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Review Drakensang: 'old school RPGers will go nuts'

Crichton

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If I understand your gibberish correctly, than you criticise the AI for going straigt to the potentially most dangerous PC. I agree, that is so much dumber than the AI in NWN2 that attacked the tanks while being nuked by the unchallenged Wizard. Yeah, fucking clever.

It's all well and good for the AI to want to attack the wizard, but when I have people blocking the doorway to prevent that, they shouldn't step aside and let the wolf-rats through.


BS. That was the case in the Realms of Arkania games, where NEVER EVER an encounter could be avoided. In Drakensang you can do this.

Yes, you can avoid having wolf-rats spawn around you by not doing the quest, but if you're actually going to do the quest (fetching the tailor's stone for example), there are no rats until you hit the trigger and then rats appear out of nowhere all around you a la doom 3. Have you actually played the game at all?

Yeah, the system is so lobotomized that Wizards of the Coast removed their Wizard system and introduced the Sorcerer which works like Magic in DSA. If you think there are not enogh spells in DSA look here.

1)This is a topic about the cRPG

2) What's important isn't the number of spells but the number of options the magic system gives you, different elemental resistances, spell mantles, counter-spelling, globes of invulnerability, concentration checks etc, spell levels, metamagic etc. DSA's magic system is the little kiddy version of D&D.

3) I'm sure you don't want to try to compare number of spells with D&D's splatbook legion.
 

ricolikesrice

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Sir_Brennus said:
Obvious issues:

Movement is borked since your PCs happily move aside whenever swarms of dipshits want to surround them or run right past them towards the magic user.

If I understand your gibberish correctly, than you criticise the AI for going straigt to the potentially most dangerous PC. I agree, that is so much dumber than the AI in NWN2 that attacked the tanks while being nuked by the unchallenged Wizard. Yeah, fucking clever.

if i understand his gibberish correctly, he was criticising that in drakensang your characters "sidestep automatically" if an enemy wants to pass through them, so basically you cant block a door or similar tight spots.

and thats valid criticism as far as i m concerned.

however the perfect system would be one where the characters would "hold their ground" (NWN2 or most Turnbased) if they are fighting against weaker enemies (goblins, bandits) or "sidestep" (drakensang) when things like a 4m berserk troll charge them at full speed.

seeing how utterly broken easy and cheesy NWN2 combat is i prefer the "sidestep" over the "even a 200 mph train wont get to me aslong as my pet hamster is guarding my front" , though in all honesty a future game getting this issue right for once as i suggested would be great.

the rest of his post was pretty much what to expect from a dumbfuck: "wah wah 1000 spells" (of which 95% are useless crap) but the thing about the undead special attacks (OH NOES, HOW CAN I LIVE WITH -2 CON ?!!!!) made me laugh.

quality > quantity.
 

Turok

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Stop complaining people, this is the only crpg on the horizon, dont kill it before its english release.

I going to buy it because i have too many time i dont see a good crpg game.

Is not PS:T we all know it, but is a new setting, and new story, so live with it.
 

Shannow

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Sir_Brennus said:
Dumbfuck!
Self-awareness is the first step to improvement.

If I understand your gibberish correctly, than you criticise the AI for going straigt to the potentially most dangerous PC. I agree, that is so much dumber than the AI in NWN2 that attacked the tanks while being nuked by the unchallenged Wizard. Yeah, fucking clever.
Not only did you not get the point, you're actually saying wolfrats running past your tanks to your wizards is a good thing because it accurately reflects the intelligence of animals :roll:
And how exactly does comparison to NWN2's weaknesses remove Drakensang's?

BS. That was the case in the Realms of Arkania games, where NEVER EVER an encounter could be avoided. In Drakensang you can do this.
And how exactly does comparison to RoA's weaknesses remove Drakensang's?

1. The rules are given in the ruleset of The Dark Eye and are nearly the same ones as they were in the highly regarded Realms of Arkania series.
And how exactly does comparison to RoA's, DSA's weaknesses remove Drakensang's?

