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Mangonel

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About Mangonel

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  1. No doubt because a horsemans horse is like a K9 officer's dog. Its a working pet. My point is you don't suddenly become crippled in grief in the middle of combat. Not frequently enough to warrant it being a class mechanic. I'm not saying it never happens (lots of weird **** and case studies happen over time) I'm saying its exceedingly rare because combat conditions don't lend themselves to immediately expressing grief. (unless you wanna get yourself and your allies killed). Officers don't typically cease all policework in the middle of it if their K9 is injured, soldiers don't
  2. No doubt because a horsemans horse is like a K9 officer's dog. Its a working pet. My point is you don't suddenly become crippled in grief in the middle of combat.
  3. I agree with Luckmann the 'gimmick' as it were needs to be reworked to be more core than just a fighter with a critter. Make the critter more durable and make it more rewarding to control it and have it and the ranger work in tandem than it currently is (stacking passive bonuses). You give up the good extra abilities of the other fighter classes for the pet and it just doesn't seem worth it to me atm. Also, as a pet owner, I find it odd that the ranger immediately starts grieving in combat if the pet dies. You'd think that would be an enraging event rather than having you start uncontr
  4. I don't mind reading, but yea. Some of the text walls in this game are needlessly verbose.
  5. I'm guessing that the devs wanted to ground he weaponry in our reality, and apparently axes like the one in your avatar were never a thing in combat. Double-bitted axe were either ceremonial (in Greece) or forestry tools. I think in real life the equivalent of the fantasy warhammer (the one with a huge head, one-handed or two-handed) was just a very big mace. Well there wasn't really an equivalent to the classic fantasy 2h mace. The irl counterpart would be a crows beak which is just a warhammer on a longer shaft. That said, I'm all for rule of cool overriding things. Gimme a mas
  6. I think we're good on number of classes. I would prefer more specialization. All classes have specific things unique to them, carnage/constant recovery/etc. it would be cool to have talents that modify these in interesting ways. Like constant recovery takes an hp/s hit to become a small aura or carnage only hits 1 additional target with accuracy/damage bonuses. Perhaps some unintuitive stuff like -1 spell uses for wizard in exchange for various bonuses.
  7. Agree. Also don't understand Estocs and Pikes. Bye Phant Whats not to understand? It would be nice to have the classic 2h sledges and double-headed axes, just because. Outside of polearm variants though I dunno how practical either are/were irl which is probably why we have poleaxes instead. Maybe in the expansion?
  8. Dunno, I can't see the option although I already have the expansion as an addon since kickstarter. Go to eternity.obsidian.net look at your name in the top right, manage pledges then the big green button 'buy addon's' and see if the option is there.
  9. Given what this game is, having fast mode is a quality of life option because stealthing/scouting in IE games is tedious as hell. Personally, when I'm actually scouting a dungeon I don't use fast mode because my scout is still moving so fast they run into the traps they detect. I also send my scout out independent of the group since I don't want a custom formation with my scout in front. (otherwise my party lead does the good ol' disarm-trap-with-foot) That said, I do agree mechanics should be operating even when you're not in 'stealth' mode. Doesn't really make sense that you suddenly
  10. Well, hard mode is for experienced people. I kind of assumed it was tuned with the idea that you'd use hired party members at least until you find companions to flesh out your party. One of the first things I did was to hire some party members. That said, I do find it kind of easy. I can win most fights with some basic prep (IE positioning and weapon selection) and I rarely find myself having to make use of the full breadth of aids the game has. Food/pots/scrolls/etc. Priests are so over the top with the buffs they provide I wonder if the consumables are more to cater for a priest-less
  11. I could imagine a professional archer having more than one bow type. After all professional soldiers typically bring more than just a long sword to a battlefield/fight. No doubt such mobile short range archery has its use in small skirmish combat. Although in any situation that would resemble planned warfare with lines I can't see this parkour-bow-fu being very useful as you either want mass target saturation or precision high poundage bows. (since in theory your lines would prevent your archers from needing to run away from charging opponents) I find it pretty amazing that he catches
  12. Compared to the old system it certainly does have more depth. Back in Oblivion you could just raise all your skills to 100 and receive the full benefit of said skill. Now you actually have to decide how you spend your limited perks. With Skyrim two characters with the same level and the same skills raised could skill be radically different characters based on how perks were spent. With Oblivion's skill system everyone turns out the same (Skill wise). Not so with Skyrim. So yeah, the skill system is definitely more in-depth with Skyrim. If you completely ignore the major/minor skill
  13. Compared to the old system it certainly does have more depth. Back in Oblivion you could just raise all your skills to 100 and receive the full benefit of said skill. Now you actually have to decide how you spend your limited perks. With Skyrim two characters with the same level and the same skills raised could skill be radically different characters based on how perks were spent. With Oblivion's skill system everyone turns out the same (Skill wise). Not so with Skyrim. So yeah, the skill system is definitely more in-depth with Skyrim. If you completely ignore the major/minor skill
  14. Or they could get rid of the perks and racial abilities. Really Skyrim's skill system has more depth than Oblivion's. If you consider making the skills a talent tree instead of a linear progression to 100 and consolidating them from 21 to 18 depth, sure. The skill perks are mostly the same as they had been with the exception of new ones to highlight Skyrim's new combat features. That said, I was mostly referring to the continued devolution of attributes and how precisely you can control your characters growth. In Morrowind you go from system with 8 primary attributes and 4 secondar
  15. Or they could get rid of the perks and racial abilities. Really Skyrim's skill system has more depth than Oblivion's. If you consider making the skills a talent tree instead of a linear progression to 100 and consolidating them from 21 to 18 depth, sure. The skill perks are mostly the same as they had been with the exception of new ones to highlight Skyrim's new combat features. That said, I was mostly referring to the continued devolution of attributes and how precisely you can control your characters growth. In Morrowind you go from system with 8 primary attributes and 4 secondar
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