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Terikan

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Posts posted by Terikan

  1. I feel like so much of this aspect of the game is wasted by the fact that you have to try really hard to give enough damns to use consumables like food, or need to use potions.

     

    And enchanting is limited by what your equipment doesn't already have, and even at the end of the game I lacked many components despite going all over (outside of the endless dungeon).

     

    I have never once been able to justify crafting a single item.

    • Like 1
  2. No other way to say it. 

     

    The combat system is weak, which wouldn't be a problem except that encounters are so uneven within the same area that it's not a matter of challenge, but a matter of cheesing things, playing power classes, or overleveling.  Don't give fights of manageable difficulty for two hours just to give a completely impossible fight at the end. 

     

    It's poor game design.  It's not an attempt to revitalize the idea of a challenging game, it's not a response to how easy games have become (nothing easier than claiming something is easy), it's the result of a dev team that didn't do what they needed to do to make a segment of a campaign consistent.

     

    And you can't talk about it.  Every topic I've visited about game difficulty and certain fights is met with the same canned fanboy responses.  It's depressing.  I want games like these to succeed or I wouldn't have backed it, but I wasted my evening (and my time is scant) trying to justify my support only to be rewarded with a roadblock.  This is my life.  I am going to bed soon, so that I can slog through another 10 hour day, come home, and try to maybe get 2 or so hours played. 

     

    I have to make a decision at this point if a game like this is worth the time investment, or if I should use a trainer, or cheat, or what.  It's not a fun moment.

  3. ^ Could you provide a specific example? I have many "It's possible..." statements lined up, but if I could see the actual ability description in question, I'd know what wasn't possible/likely anymore, and whether or not it does actually appear to be in need of a balance tweak or something.

     

    necrotic lance, 17 damage over 6 seconds for a secondary effect.  Most dots when you do the match have very low per-tick damage, it's just something I don't quite understand.

  4. Erm... that's how all DoT's work, in anything. I realize that the information usually given to you is just "Deals 5 damage per second for 10 seconds," but that's no different math than "Deals 50 damage over 10 seconds."

     

    It's not as if how much damage it's dealing each second is more important than how much damage it's going to deal in total. The closer to 1 the seconds value is, the faster it's going to deal its damage. The higher that number, the slower its going to deal its damage. It's extraordinarily easy to compare relative damage output between DoT's this way.

     

    Again, I understand preferring to see the per-second number, but it's not exactly providing you with confusing or misleading information. It's just giving you the total and the duration, rather than the per-second and duration. That's the only difference.

     

    It's not just a preference to see damage per second... even though yes I do believe that would make sense, I question whether the tooltips are wording it correctly, as many abilities that sound like they should do decent damage over time, instead do almost non-existent damage based on the tooltip.  Like 17 damage over 6 seconds sort of thing.

  5. Ok so since when is leveling up a special accomplishment that people feel proud of, so much so that we now have to slow it down compared to *insert vague notion of game someone supposedly played*?

     

    Leveling up isn't an accomplishment unless it involved doing a lot of an activity that isn't fun, like mob grinding in mmorpgs. In single player RPGs, it's just something that happens as we play.

     

    It doesn't matter if there's lots of small levels, or fewer big ones. If you had to go back and forth trying to get a big level because the game was too hard without it, then that was just bad game design, not something to be look at with nostalgia goggles.

     

    I hope the answer to the leveling question doesn't involve a lot of grinding or very little character progression. If I don't feel like my characters are getting stronger regularly, then the game is going to become very dull in that aspect. Especially if it mimics D&D type progression where each level involves very little in the way of actual improvement.

     

    IE: Yay I get 4 more hit points, no feat for two more levels, and I can memorize a spell I already know a whole 1 more time per day! Definitely don't want that after playing a several-hour long session.

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