2. It's part of the philosophy of the PnP game to limit special abilities, magical overpowerment, excessive bonus points (there simply is NO sword+4 in DSA) and easy critical hits. Ulrich Kiesow created DSA as an underpowered version of D&D1
Where did you see the lack of +4 swords criticised? And how is "limited" abilities a counter argument to "enemies basically only have/use 2 abilities, knockdown and poison"?
3. Poison and deasase are the same effect by name now (like in the PnP) but actually are a different status. "Undead" creatures and Vermin have desease attacks.
Nice to know what's all in the PnP system...but now back to the game, mkay?
4. The D&D system is FUBAR. Hey, an elven warrior can't be affected by a ghoul touch - ha, cool thing. Na, wait - it's no ghoul but a Grul or something and he touches me - I'm getting paraly....
And how exactly does comparison to DnD's weaknesses remove Drakensang's?

Yeah, the system is so lobotomized that Wizards of the Coast removed their Wizard system and introduced the Sorcerer which works like Magic in DSA. If you think there are not enogh spells in DSA look here.
WTF?!? How does that make magic in Drakensang useful, apart from maybe 4-5 spells? Not to mention that you're not adressing the point, again.


Yeah, and balance in NWN2 was good. Wasn't Vault Dweller like "combat is totally unba and much too easy" in his MotB review? Never heard that about Drakensang.
And how exactly does comparison to NWN2's weaknesses remove Drakensang's?


Yeah, mods make NWN2 the better game. Guy this is the Codex. We never consider designers laziness as something that can be bettered by mods. The balance in NWN2 is totally broken.
And how exactly does comparison to NWN2's weaknesses remove Drakensang's?


You actually dare to call somebody else a dumbfuck? Your whole post is full of strawmen. You favourite one being that Crichton claimed that NWN2 did certain things better. You completely miss the point most of the time and don't make a single point that counters the given criticisms to Drakensang. I don't even disagree with all of your statements but none of them have much to do with Crichton's post.
And here I thought your IQ only dropped to that of moldy bread when Piranha Bytes is the topic... *shakeshead*
 

Claw

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"

Shannow said:
If you forcefully remove the memory of any IE game with large quantities of alcohol. And even then it's not saying much...
Eh, I have yet to see any RTwP combat that isn't better than that of IE games.
That said, developers like to claim that RTwP is actually turnbased "under the hood" but Drakensang is the only game that really made that impression, which was very nice.


Crichton said:
Combat techniques pretty much all consist of "power attack", that is almost all of them cost energy but boost damage/wounding, knockdown being the only conspicuous exception.
Now that's just bullshit. Many techniques neither "boost damage/wounding" nor cause knockdown. What about techniques that allow a user to parry or block more attacks, or lower an opponent's defensive abilities? Additional attacks? Automatic evasion?
There are lots of different effects in the combat techniques, but I suppose they all look like "boost damage/wounding" if you squint hard enough.

D&D has not only knockdown, but disarm, stunning fist, rage, defensive stance, shapeshifting, etc.
That's silly, but if you insist.. DSA has not only knockdown, but feint, master parade, death strike, defensive stance, wind mill, arrow volley etc.

I'm sorry, I just ain't impressed by a list of features whose meaning is unknown to me. I do find it funny that you even list a feature where Drakensang has a special ability of the same name. I'm sure that D&D's defensive stance is superior to Drakensang's defensive stance in every conceivable way, but it'd have been nice if you had actually explained why.


What's important isn't the number of spells but the number of options the magic system gives you, different elemental resistances, spell mantles, counter-spelling, globes of invulnerability, concentration checks etc, spell levels, metamagic etc.
Not another dumb list of features. Do I win by making a longer list of features in DSA's (and Drakensang's) magic system?

What's so great about "metamagic"? Effects similar to metamagic feats are directly built into DSA's spell system.
I'm also sure that there is something similar to concentration checks, not to mention that there is a skill check when casting a spell that not only determines whether or not the spell is cast successfully at all but also how well the spell works.
"Spell levels" may just be the dumbest element on your list. Okay, so D&D has spell levels. Is that supposed to be a feature? So is a zit, I guess.
Actually, Drakensang also has spell levels, namely the value representing a character's skill in that level, which is also relevant in determining the spell's power.

