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freche

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Everything posted by freche

  1. Would be really appreciated if someone could help me with this portrait.
  2. I have 3 melee characters, Main, Edér, Maneha (used to be Pallegina, will pick her up again) 4 melee if you count Itumaak, then I have 3 ranged Sagani, Aloth, Durance. Normal tactics is to catch their front with my 3 melees, while Durance buffs/debuffs. Aloth cast some CC and AoE. Sagani and Itumaak focus on ranged/casters. And I don't mind enemies using tactics and I would love to see some good tactics that isn't just rush everyone because of HP pool and numbers. If on any difficulty below PotD I need to have meta knowledge about who to bring for every map then no, I don't think the game is well balanced. If I need to rest between every two encounters because I have used all my spell slots then no, I don't think the game is well balanced.
  3. Have had the game since release but never got to finish it, making an attempt right now. Got into White March and all I see, everywhere I go there are hordes of enemies that just bum rush everything. Is this your idea for "difficult" encounters? Hordes of enemies is the lamest **** design you can do, enemies got one job, kill you and they got one shot at it, so they can unload everything. But the player needs to survive multiple of encounters and that includes having both spell slots and health pool, unless you want to rest spam but I doubt that is intended. Doesn't help that they just ignore engagement. "Ohh you engaged me? How cute, you need 15 hits kill me anyway so I'll give you that one freebie. I gonna go over there and kill your friend, because he dies in 4 hits and if you try to follow me my 3 friends here will get a couple of free attacks each and you will end up eating dirt, toodeloo!"
  4. O_o What was so hard about that one? If you clear that level it (the journal) basically tells you in what order to hit the bells.
  5. Regarding armors, I personally like that there are no restrictions for them. However if you basically live in them you should be able to handle yourself pretty well with them. I'd like to see each class get a talent for free (at creation or an early level) that allows them to use a specific armor type without penalties. Fighters, Paladins gets Heavy, Rogues, Rangers, Barbarian gets medium etc. At a later level the ability to specialize in additional armor types becomes available for everyone by spending talent points.
  6. I would say that the problem isn't the stats. It's the skill system and class design. The idea behind the current attribute system is that you should be able to pick points at random and still be viable, your play style would vary depending on stat choices but it should be viable. That's however not the case. There need to be more skills (skills that might only be good and picked if you have high in a certain stat).
  7. I have the same problem. I have the steam version and the game runs on a 27" @ 1920x1080 and to the left I have a 22" @ 1680x1050 The issue seems to happens after in-game cut scenes. Such as after the scene at the Windmill (Gilded Vale) or after the drunks have left Aloth (peaceful solution).
  8. It's a 10 minute "job" with ahk. While being a great program, ahk shouldn't be the solution for every simple convenience issue, issues that shouldn't be in the game to begin with. Managing six characters all with their own abilities require a good interface to make a good gaming experience. That is something that should already be in the game and not something we would need to solve with third party programs.
  9. I prefer how DAO handled it, unlimited normal arrows then you can get limited amount of special arrows that you can equip.
  10. Uhm, i thought in BG2 you could only create one character. Maybe you're talking about IWD2 instead?If you start a multiplayer game in BG you can make a complete 6 man custom party.
  11. Itemization is indeed an important part of the game you want to feel that progress with your characters. For me I really like the BG1 progress, not every piece of item is magical but at the end you have managed to find and equip your group with rare items that are not insanely more powerful then other items but still they are slightly better then the standard long sword. This makes for a nice pace of progression. In BG2 there are just too many magical items that just get more and more powerful. Just feels wrong when every smuck runs around with magical weapons.
  12. I haven't played the beta that much yet, it's too broken right now for me to get into the game. But from the little I have played I think you can't just say it needs to be slowed down. The pacing needs some fine tuning, movement feels a little bit too fast but character "turns" are a bit slow in my opinion. Damage vs. turn speed also felt off. Now this might come from lack of gameplay experience but I didn't feel I could properly use my priest during combat because if I wasted a turn on auto attack I could miss a critical moment where I needed to cast a spell.
  13. Such display shouldn't be a self buff but random debuff; fear, paralysing, etc
  14. It's not strength, it's might and might don't always mean buff muscles. You can be a mighty wizard as well. But if said stat also buffs the damage you do with melee weapons it's implied that your character gain muscles by it.
