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Doppelschwert

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Everything posted by Doppelschwert

  1. Which enemies are immune to blunt damage? Certainly not the beetles, and the blights all have different immunities. The ice blights are immune to blunt damage, and also some of the blights in the base game, but fire for example is vulnerable to blunt damage. Huh, so the dual shout is special to the golden gaze? I somehow thought it was common to rods because I always used scepters instead in the base game.
  2. There is a key, it's in the mines at the end of a tunnel to the upper right of the same map. Take care though when you take the key as there will be a nasty surprise which caught me off guard at least.
  3. Quoting the devs, the game is balanced around playing a party of six. The devs don't expect you to solo the content, and the triple crown achievement is for people who find a way to do it anyway, you are not encouraged to go for it. What I want to say is that the devs don't consider if their changes to balance disables you to solo the game, and they are unlikely to change difficulty in favor of soloing. I guess the summons are balanced now.
  4. I've actually read these books and haven't thought about them a single time while playing through the white march. A storyline involving a dwarven fortress and something related to smithery doesn't strike me as so ingenious that you should attribute it to salvatore. That's such a common fantasy trope that you might as well complain that both stories feature dwarves, elves and magic. There are so many written fantasy stories out there, no matter what you will do it has probably been done before somewhere.
  5. It's true that you can't give her unique enchantments, but you can enchant the armor just like regular armor. You can make it superb, give it an attribute bonus, proofing and even the durgan steel upgrade. There are still plenty more cons than pros, but just to clarify for people who might get the idea that you can't enchant at all.
  6. They said in a recent interview that they would like to do that in a sequel. I don't think its feasible for this game from an engine point of view.
  7. As someone who doesn't like that wizards can select new spells on level up, I can see a very simple solution to that problem I agree. I think it would be a nice balancing tool to not give any spells on level up, letting the wizards search for their spells in the game world. This way, there is no need to forget any spells on respeccing, and it's not quite that easy for wizards to become strong just by having an experience bonus. They actually described the gaining of chanter phrases like this during development, which sadly didn't make it into the game.
  8. Or, we could stop putting even more dev time into the caster classes (which already received the most attention throughout development because of their sheer abundance of abilities) and implement new talents for the martial classes, which are relative weaker in power level and diversity. Making for a more fun game for a greater demographic than just the little amount of people who are still unsatisfied with the already OP caster classes.
  9. No love for ixamitl? :'( I'd like to see more of ixamitl! I mean, come on, when is the last time you've seen an aztec inspired setting?
  10. All Soulbound Weapons can be found in the white march area only, not counting crägholdt. There are a total of five soulbound weapons. Hint: Areas without soulbound weapons in the white march are
  11. There are 5 in total: - Greatsword (Fighter, Paladin, Barbarian) - Mace (Priest, Rogue) - Hunting Bow (Chanter, Cipher, Ranger) - Quarterstaff (Wizard, Druid, Monk) - Estoc (Anyone)
  12. If you want your characters to perfom most efficiently, you're certainly right. I was just using fun-builds in my last playthrough to see how much you can bend the classes roles while still being somehow fun and viable for the game. If you want your monk to be a ranged character for that reason, implements are quite fun, because you can maintain a persistent lightning strike on them. And if someone rushes your backline, the monk can switch to melee and pick them off. It's not particular efficient, but it's fun to play around with.
  13. I agree with most analysis in this thread. Two things: 1) Josh claimed they made constant recovery of fighters scale with level in another thread about fighters, although it's noted nowhere in the game. Either it's not implemented or only shows in the combat log and the same might be true for the cross class talent. 2) You accidently wrote chanter twice, where you actually meant the cipher in Occassionally Useful. Personally, I think they should just make everything active per encounter and have it scale properly. I guess the magic missile is per rest because otherwise it would be stronger than the wizard at low levels. But in the end the wizard can spam his low level spells anyway, so it just should be per encounter from the beginning and scale with strength. The relative balance of the cross class skills is just way off now, but josh said he might take a look at them in the second patch after the expansion, e.g. the one after the beta now.
  14. Thanks for the quick support! So, any news on the bug where soulbound weapons didn't register their associated kills properly?
