Mrowak
Arcane
- Joined
- Sep 26, 2008
- Messages
- 3,947
made said:It sure is. There is active dodge (double tap) but it's pretty unresponsive so more often than not you'll get hit anyway. The mod actually amplifies a problem the original game had already: stuns = death. And there's plenty of them. Fighting a single enemy is pretty easy even with the mod, but as soon as you're surrounded and get incapacitated you might as well reload. It's very frustrating at lower levels, until you get a bunch of avoidance and stun resistance talents.Tycn said:Sounds frustrating in a game where you have no active control over your blocking.
Shame. I was planning on a magic-focused build this time around. Aard stun is still very useful at the start though. Guess I'll take the suggested agility talents first and then see about the rest.Mrowak said:A tip for you... remember that signs were nerfed considerably.
I just meant here that you can no longer spam igni and aard and expect everything to die. I think magic build is still a valid option, though certainly it will nerf down melee combat capabilities.
The other day I was fighting the Hellhound at the end of ch 1. I'm not sure if it's FCR or if it's always been like that, but you lose all buffs/oils before the fight which is beyond retarded. So I finally managed to kill the beast on like the 10th try by abusing the scenery and 1-shotting it after Aard stun (which again is retarded) only to get zerged by the peasant mob and die, at which point I decided to give it a rest for the night. First thing I do if I ever manage to get to the city is buy the pot to lower the difficulty.
That's strange. While the cutscene did remove the potions effect it didn't do anything to the spectre oil on my sword when I was playing. I think that the game always moves you to a certain point in time for the cutscene (late night) so some short-lived effects may wear off. Try applying the oil just before leaving the cave.