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dirigible

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Everything posted by dirigible

  1. 1. Yes, it's just a random accident that it was you. 2. The biawac was caused by animancy. They never really explain it, but something about the machine Thaos used (which is an ancient form of animancy) triggers a biawac.
  2. Guys. Guys. Make Ygritte a ranger. Give her a wolf named "Jon Snow".
  3. The main problem is that the only thing limiting how much money you make is... how many things you kill. This is exactly the opposite of what the designers wanted, where one playstyle is obviously best. Limiting how much loot you can carry back would make it less profitable to murder everything, which in turn would give you some incentive to avoid combat. Ultimately, though, I don't think it's a good solution. People are going to want to fight enemies for the simple reason that that's what this game is about. It's a game about fighting enemies. The entire system was built from the ground up around killing things. Classes are defined by how well and in what way they murder things. No spell or ability is used for anything other than combat. If you want people to avoid combat then there needs to be reason to avoid combat, and there simply isn't one. Combat is fun, profitable, and the entire reason for 80% of the game mechanics. Want to provide a legitimate incentive for not running into combat? Disallow resting except in cities. Make resting much more expensive. Make random encounters while travelling. When someone hits 0 Endurance, make them take a wound (say, -3 to one of their attributes). You can heal this by leaving them in Caed Nua for a few turns. Remove fatigue entirely. Massively nerf the sell values for all weapons and armor you pick up. Provide ingredient merchants who sell monster parts. Make stealth much easier With these changes, you would need to seriously consider whether it's worth it to attack that group of enemies. Sure you could, and you could probably win, but what if one of your people gets injured? Are you going to have to waste your spells? You might already be low on health, and you still have a long way to go. Even if it's the final boss, of this area, you're still going to have to survive the trip back to base. Maybe it's better to just sneak around, or use some diplomacy.
  4. Shadowrun Returns was designed for tablets, and I could tell. The UI was absolutely horrible on PC.
  5. Yes, dual weilding DOES affect unarmed. You should also get the talent which lets you toggle -20% attack speed for 5 DR penetration on your melee attacks. It basically adds 5 damage to every punch.
  6. Except that in this case it's a creature made of pure evil, which is "offering" to take you to its master, who is also pure evil, by leading you into a castle full (as far as you know) of evil creatures. Any reasonable person WOULD simply kill it on sight.
  7. The intention was that Intelligence would determine the damage and healing from most spells and abilities - except for spells and abilities which already scale off of your attack (like Torment's Reach on the Monk, or a Rogue's Crippling Strike). This would mean that some classes wouldn't benefit as much from intelligence (though they could still benefit from it via scrolls), but I think it would still be a straight improvement over the current system. And - as you say - it's okay to have 1 true dump stats for some builds. Your idea of merging ranged/spell damage is interesting. But it only compounds the problem you were talking about (where casters max 3 stats and ignore the rest). With your changes they would max out Intellect, Coordination, and Perception, ignore the rest AND get a free damage bonus with ranged weapons at no cost. How about this: Fitness: Melee Damage, Health, Fortitude Coordination: Ranged Damage, Resist Interrupt, Deflection Speed: Action Speed, Reflex Perception: AOE size, Reflex, Deflection Intellect: Ability Power, Will, Interrupt Chance Resolve: Ability Duration, Endurance, Will, Fortitude I swapped Coordination and Perception's modifiers, added Interrupt chance to Int, and added interrupt resist (concentration) to coordination. So now Intellect will be valuable even to warriors and rangers and rogues. It's important to keep Endurance and Health split up, as otherwise a melee oriented character could simply stack Fitness to become a god.
  8. Almost feels like an Inquisition against anyone who questions the devs. I don't know what the Origins of this aggression is, but it's a Blight on the forums.
  9. Keep in mind, people worshipped gods before any gods actually existed. My interpretation is that when the Engwithans created gods, they based some of their creations on the gods they had previously worshipped. After all - imagine a universe in which the Norse vikings found out there were no gods, and then decided to create some of their own. They would probably create a Thor, and an Odin, and a Baldur, etc. Thus, it would still appear that some gods predate others, since their legends were being created before they existed.
