Jump to content

AeonsLegend

Members
  • Posts

    1181
  • Joined

  • Last visited

Everything posted by AeonsLegend

  1. I've never had this bug either. Floating Hangman is just a bad version of a Galeon though. Best ship for me is the Dhow. Especially with the new interface that allows you to board enemy vessels without taking ship damage. I don't like the special ships because they're all slow as hell.
  2. I think there's a fixed loot collection that is used to add a random item to each character in Neketaka for instance when the area is loaded. I've stolen an Adra Ban from some random dude in Neketaka once. Worth.
  3. If you turn on the RDC she will turn on you or leave. Anything else is a bug.
  4. How strange, I've never encountered this bug. Also support for this game has ended so there will be no more patches to fix things on PC as far as I know.
  5. Yea I was concerned about Gilded Enmity. I've done some random testing with Dance of Death and this item and the Dance fell off without an enemy hitting me. Perhaps the test wasn't 100% conclusive to be honest, but it did happen. Dex doesn't affect stride as far as I know. Or is this different in turn based?
  6. Pretty sure Hylia's Talons count as a "hit" for every tick unfortunately which means it cancels things that go away by taking damage or hits. Like Dance of Death and Mirrored Image.
  7. Another blunder with the description. I never got that the wielder would be distracted. Hm, that's interesting. But then again I'm not a fan of guns.
  8. Not too sure of Streetfighter in a party. Getting flanked is harder and bloodied is a really awkward satus to be in. (between 25% and 50% hp). Most tanks don't go that low so you just don't get the benefit of the extra damage. Just the flanked one gives you extra recovery speed, but if that's all you get then I think Trickster is more useful. If you dual wield with light weapons then recovery is already really low.
  9. How about a RES build forbidden fist / goldpact paladin? He's never ever going to die XD, plus if he downs an enemy you get to have that sweet +12 all defenses AoE on your party. Doesn't stack with Moonwell so... but in longer fights definitely cool to pick up.
  10. All valid points, although I'm not hooked on the RES build for Forbidden fist. Clarity of Agony does all the work by itself for the forbidden fist ability to reduce all those penalties to almost 0 duration. I just feel that if you have one of the most mobile assassination classes on the team and then use him to stand still and absorb hits you're not getting the most out of the class. But of course that's more of a min max debate and has nothing to do with what is possible. Tank Forbidden Fist is definitely viable.
  11. I personally wouldn't build a tank monk. Monks have the highest single target DPS in the game and can be insane mobile disruptors. Doesn't mean they can't be a tank of course, but Paladins have so many built in tank stats that I would choose them instead to be your tank. They even gain a passive that gains DR while standing still. Perfect for "tanking". After you get Whispers of the Wind your monk will hardly tank anything, because after every 1-2 strikes they will be untargettable for a few seconds breaking any form of engagement and letting enemies seek out a new target. Imo SC ascendant is fine, but it may not be optimal. If you use Kitchen stove then you can instantly gain full focus at the start of battle. Outside of that it will have a harder time to gain focus and then it can be in trouble because you will want to be ascended as much as possible. Combine it with any hard hitting combat class as to make up for it. The loss of power level won't impact it all that much. It's better to have multiple ascended stages that are a little bit less powerful during a battle than having a single bit more powerful stage. Personally I would not combine the Lifegiver with Priest because of the amount of time they need to cast abilities. Best to split up the classes over different characters I think. But priest is probably a bit superfluous with the wizards and druid you already have. Maybe better to go SC druid and have access to Great Mailstrom for ultimate decimation of your enemy.
  12. No, the queen will invite you for a meeting with all factions. After this you have to choose to go to one of the factions and talk to their leader. Agreeing to help them will start their final quest and will cancel the others.
  13. If you want to get all achievements in one PT you'll have to reload an older save before the lock-in. Some faction quests are available at any time and some are available after a certain part in the game. For instance in order to do the Huana one you'll need to have completed Hasongo and received a message from the Queen. You can actually complete the Crookspur quest before that one by going to Ori o Koīki first and get the quest there. You'll still need to talk to the queen to progress further though. The final lock in starts after He Waits in Fire and you have to choose a faction to join. Once you do so all other faction related quests will fail.
  14. Boar is OP, it's just ugly af. I wish there was a way to swap the stats to a different shift.
  15. Fassina is not as good in single class wizard since she's stuck with the conjurer class, but she gets some nice spells from that one. Since I enjoy Druid and you can only have her as a multi class druid not a full druid, I turn her into a sorcerer. She will hardly run out of stuff to assist her party, but there's some spells that are more important than others. Moonwell is arguably one of the best spells in the game. Plague of Insects and Relentless Storm are also very good and she gets access to all of the good Druid spells aside from level VIII and onward, but that's not going to gimp her. From the wizard spell selection you can go for some self buffs and some debuffs for enemies. For items I give her the The Eye of Wael and Lethandria's Devotion, both easily obtainable and give some extra buffs to self and party. She'll have good survivability and can sustain the party with multiple stacking AoE pulsing healing spells so your party will never ever die.