  15. It works partially. You can accumulate wounds, and you can speed it up with 'Lesser Wounds'. However, wounds only last a limited amount of time, so for the most part I had like 2-3 wounds simultanously, as the new ones replaced the expiring ones. You could combine it with 'Veterans Recovery' to never run out of endurance, but even without it you usually have enough health to compensate. The catch, however, is that turning wheel does not affect implements (only melee), so from range you can only really use the wounds by using 'Swift Strikes' (better: 'Lightning Strikes', which works OK, but not great). 'Dichotomous Soul' (LVL 13 required) would be nice, but I can't see reaching 8 wounds without being attacked.
  16. Being refered to as a person intead of my username makes me feel devalued somehow. Thanks for the list though! Feels a bit unfair that the spells are that much better than the stuff the chanter gets, not to say the martial classes. :/ Anyway, the barbarian is the only one missing now: Barbarian: - Eye of the storm: Can't be engaged by enemies 2 levels below the barbarian. - Dragon Leap: 1 per encounter, select a location to jump to, Foe AoE, 20-30 damage, Foe AoE daze for 15 sec vs reflex
  17. There are two new abilities for the martial classes each, one additional at lvl 11 and a single one at lvl 13. This is my party composition, i don't care much for the spellcasters: Fighter: - Modal aura that absorbs 50% of incoming damage from allies around him. - Attack that decreases enemies DR and has +20% damage, per encounter Paladin: - Chainheal, per encounter, jumps up to 5-6 times, heals around 60 endurance - Immolation, per encounter, AoE: heals allies, hurts enemies, hurts himself Ranger: - Play Dead, per encounter, Animal is untargetable, gets healed - Shoot twice, modal, fires 2 attacks at once with bows (hunting- and war-) only, -10 accuracy Rogue: - Smokebomb, per encounter, decreases enemies defenses and their engagement limit by 1 - Stunning Attack, per encounter, stuns Monk: - Iron Wheel: +1 DT per wound - Fire/Ice Twins: 8 wounds, Summons two unarmed copies of the character with equal (?) stats, one fire based, one ice based Chanter: - 3 new 4th Level Chants, 3 new 4th Level Incovation, for some reason an additional general talent at LVL 13 (or it was because it is my main). - 4th lvl chants take 10 seconds to cast and have 5 seconds linger time. - Chants Include Defenses against mind targeting CC (charm, confuse, etc) or a damage shield that absorbs 30 damage once per chanted. - One Invocation increases attack speed, DT and interrupt of the chanter heavily The damage shield chant was pretty underwhelming: I fought with exceptional platemail against darguls on Od Nua Lvl 6 and could only tank 2 hits with that damage shield until it was gone.
  18. Slight Spoilers: There is a way to turn the ogres peaceful at the end of the dungeon, so any survivors will turn into friendly units afterwards. The rules of stealing then apply to them in the same way they do for the usual civilians.
  19. I somehow quoted myself when I wanted to fix a spelling error. Sorry on my part!
  20. I guess it's a known issue but since I couldn't find anything when searching for 'retrain', I might as well post it to be safe: When I try to retrain any character, the displayed attribute score lacks the bonus point you get from the culture. It is displayed in the tooltip when you hover over it with the mouse, though. So for example, when I'd retrain a human with background Ixamitl with base Resolve of 10, it would show me [11 Resolve] which is base + human bonus, while the tooltip would show me the explanation [12 Resolve (10 Base + 1 Human + 1 Ixamitl)]. After the retraining, the character has the correct value of 12 Resolve, so it's just a display error.
  21. I can conform the post, happended for me as well. Don't have dropbpx though so won't upload a safe.
  22. You know, that's not the first map of the expansion. That's the optional high level area you are supposed to tackle at the end of the game with max level. The main expansion content takes place in the white march (as the name suggests), which is to the top right on the world map. Seriously? Like...seriously? I mean, I knew the main expansion was that other area--but are you serious that the mage encampment is the higher-level part? Yeah. I worded that slighty ambigous in retrospective, but I was sincere. It's totally ok to have problems in the area you went to, its boss was described as even harder than the last boss of caed nua.
  23. Really? Interesting... I saw somebody mention something about that, but was a bit puzzled; I started from my pre-pit endgame save (only got the one playthrough!) at level 12 and wasn't given that option, which says it's clever enough to detect my party was max level and automatically scale accordingly. This only applies to the white march. You're probably talking about the fort in the dyrwood, which is meant for lvl 12+ regardless of scaling.
  24. Might anyone be so kind to do a list of the abilities / spells that were added for class progression in the expansion? I'm at work and dying to know them.
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