Grunker
RPG Codex Ghost
Was pretty easy; teleport, boulder bash and flare did the job for me. Their dog hits like a truck though.
Don't have fire or earth spells currently, unfortunately. Got some scrolls I could test I suppose.
Was pretty easy; teleport, boulder bash and flare did the job for me. Their dog hits like a truck though.
I would really love for them to overhaul Traits in the sequel. I'm assuming the design goal was to flesh out your characters and add some personality, but tying the Traits to stats just causes me to game the conversations in order to get free skills and immunities.
I feel like a better option would be to make Traits change how NPCs react to you, or even affect which quests you get offered. For instance, it makes no sense for Blossius to ask you to deliver his will if you're a known Egotistical Heartless bastard, nor does it seem reasonable for Eglandaer to hire you as a hitman if you're a Compassionate, Considerate goody two-shoes.
It's even worse than that, and one of the things I REALLY want them to change: traits determine the outcome of quests.Considering how random and unintended on the player's part traits often end up being, they shouldn't play such a major role in the narrative's outcome. If they're going to determine something like that, the options that cause them need to be communicated much, much more explicitly.Bairdotr will turn on you and die if you don't have the right trait, Madora won't forgive someone leading to the "bad" outcome of a quest, etc.
It's a pretty bad skill in any case. 5 skill points nets 8% chance to get an item that is probably bad and can never be particularly high quality. At the lower end of investment (anything below 5 points) it might as well not exist at all for how low the chance is. I guess they balanced it around the tons of empty containers they put in the game, but it's still a mediocre skill.
How many hours of content would you guys estimate there are in Cyseal? I'm guessing it took me about 30 hours to clear it all, not including a handful of side quests that I can't be fucked to go back and finish, and a non-trivial portion of time that was eaten up by fiddling around with inventory, shopping, and crafting.
I was running around Luculla last night and for some reason I feel unmotivated to continue playing. I think it's because Cyseal got to be so grinding after awhile -- I'm pretty sure it's the most time I've ever had to spend in a single area in an RPG -- and even though I'm finally getting to move on, maybe my brain is just ready for closure.
Josh Sawyer said:Pure % DR turns into extra hit points against which there isn't any real tactic. Non-linear scaling -- where you get some abstract armor value like "291" that correlates to a percentage value based on your level and the enemy's level -- is a black box that forces people to reverse engineer what's going on just to make sense of how their bonuses influence how well protected they are. In both of these cases, the general result is that armor doesn't really feel like much of anything. In a system where you have inflating hit point values, percentile reduction also forces the damage values to spike even higher and higher because a greater portion of it is being swallowed by the % reduction. You wind up with endgame scenarios like Fallout 1 and 2, where % DR negates such a huge amount of incoming damage that typically only triple damage armor-bypassing crits (against the eyes, naturally) really get through.
You wind up with endgame scenarios like Fallout 1 and 2, where % DR negates such a huge amount of incoming damage that typically only triple damage armor-bypassing crits (against the eyes, naturally) really get through.
This was a good thing about Fallouts.
After all power armours were the best thing pre-war world had. They were supposed to be THIS powerful.
You're talking about a huge, bulky armor that somehow makes you more agile and better capable of avoiding attacks (and also somewhat dubiously doesn't require any strength to use). I'm pretty sure its designers didn't have serious simulation in mind.This was a good thing about Fallouts.
After all power armours were the best thing pre-war world had. They were supposed to be THIS powerful.
(and also somewhat dubiously doesn't require any strength to use)
No.You're talking about a huge, bulky armor that somehow makes you more agile and better capable of avoiding attacks (and also somewhat dubiously doesn't require any strength to use).