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Enexemander

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Everything posted by Enexemander

  1. My main issue with paladins is that NPCs get no benefit from their alignment in regards to defenses. This should certainly be seen as a bug. If this were fixed, you could make an argument for the boring frontline fighter with great defenses who doesn't do too much damage, but at least stays reliable and provides some moderate utility. They would still be outclassed by every other class in the game, mostly because there are 6 people available in a party. It's a lot to ask of a character to be useful as a nonstellar all-arounder when you've got that many spots available for specialization. Ideally I think paladins need access to low level priest spells as they get higher so that the character feels like it progresses.
  2. Can we stop with trying to determine what's more realistic? This game has swords and shotguns, not to mention fireballs and dragons. It doesn't matter what some peasant in the 15th would have wielded.
  3. I had kind of the same idea after completing the game. My second playthrough is shaping up this way: Pallegina- Tank, running DR aura Eder- Melee DPS, dual wielding sabres. It feels so classy! Plus he could use a break from tanking. He's my go to off-tank, still. PC-Bleak Walker Paladin. Running Accuracy aura with a reach weapon (Pike). This gives the aura to everyone (usually). Hiravais-Reach Melee (Quarterstaff). I try to keep him in melee and using his werewolf ability often. Aloth-Back line, roleplaying as a pyromage. Grieving Mother- General backline cipher. I'm really just using her because I got her too late last playthrough to progress through her story. Generally it works out 2 close combat, 2 reach melee, 2 ranged (with Aloth constantly running around to maximize the angles on the fire spells). It's pretty entertaining. If I didn't have the story consideration for Grieving Mother, I'd replace her with a Barbarian just for giggles.
  4. Probably because it would trivialize the game to have wizard/druid/priest spells become per encounter early. The reason they are so powerful is because they are per rest. Having slicken and fog available for every fight makes early encounters very easy. If you want an easy experience, then play on easy mode where you have a lot of camping supplies. Implementing this fix would trivialize hard mode and make having limited camping supplies not make much different. TLDR: If you want this, play on a mode where you can rest often. It's the same thing.
  5. I just noticed this and tested new characters. Humans and Orlans do not get their racial bonus to the Resolve stat. The bonus is present when distributing stats, but after character creation your character will have one less than shown on the stat distribution screen. The background bonus works, however. Anyone have a workaround?
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