  16. Man people really enjoy taking down an argument by looking at it from extremes only. There's so many opportunities to implement change and still have it balanced. You just have to want to see it. A reach weapon that provides +1 extra to flank is great and not OP. But I'm tired of argueing with roadblocks. Carry on with why stuff can't be done. It's so much more interesting than discussing opportunities and seeing things differently.
  17. And that's exactly why long reach weapons are used to great effect as opposed to short reach weapons. There's vids online where a person with a dagger or a short sword attempts to strike a man with a spear. It is nearly impossible without killing yourself.
  18. No, but a single character attacking from behind triggers it for the people on the front. That's the only gripe I have with the flanking system. Hence my topic. I thought about this too, but the game has correctly implemented a separate debuff called "distracted" for this very purpose. A flanked character isn't automatically distracted. A distracted person would be open to more attacks, although not from the person distracting them. In this case I would argue that other characters except for the person distracting the character would get a bonus as well. Then we have blinded which basically makes a character almost unable to propperly defend themselves. Although I do believe that perhaps a monk might have done training to allow them to fight while blinded. I am aware yes, but having this available for only the Barbarian is kind of meh. Also the thing with the longer reach preventing flanking is actually counter intuitive the way it has been implemented as it actually prevents the wielder from flanking someone else unless you position them closer to the target. It doesn't prevent enemies from flanking you or coming in for engagement. Thinking about it actually makes it pretty poorly implemented.
  19. Well we can discuss all things that can be implemented better, but I brought up flanking specifically as that was on my mind. And I think implementing it in a different way could be even more rewarding. I mean what is rewarding about casting Phantom Foes on every enemy and getting an automatic -10 deflection and -1 armor on all enemies? I think it's funny that people throw a suggestion out the window if it is linked to realism because other things aren't realistic either. Well I hope next installment they have people walk upside down and wield potatoes as weapons to fight off an enemy called the incredible itch. It is harder, hence training. You can train to fend off multiple foes. It would make more sense that not every class is as easily flanked. It is also much harder to flank a person wielding a sowrd and shield. It is also harder to flank a person wielding a long weapon such as a spear. All clear advantages that could be implemented based on the current mechanics. What I'm saying is that it being targetted on the character makes it strange because a person attacking from the front and being defended has less of an advantage in this case than a person that is actively flanking the character. I'm not discussing whether it is hard to pull off or whether it cannot be done. I'm saying that the person who is engaged by the defender has less advantage than the person who is not engaged. If you attack me and I block your attack I am open to attacks from the side and back. The person attacking me there has an advantage. You don't, because I'm defending against you.
  20. I'm arguing the way it is implemented can be improved. Nothing else. I am well aware that it is a game and a lot of things are implemented with rolls and abilities to mimic combat. That doesn't mean it can't be improved. Your argument that other things like weapon swings aren't realistic either isn't valid because we're not discussing that. I'm saying that the way the buff is applied is too simplistic and with a few adjustments could be better to fit the idea of flanking. With regards to your comment on surrounding enemies, there are people versed in combat that can do this better than others. The thing is that the way flanking works in this game is too strong because it is too easy to create a flank and have it apply to everyone in combat, even to people not flanking. Positioning exists in this game to create flanking. Having everyone benefit from this equaly is very simplistic and hence can be improved to only apply to people flanking. If people were to stand still and not move at all then perhaps your argument about combat movement would be valid. But since you can create a flanking status by moving your characters tactically it is 100% controlled by the player. You will always be able to create a flank, even though in real life creating an actual flank vs a guy wielding a massive greatsword or other large weapon is very difficult. Let alone the fact that flanking vs full plate is pointless unless the people flanking are using a large morning star or other crushing type weapon. Some of these things can be implemented into the game while staying true to the current mechanics of combat. It's a small improvement. Doesn't mean other things can't be improved either, but I'm just looking at this one as it feels too strong and too easy to create a flank. Perhaps we can increase the flanking bonus, but reduce the means to create a flank. You can even go as far as keeping equipment and training in mind in a dice roll. It's not incredibly hard to imagine how this works and it actually plays into the way the game is built.
×
×
  • Create New...