low HP characters don't get enough of a benefit from constitution as a result of them having a very low base HP to work with. Assuming you care about your Fortitude save (and it is quite important for a front-line fighter) just dump all your constitution into might and then build your tank like you normally would; high perception and resolve, decent dex and intelligence.
  15. Double Post because your editing rules are weird. !!!! SPOILER WARNING - ENEMY NAMES - CLICK LINK AT YOUR OWN RISK? !!!! http://tinyurl.com/kwrarce Link to the Spreadsheet; Includes monster data and armor comparisons between Sword and Sabre. -Red characters signify that the weapon is doing 20% of its' initial damage, and is therefor incapable of breaking through the enemies damage reduction. -Darker colours signify which of the two weapons have an advantage against that particular armor or enemy. -Damage is listed as minimum damage range, maximum damage range, and then the averag
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