  15. How awesome, you can send messages from the future! Please tell me your secret I need to message past-me some stuff!
  16. They should really have time limits where it's logical to have. It's one of the most immersion breaking things to not have. I'm finding a badly wounded man (he will most likely die within a day) in his hut in the wilderness. The town is a 2 hours trip from where we are and I promise to get help. Next thing, I get side tracked and it takes me a month to get the doctor. We arrive at the mans hut and he is still there, alive & badly wounded... That is just awesome !... Not. If we ever want to see an RPG with what would appear to be a living world. Events and other things need to be timed. It's ofc still just a game and supposed to be fun, but timers can be fun if they aren't made just to annoy and work against the player.
  17. That should only be true during the first levels, after a while enemies should be more resistant to different types of attacks.
  18. Many Fantasy RPGs have their own world and on that planet the day/night cycle might be equally long all the year. Regarding Seasons, I'd say most games have a too short in-game time span to cover several seasons with normal game play. And if so adding seasons will be a lot of money that wont even be seen on most playthroughs and could therefor have been spent on other things. Thumbs Up for your other points though.
  19. Hotbar Let us be able to place ALL kinds of skills/abilities/spells on it (including Stealth, Pick locks, Pickpocket, etc) That way I could use same hotkey for different skills depending on what class I have selected. Example: Q could be Shield Bash for my Fighter and it could at the same time be Stealth for my Rogue.
  20. I really don't like this idea. If I want to spend all my points on Herbalism and create a character that sucks in combat I should be able to do that. I shouldn't be restricted from that because some people have trouble creating character concepts that work. But we that like that concept should be restricted ?With what they suggest if you want to create that flower loving herbalist then you can do so and avoid picking combat skills
  21. Wouldn't mind an Ironman mode, I too tend to reload way too often if the outcome is not what I desired.
  22. Reason for modern games having bad "AI" is because the average gamer is bad and you still want to sell to them too. I'm not saying that as a negative thing, it's just how it is. That's why I think harder difficulties should have smarter enemies, since I'm quite sure that there will be stupid enemies that rushes to their death, just wishing it could be on the easier settings.
  23. I said they should be able to pull their weight in combat, a chanter will bring buffs & debuffs and will therefor lack in other areas when it comes to combat. As an example, lets say there is 100 points to distribute for a character A two-handed Fighter could have 80 offensive & 20 defensive A S&B Fighter could have 40 offensive & 60 defensive A Chanter could have 20, offensive, 20 defensive & 60 supportive That way they all have the same amount of points used for combat and will more likely be able to pull their weight. But if a class needs to use these same points for things outside of combat then their value to bring along lowers (unless you know the game and know whats up ahead) since you will want a powerful party due to not knowing what kind of fights you will encounter.
  24. Combat and out of combat should be two different things imo. One could argue as much as one wants about how it's an RPG, role-playing etc. at the end of the day you will have to do combat to progress, you will have to do difficult encounters to progress, you will want a good group to get past these. If an class can not pull enough weight then you will be less inclined to bring it along which will decrease the amount of party setups you can do. Now this is not an issue for most players since they don't finish the game and/or replay it. But for those that do replay games, it's nice to do different party-setups without the feeling you gimp the entire group (there are other ways to gimp the group if one would wish to do so).
  25. There are many ways to improve difficulty without increasing damage & hp. Damage & HP just seem to be the easy way out. I wouldn't mind encounter larger groups of enemies on harder difficulties for encounters that justify it (I still think we should get XP for killing things, if this be an issue with too much XP in general just slightly balance Objective XP for those difficulties) More importantly the enemies should act "smarter" in higher difficulties. Give them a chance to receive random potion (that they will use), e.g. haste, healing, etc (I don't know what will be in PE) Give them more abilities/spells to use (while still following the rules, a lvl 4 Wizard shouldn't have lvl 8 spells). Make them co-operate, make the priest heal his allies, let the Wizard cast invisibility on the rogue so he can go and backstab someone, etc. Initially they could have different priorities, on Easy they attack Warriors/Paladins, Normal - First character they see, Very Hard - Their ranged will focus your squishy & casters and you have to make them attack your tanks instead.
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