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Strill

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Everything posted by Strill

  1. It shows the name when I hover over the enemy, but how do I see what they actually do?
  2. I go to drag select, but my mouse is over an enemy when I push down left mouse button. Rather than drag selecting, it will give a move order to the currently selected unit when I lift up on left mouse button. This causes frustrating situations where a move order is given without the player realizing it, causing a character will die instantly for disengaging combat for no apparent reason. If I drag select multiple characters, and tell them to attack an enemy, I find that often Eder, who is using Melee, will not be given an attack command, and will just sit there for no apparent reason. This may be because he cannot pathfind to the target. This leads to situations where Eder is left not contributing to the fight without me realizing it.
  3. I convinced the miller to lower his prices, then the quest told me to report to Sweynur. Rather than reporting to him, I convinced Sweynur to stop bothering the miller. Sweynur will no longer talk to me at this point, and I am unable to complete the quest.
  4. They showed off in one of the videos how there are red herring options. Some dialogue options which require a particular attribute will still fail, even if you meet the attribute's requirement, just because they were bad ideas to begin with.
  5. I think they would've been better served taking a hint from D&D 5e. They made it a point to be very stingy with d20 bonuses so that +15 is the general limit to permanent d20 bonuses, and no DC goes beyond 30. Permanent AC bonuses are also extremely limited, and the vast majority of AC sources are mutually exclusive. They also made it so that the bulk of those bonuses are unconditional. Even a very poorly optimized character will probably end up with a passive +11 to their attack rolls at max level. That means that you never get enemies who are completely unhittable, nor do you get enemies who you can always hit. That also means that even weak enemies can still be a threat in large numbers, even at very high levels, which improves gameplay variety. With the more limited scaling of +Hit and +AC values, characters in D&D 5e instead scale primarily through health bonuses, damage bonuses, and extra attacks. That makes the scaling curve closer to linear than exponential.
  6. Because there is no way to know which spells the enemy has until fighting against them, apart from meta-knowledge. You could always have these kind of counterspells memorized out of paranoia, but then again, you are sacrificing spell slots for the rest of the 80% of battles where the spell is not cast by the enemy. Apart from that, consider that in an actual ADnD game, strong spells require materials to be cast which are often rare and expensive for higher level spells. This restriction balances the strong but occasional spellcasting, but it is not implemented in any of the IE games, so spells tend to be way stronger than they were supposed to be in the original material. Lore dictates that wizards are powerful, but also that they spent most of their time to research spells and searching for components. There is some kind of trade off which makes it ok, but that's not in any of the IE games, basically stripping all disadvantages from them. So then the game should give you hints as to what spells enemy spellcasters have. Make the encounter a puzzle, and place hints and clues throughout the dungeon which give you an idea what to expect from enemies.
  7. That's exactly one of the issues I mentioned. If anyone but a dedicated tank gets hit they're screwed. IMO that's even worse. I hate it when games try to create "difficulty" through increasing enemy damage rather than puzzle-based encounters.
  8. So then there is indeed a serious issue with stacking deflection bonuses?
  9. Most of that time, the "something else" is just damage. Is it really such a loss to sacrifice the damage on your tank in exchange for invulnerability? What, some traits/modal abilities don't stack?
  10. So based on the wiki, you can get... Fighter Base: 25 Deflection Large Shield: +35 Deflection Cautious Attack: +15 Deflection Weapon & Shield Style: +10 Deflection Superior Deflection: +5 Deflection Defender: +5 Deflection Guardian: +10 Deflection This brings you up to 105 Deflection. Just how much accuracy are enemies going to have? A character with this much deflection is completely immune to enemies with 10 or less accuracy, and that's before we even consider equipment. Doesn't that kind of break the game? With this many deflection bonuses, the discrepency between specialized tanks and non-specialized characters becomes extremely wide. Either enemy accuracy scales so high that non-specialized defenders are woefully inadequate, or you can create a tank character that's invulnerable to conventional attacks. Either way it seems like these numbers break the game, provided that they're correct.
  11. In D&D they were pretty much Wizards but with MP instead of Vancian magic.
  12. I absolutely disagree. The entire reason you don't just take every one of your characters is because of artificial party limits. If the game is going to impose that nonsense on you it should make up for it somehow.
  13. So I read that the devs plan to have low Int/Cha dialog, which sounds fantastic and reminds me of the Malkavian option in Vampire the Masquerade: Bloodlines, but at the same time, this also reminds me of games where NOT maxing out your communication blocked off most of the game. I can't recall exactly which game it was but I know I've played games where if your communication skill wasn't high enough you couldn't accept any missions, or even continue the game's main quest, and the few missions you could accept all had bad endings because the peaceful resolutions were all tied to high communication skill. Another related issue is the question of whether the player character is the only character whose communication skill is used in dialog options. If so then that heavily skews the player character in favor of high cha/int classes. That could potentially be a really jerk move, since that's one of those situations where the player has to make huge decisions at the beginning of the game, the gravity of which they won't discover until it's far too late. In short, I hope they don't go overboard and put too much emphasis on the dialog system compared to other potential options for solving missions.
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