  10. The Director is Josh Sawyer. Tim Cain is credited with "Additional Design". Both are industry veterans.
  11. Re: stats In many ways, I agree. Rather than creating a system where each class has its own dump-stats, they've created a system in which each build has its own dump stats (and there are only 2 builds). I don't exactly agree with your rebalancing, however. Tying Accuracy to a stat is a bad idea, since Accuracy is the single most important number in the entire game. My suggestion: Some things to take note of: Damage scaling has been split between Fitness, Perception, and Intellect. This is part of a larger goal which is making sure that Every stat meaningfully contributes towards damage. This creates more character customization options, as maybe your rogue is excellent at shooting people but perhaps less so at stabbing them. It also helps create a "no wrong choices" situation, as no matter where you're putting your stats, you can be assured that they'll be useful both for offense AND for defense. Health gain and Endurance gain have been split between Fitness and Resolve, and switched from being percentage scaling to flat/level scaling. This allows for more customization, creates a tradeoff between short term survivability and long term survivability, and forces anyone who wants to be pure-tank to spread their stats out a bit more. Scaling on all stats has been set to 5% per point. Why? I personally don't feel like 3% felt noticeable enough on many abilities. + or - 1 might would usually be less than a single point of damage. Now, any change in stats should be noticeable. Duration was brought in line with damage scaling for the simple reason that debuffing is extremely important in this game. AOE was brought in line with damage scaling because a 5% increase in radius is actually a 10% increase in area (10.25% technically). This means that with +8 Coordination, you DOUBLE the size of your AOEs. Concentration and chance to interrupt have been removed. I personally found these mechanics to be rather lackluster, and think that they could easily be confined to weapon-choice. If you disagree, that's fine. They could be added to these stats without breaking them, I think.
  12. A lot of good points. Re: Armor I think a lot of this could be fixed with some armor related talents. For example "Light Armor Proficiency" - reduces the recovery penalty of equipped armor by 10% "Medium Armor Proficiency" (requires Light Armor Proficiency) - further reduces the recovery penalty of equipped armor by an additional 10% "Heavy Armor Proficiency" (requires Medium Armor Proficiency) - further reduces the recovery penalty of equipped armor by an additional 10% These talents would go a long way to fixing the problems with armor. Being able to spend a talent to mitigate (or remove) the recovery penalty from armor allows you to put a ranged character in armor without feeling like you're just nerfing your dps. Yes, you give up a talent, but there's already a paucity of interesting talents, and this would allow you to take advantage of all types of armor, without regrets. Re: Per encounter wizard spells I think a good solution would be to let your wizard choose their per-encounter spells, on level up. Imagine: you hit level 4. You get to choose one 1st level spell to become a per-encounter ability. Maybe you should choose Slicken, and then replace Slicken in your spellbook with another spell. So you would have a wider array of spells to choose from, while still being able to cast your best spell every fight. It would provide a much more controlled scaling of wizards, allow them to scale earlier (when they most need it) AND would provide more character customization options. It would also make tank-mage MUCH more viable than it currently is, since you could cast your defensive/buff spells in every encounter. I would suggest Level 4 - gain one 1st level spell as a per-encounter ability Level 6 - gain one 2nd level spell as a per-encounter ability Level 8 - gain one 3rd level spell as a per-encounter ability Level 10 - gain one 4th level spell as a per-encounter ability Level 12 - gain one 5th level spell as a per-encounter ability
  13. You haven't spoken to Hiravias, then. He has quite a lot to say about Galawain, and he isn't the only one. Ah. I shelved him in Caed Nua shortly after meeting him. Who else talks about Galawain?
  14. So far I've played with Aloth, Eder, Durance, and Kana. Aloth was alright. I think he would have benefited from a lot more interaction with his alter-ego. As it is, he felt like the most boring member of my party, since he didn't have much personality of his own. I also didn't really notice a change after I got him to accept his alter-ego. Eder was great. He struck a really good balance between troubled and upbeat, pessimistic without being whiny, charming without being sycophantic. His story was particularly poignant. Durance was incredible. Wild ride from start to finish. My only regret is that I couldn't finish his quest. For some reason I never could get him to finish talking to me. Kana felt like a pretty shallow character, but I thoroughly enjoyed him. I liked how involved he seemed to be, in everything you do. He had by far the most "comment on the scenery" lines of anyone in my party, and his upbeat almost childlike attitude was very refreshing. I feel like I have to mention the voice actors, too. Eder's was ****ing perfect. Absolutely nailed the easygoing country boy persona. Durance had moments of astonishing brilliance, but sometimes fell flat. Kana was great. So much of that character rode on the voice actor selling the sincerity, and he did. Aloth was hit or miss. Again, he felt like the character with the least personality, but I think the voiceactor pulled off his anxiety well.
