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  1. I forgot to mention DA series, DAO was "isometric" enough for me to enjoy without suffering from motion sickness but later titles force players to lean to 3rd person viewpoint and I often felt I didn't have enough control over my party, it's worse in Inquisition as the camera was even lower. Maybe there's a way to effectively play it but that was beyond me, I had to give up about 2/3 through the game.
  2. There's the opinion that RTwP hits an awkward position in terms of simulating reality. PnP rpg had to use turns because it's probably the only practical way, but unless this exact type of combat is what people seek, on PC or console modern 3A title kind of experience is just too far ahead of isometric RTwP, to the point that turn-based isn't affected as much because it's abstract enough. It's really hard to imagine a new player today would choose RTwP over basically any other modern rpg or action game. To be honest if I don't throw up after 2 minutes into any first or third person game I'd have joined them. WotR feels weird for me because it's supposed to be designed for RTwP but RTwP gameplay is boring af, just full buff and steamrolling unfair. TB is more fun (at least according to more vocal players) then tavern defense in act 1 can last more than 30 minutes. I guess they're just not experienced enough at designing this kind of things.
  3. 3) ranger can be a good choice for extra accuracy. check this out. Fighter also provide some accuracy, but their defensive abilities are kind of wasted on a druid imo. 4) Max PER, INT, min CON, RES. Rest into MIG if you want to be a caster, DEX if you want to be attacking. You can search for "no rest run" to know how to get some extra stats. Watcher will have ~20 more accuracy compared to companions this way. Single class druids don't have accuracy buffs I can think of, so a ranger multiclass is useful.
  4. Personally, I really like the attempts obsidian made in POE. The thing I can never get used to about d20 system is how much things depends on luck, in the end you just stack stats through the roof to be secure. The miss - graze - hit - crit model is great, there's always some improvement when I increase accuracy, and graze significantly reduces the case where it's either a miss or losing half HP to one single hit. Class design also changed a few things I don't enjoy in DnD and Pathfinder CRPGs. Universal accuracy is pretty neat. To be fair it does make PER mandatory for anything offensive, but still, multi-ing with ranger to get more reliable spells is quite unique. It's less of a clear "this class is martial, that class is caster, don't mix them up" case. Wizards are even better suited for full plates than many martial classes, and they don't suffer from things like low BAB to be usable martial characters to begin with. Last but not least, it's freaking real-time logic. IE games existed to adopt TB tabletop rules, but that's not necessary and can create confusion. PF: WotR was successful and I enjoyed it, still, the RTwP mode took me a while to figure out with those swift, move, standard action just thrown in without fine adjustments. POE2 and WotR are probably the only "big" successors to the IE bloodline today. After playing both I had mixed feelings. POE2's combat is something I'd expect after 2 decades, but overall plot and level-design feels dated and disappointing. On the other hand WotR just packed all the classes in it, I had most fun making builds but always give up when the build actually comes online. Outside of combat they did try something new with the progress of the game, so that the first couple of runs were quite refreshing even though I'm familiar with the genre. I just felt neither really belonged to 2020s, but could have been if combined. It's very likely I'm simply wrong though. It seems more people are just indifferent about RTwP party games and PF titles were successful because of adopting a tabletop ruleset. DOS2 and BG3 are the future.
  5. WotEP gives +4 DEF and cipher has +20 from Borrowed Instinct, that's pretty bad imo. Offensive Parry only works on misses, so I either choose another defensive class like paladin or wizard to aim for high DEF (but both SA and normal hits are pretty weak, and still can't reliably dodge stronger enemies) or a rogue who also has riposte, hits hard but even less DEF (trickster probably hits a middleground)? The only trick I can see working is with the disengagement immunity.
  6. I recently reinstalled the game from steam, though I'm not sure if CM or BPM has anything to do with it, they are the only mods that changes rules I have.
  7. The red hand can be tricky with it's +damage taken debuff when you unequip it, that's no news. Then in my current run my Aloth retained all the bonus AR from his unique leather armor. The thing is, I took it off about when I arrive at Neketaka, without adding any enchantments. When I noticed this it's already lv20 and preparing for DLCs, when I upgraded the leather "just in case", without equipping it even once, ofc. From the wording of it I don't think it should work this way. I even sold it, saved then loaded, the bonuses were still there. I haven't noticed anything else like this, is this some kind of hidden mechanics can be made of good use?
  8. why is the forum always throwing away the second paragraph... how should soul blade be played? I feel I never had enough focus to be using SA with normal weapon sets. I often saw Sun and Moon or Whispers of the Endless Paths recommended for it, but when I tried the damage and focus generation was miserable, and WotEP build don't have nearly enough DEF for anything at lv20.
  9. I played a skald a while ago and it was pretty solid until late content. I wonder what's the weapon choice for crits? Sun and Moon and Ring of Focused Flame? I felt it was a win-more build that don't work very well on harder enemies, especially those with 130+ DEF and crits are no longer reliable.
  10. Always wondered if I could get insane passive healing from having both Pallegina and Tekehu as chanter. The only search result I found was from reddit and it said they should. Today I finally tested it and from I can tell they don't stack, and I don't think one chanter can get their own AM overlapped if it's their only song. I guess having the second chanter on Mercy and Kindness... or Old Siec... is the way to go if healing is the concern, or have anyway AM simply for better coverage.
  11. @Raven Darkholmequote seemed to stopped working for me so sorry for using at. In BPM WoD got nerfed though I don't really know how much weaker it is. Also Blood Sacrifice has a recovery and gives a -100% healing received debuff for 6s so I coudn't think of a way to safely use it.
  12. @Not So Clever HoundHow viable are wizards on BPM without grimoire exploit? I tried a bloodmage(without tactician) and it was quite hard to make use of the sacrifice.
  13. I guess it's a math problem that you can't really get by when soloing: it's not possible to kill everything fast enough, so either increase sustainability with paladin/chanter or avoid being hit with something like assassin+tactician. Then there's forbidden fist that can run on script and beat everything except megabosses. After trying most of them I kinda ran out of ideas. I think most classes technically can solo, just require tons of consumables to the point it's not fun anymore. Do you have anything else interesting to try?
  14. Tekehu has many CC options but his PER is meh, automatically putting all of his offensive options a step behind. And his AOE damage comes from Greater Maelstrom, which he can only use once per encounter unless you use empower/brilliant. However it can be easily accessed through reading scrolls only limited by your quick item slots so it's not even exclusive. So I wouldn't go pure druid on him, he has chanter version of Weather the Storm at PL7 meaning you can sustain it for the whole encounter, it trivialized many boss fights for me.
  15. Then it's very different from what this build is - high int means you can't use FF nearly as frequently, which means significantly less self healing and damage. And low might means low overall healing to anyone. I struggle to see what you want to do with this character tbh
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