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Found 8 results

  1. I'd like to discuss about the current attribute system, because the system is a little unbalanced, especially in the case of Constitution and Resolve. Generally, Offensive/Active stats are considered as being more attractive, because those stats are effective for every characters; either Damage Dealer or Tanker. For example, Might is very effective, may be OP, for every characters, even if for Tanker, since the character even may attack nearby enemies via Disengagement Attack. On the other hand, Defensive/Passive stats seems a bit less valuable, because those stats do not affect until
  2. I'd like to discuss about the current attribute system, because the system is a little unbalanced, especially in the case of Constitution and Resolve. Generally, Offensive/Active stats are considered as being more attractive, because those stats are effective for every characters; either Damage Dealer or Tanker. For example, Might is very effective, may be OP, for every characters, even if for Tanker, since the character even may attack nearby enemies via Disengagement Attack. On the other hand, Defensive/Passive stats seems a bit less valuable, because those stats do not affect until
  3. Orlan's Bramble Ring decreases the PC's int by 1 instead of properly increasing it. It works fine on other party members. It will repeatedly remove 1 int if it is equipped and unequipped. I tested it by unequipping it enough to reduce my PC's int from 18 to 7. I had to load a save in order to get the int back to normal.
  4. Hi! I wan't to play the game but I really do not understand what attribute is good for what. I get it that Obsidian want's to do something unique but this seems randome. I wanted to build a cipher with guns who is good in persuasion. So I would have to skill might (for damage), int (for my spells) and resolve (for talking). But I guess I would need dex too? Or maybe perception to see if someone is lying to me? Or can an other party member fill in for me on that? For conversations checks for example... say you need high perception, int and resolve to get the peacefull answer. Do my main
  5. This is more of a question. I initiated a conversation and I had the required might (stat) for the conversation option with the character I was using but the option was non selectable (red). Are all conversation options based off the main character you created or who initiated the conversation? Opinions/answers? Thanks a lot
  6. So you got 22 Might. Thats +22% Damage AND Healing! Thats awesome right? But...what does it matter if you cant actually hit anything? The BB party all has 10 perception with the exception of the Wizard´s 12 and the Rogues 22. The BB Fighter has 22 Might. And this is hitting a stationary target. ...Ok that stationary target was a priest and he was buffing himself with armor spells. So this log is a bit of an exageration. BUT IS IT? I mean we are gonna be facing spellcasters and priests in our travels and those bonuses to deflection, DT and reflexes are gonna stack and ge
  7. I don't like current attributes (Might in particular). So instead of just saying i don't like it and would like suggest following system. Strength +2% melee damage bonus +1% ranged damage bonus +1 Fortitude defense +2% weight limit for character Dexterity +1% melee damage bonus +2% ranged damage bonus +1 Reflex defense +4% spell duration (only spellcasters) Constitution + x % health/stamina bonus +1 Fortitude defense Perception +1 Accuracy +4% Area of effect of all abilities Intelligence +2% spell damage/power +1% spell duration (spells only, this is to enable small increase of dura
  8. Ok, so I have a very interesting idea on how we can revamp and revitalize the 6 Attribute System. As we all know, Intellect and Resolve are "dump" stats. Might, Dexterity, and Constitution are REALLY good stats for all classes. So how can we make EACH attribute interesting for EVERY class? Well, read on and find out! First, I will thoroughly list what each of the 6 Attributes currently do: 1. Might (MIG): +X% Damage & Healing (+2%/point spent) During interactions, used for: intimidating displays and acts of brute force... Bonus to Fortitude Defense 2. Constitution (CON): +X% St
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