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Rusknight

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Posts posted by Rusknight

  1. Level up your party, select talents that give you protection against stun\paralize and you won't have any significant problems with it anymore. At least I didn't have any problems like this playing addon at hard difficulty with my 12lvl party while fighting through Kaed-Nua dundeon in original game before made me think that I need to take those talents indeed and I took them for all characters.

  2.  

     

     

    @ jsaving

     

    Yes, that is what I and several others have been suggesting.  Disengagement attacks in the Beta test versions was very strong (as I stated - auto crit).  They were nerfed as the Beta went on into the release version.  I think we agree it would make sense to find some middle ground for that.  What KDubya suggested in one of his posts was to give a special boost in damage to fighters as part of the Defender Ability.  I would extend that bonus to a basic class ability and have Defender give a further boost to

     

    @ Brimsurfer

     

    If you don't see a point, why participate?  Others are having a rational, productive discussion. 

    It stopped being productive when OP stopped paying attention to criticism to his baseless arguments.

     

    I don't see a point in running this campaign to make fighters OP and so i will participate to resist this change.

     

    Fighters are in good place now, they dont need any nerfs or buffs

     

     

    Fighters are in a bad place now, cause there is no a single reason to take a fighter in the party now over paladin. Paladin is just a better version of fighter now. I don't have an exact idea how it should be fixed (whether fighters should be buffed or paladins nerfed) but it should be fixed somehow to make fighters usefull and unique again.

     

     

    I do not agree with this... Fighter is much better at hitting things and he can also apply front line CC. I have no idea where do people get this idea that paladin outshines fighter... the only thing they might outshine the fighter is at holding the line with their slightly higher defenses... Fighter can both hold the line, and deal reasonable damage with weapons, AND he has front line CC capabilities...

     

    Fighters and Paladins are almost equal in their pure offence and defence capabillities now both are good tanks and both are not really good damage dealers, but paladin  gets some usefulll unique abilities while figher doesn't have any unique abilities that are usefull enough. So paladin is a better choice for any battle now. As for monks I doubt monk can be a good tank however I didn't use monks much so I can be wrong here.

  3.  

    @ jsaving

     

    Yes, that is what I and several others have been suggesting.  Disengagement attacks in the Beta test versions was very strong (as I stated - auto crit).  They were nerfed as the Beta went on into the release version.  I think we agree it would make sense to find some middle ground for that.  What KDubya suggested in one of his posts was to give a special boost in damage to fighters as part of the Defender Ability.  I would extend that bonus to a basic class ability and have Defender give a further boost to

     

    @ Brimsurfer

     

    If you don't see a point, why participate?  Others are having a rational, productive discussion. 

    It stopped being productive when OP stopped paying attention to criticism to his baseless arguments.

     

    I don't see a point in running this campaign to make fighters OP and so i will participate to resist this change.

     

    Fighters are in good place now, they dont need any nerfs or buffs

     

     

    Fighters are in a bad place now, cause there is no a single reason to take a fighter in the party now over paladin. Paladin is just a better version of fighter now. I don't have an exact idea how it should be fixed (whether fighters should be buffed or paladins nerfed) but it should be fixed somehow to make fighters usefull and unique again.

  4. I think it's ok that expansion adds content in the game that should be explored before the final fight. What I don't understand is why this content is low level content (yes, there is an option to scale the dificulty but originally this content is low level) what breaks the balance of the middle game for those who play it first time (you get extra experience and loot from the addon while the old part of the game is not re-balanced) and what is not so interesting for those who finished the game already (the loot which you get in addon is not usefull in final fight). Wouldn't it be better if addon brought high level content instead of it expanding original game in the moment when all original content is over and you are preparing for final fight? This way no difficulty scaling will be needed, balance of the middle game won't be hurt either and the only thing that should be done is rebalancing the final fight taking into account that extra experience, levels and loot was got via addon.

  5. I finished the game at hard level in v1.6 and fighter was quite usefull then with his defence mode. I finished White March now in v2.1 at hard either and fighter doesn't look appealing anymore. My party consists of 2 palladins, 1 figher, 1 wizard, 1 driuid and 1 cleric.  So it's 3 tanks + 3 damage dealers (thanks to spells and crossbows)  what proved to be a good balance between defence and offence without need in rest too often. So as for fighter I just think it can be replaced with another paladin since paladin is a better tank now, can do the same damage as a fighter and even has some usefulll buffs and abilities while fighter is a pure melee character and doesn't even better melee than paladin. I just keep figter (Elder) in my party for role-play reasons since I prefer to play with  companions that has some kind of story rather that with self-made dolls. 

  6. What I would like to see in the sequel?

    1. More complicated personal relations between companions and more complicated companion quests that could give them some unique weapons or spells for example or influence gameplay in some other way. Companion quests in original game are quite useless since they actually don't influence gameplay in any way.

    2. Implement more strategy elements with Citadel management like taxes, trade routes and so. In original game, once you have a Citadel and upgraded it for 100%, you don't really have to make any choices anymore about it - it just generates you some income regulary and that's it. Managing Citadel should be both rewarding and challenging at the same time.

    3. Optimize new area loading time somehow! City locations where you have to load new area for a minute entering every house is a real pain. Its the only thing that made me mad while I played the game.

    • Like 4
  7. Both Adra and Sky dragon fights are quite dull once you realize that  they are simply overbuffed from the point of DPS and the proper strategy would be to avoid getting any damage from them at all rather than trying to resist it . So all you need to beat them are paralyzation scrolls. You just need 10 paralyzation scrolls or so to keep dragon paralized all the time so that it cannot deal any  damage to your party  whille your wizards/druids  cast various pure damage spells on dragon and various area attack spells on other mobs. This way I killed both adra and sky dragon at hard level without any troubles.

  8. I did some additional tests and It looks like my bug with Aloth weapon disappearance has something to do with the spell "Kalakoth's Minor Blights". Primary weapon and  grimoire disappear now if I use this very spell in the battle. If I use some other spells (didn't test them all though) the bug doesn't happen. It's weird cause I used "Kalakoth's Minor Blights" spell a lot before and it was ok, but now it leads to the weapon bug. 

  9. I have this bug now in the latest version 1.0.2.0508-steam.

    Primary weapon and grimoire just disappeared from Aloth inventory in one of the battles at Endless Path.

    I have a save file before this bug happens but this bug repeats again if a I load this save where  Aloth has a weapon yet and start the battle weapon disappeares again. I dismissed Aloth and took him in the team again but it didn't help. I removed all weapon from Aloth and had one battle then. After it I gave him his weapon back and started a new battle and the weapon dissapeared again then. It looks like this character is just broken now.

    Here is the save file https://yadi.sk/d/I3VeDF1hfhayp - Just start some battle there and Aloth weapon will disappeare during the battle.

    It has nothing to do with doubleclicking bug mentioned before in this thread. It's definetly a separate bug.

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