  15. For real. How many gods were even introduced before the third act? Eothas, Woudica, Magran, Wael, and Skaen. And then how many were introduced DURING the third act? Rymrgand, Hylia, Berath, Galawain, Ondra, and Abydon. Over half the gods had never been discussed until 20 seconds before we're supposed to start praying to them. A few hours later we find out they're fake. Well who gives a ****, we just met them! Not to mention that of the 5 we actually had been introduced to, 2 were depicted as pure evil, 1 seemed to have gone on an insane killing spree, 1 is chaotic random, and the last is described as a "whore bitch" by the person who talks about her most. We had no reason to feel any sort of affection for the gods at all. Um no, all the gods, except for Rymgand, had been introduced beforehand. You should have been paying attention. Mentioning a god doesn't count as introducing them. Abydon was mentioned once, in the Crucible Keep. Berath was mentioned as a statue on a door, but that's it. Oh, I take it back. Roderick has priests of Berath who won't talk to you at all and don't do anything interesting. The only time Ondra is mentioned is in relation with Ondra's Gift, which tells you next to nothing about her. Hylia wasn't mentioned -at all- for me. Maybe if I'd hung out with bird lady she'd have said something. I don't recall Galawain being mentioned by anyone, ever. And of course Rymrgand, who you've already admitted nobody references. There are no quests associated with any of them, none of them are particularly related to the plot (until Act 3 when the game expects you to start praying to them), and the only way to learn about them is by reading their pamphlets.
  16. Flavor text is a lying piece of ****. They're worth less than a xaurip spear. I never found a use for them.
  17. Good taste in comics. Its the only comic worth a damn. So sad that Bill Watterson ended it. You either die a hero or you live long enough to see yourself become the Garfield.
  18. For real. How many gods were even introduced before the third act? Eothas, Woudica, Magran, Wael, and Skaen. And then how many were introduced DURING the third act? Rymrgand, Hylia, Berath, Galawain, Ondra, and Abydon. Over half the gods had never been discussed until 20 seconds before we're supposed to start praying to them. A few hours later we find out they're fake. Well who gives a ****, we just met them! Not to mention that of the 5 we actually had been introduced to, 2 were depicted as pure evil, 1 seemed to have gone on an insane killing spree, 1 is chaotic random, and the last is described as a "whore bitch" by the person who talks about her most. We had no reason to feel any sort of affection for the gods at all.
  19. I personally think the game did a rather poor job of this. As has already been mentioned, Animancy is never shown to help anyone onscreen - despite the assurances from various people that lots of people have been helped. Well... who? We never even meet a single one. This doesn't make Animancy feel nuanced, and it doesn't make me feel ambivalent towards it - it just makes me frustrated. A game which asks you to make a moral decision without letting you investigate the circumstances isn't challenging your concepts of right and wrong, it's just wasting your time. Thaos seems pretty convinced that the world was a monumentally ****ty place before the gods were created. But all he can say is "they fought wars". Well, so what? They're still fighting wars. What has changed? Without being able to question Thaos, we cannot make any sort of decision about whether his efforts were worth it or not. This makes the last 30 minutes of the game pretty pointless. As everyone and their mother lines up to ask me "do people need gods to believe in, or can people be good without them", all I can think is: I have no idea because clearly this universe operates on very different rules from our own.
  20. As far as I understand it, the Engwithans either sacrificed themselves to create the gods, voluntarily wiped themselves out, and/or were killed by the god-faction of Engwithans. Od Nua probably predated Thaos, given that he was unsuccessful at accomplishing what Thaos' generation should have easily been able to do. Before the Engwithans completely disappeared, the Glanfathans arrived and started worshipping the Engwithans and their gods.
  21. Monk companion, for the simple reason that monks feel completely ignored by the lore of the game. Storyline based on the stronghold system. I actually think Od Nua was handled quite well, and I'd like to see more of that.
  22. That's not really how it works. Each class has its own accuracy rating (and each monster does too). That accuracy is used whether it's attempting to charm you, trip you, punch you, or shoot you. So lets say that your monk has 72 will, and the 'shroom has 52 accuracy. That means it will miss you 35% of the time (meaning no effect), it will graze you 35% of the time (meaning you're charmed, but for half the duration), and it will hit you 30% of the time (you get charmed for the full duration). So even with accuracy that's 20 less than your defense, you're still going to get charmed 65% of the time.
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