DSA's magic system is the little kiddy version of D&D.
Is that just supposed to be a generic insult or is there supposed to be a meaning in this? You know, given how DSA's magic system is completely different and not in any way a version of D&D's magic system in the first place.


Shannow said:
WTF?!? How does that make magic in Drakensang useful, apart from maybe 4-5 spells?
Oh, could you please tell me which 4-5 spells those are? Just so I can remove all those other spells from my quickslot bar.
 

Crichton

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That's silly, but if you insist.. DSA has not only knockdown, but feint, master parade, death strike, defensive stance, wind mill, arrow volley etc.

I'm sorry, I just ain't impressed by a list of features whose meaning is unknown to me. I do find it funny that you even list a feature where Drakensang has a special ability of the same name. I'm sure that D&D's defensive stance is superior to Drakensang's defensive stance in every conceivable way, but it'd have been nice if you had actually explained why.

You'd be more impressed if you knew what the features did. D&D's "defensive stance" prevents one from moving so it actually has an effect on the game, it's not just +2/+4 to parry. If you need a refresher course on D&D rules, it's all on-line;

http://www.d20srd.org/

Disarm / stunning fist are real additions to D&D because they do something to your enemy outside of cut down his HP / stats, unlike all the Drakensang power attacks (offensive style, power attack, feint, arrow volley, super stab, blah, blah blah) The idea is that different attacks are useful in different situations because they depend on your opponent's stats; larger weapons are harder to disarm, creatures with better fort saves are harder to stun so you have to pay some attention to what you're facing instead of just pressing the same buttons over and over.

Other D&D features like rage and shapeshifting allow one to become more powerful for a limited time a limited number of times a day, this makes them fundamentally different from things that just cost energy that regenerates constantly.

This isn't to say that all of Drakensang's special abilities are worse off, windmill is marginally more useful than whirlwind attack; the point is that Drakensang just doesn't offer the sophistication of NWN2's combat system, which is hardly the gold standard, which is why someone who can't stand NWN2 (which includes many codexers) is really going to hate Drakensang. I liked NWN2 which is why I find Drakensang quite playable.

Not another dumb list of features. Do I win by making a longer list of features in DSA's (and Drakensang's) magic system?

You're really going to have to look up what this stuff does if you don't know. Metamagic allows one to make a spell last longer, or make it do more damage or give it a wider area of effect or cast it in armor, but you can only do one at the same time and these cost higher level spell slots which means you have to give up more powerful spells.

Which brings us to spell levels/slots. Unlike mana based systems where mana regenerates whenever you're standing around, if you can only cast one level three spell without resting, it doesn't matter how long your characters pick their nose, they'll have to make do with magic missile.

Concentration checks are also important because they create a meaningful choice over the use of defensive casting depending on how much damage you expect your opponent to be able to do, how many ranks of concentration you have and what feats you've got (combat casting, skill focus (concentration) etc).


Is that just supposed to be a generic insult or is there supposed to be a meaning in this? You know, given how DSA's magic system is completely different and not in any way a version of D&D in the first place.

The point is that there isn't a great difference in what Drakensang and various D&D cRPGs are trying to do with their magic system, Drakensang just doesn't have any of the pieces that connect your decisions with what your opponent has done or can do.
 

Jaime Lannister

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mondblut said:
Mogar said:
They were more similar to jRPGs

No. Unlike JPGs, they had gameplay instead of silly narration. And more often than not permitted to sweep locations in any order.

Early JRPGs let you go do things in any order and were light on story. See: Shin Megami Tensei, FF 1-3. Wizardry 1-5, Might and Magic 1-2
 

Claw

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Crichton said:
You'd be more impressed if you knew what the features did. D&D's "defensive stance" prevents one from moving so it actually has an effect on the game, it's not just +2/+4 to parry. If you need a refresher course on D&D rules, it's all on-line;
I'm not sure I want to make the effort to support your argument. Besides, I really don't know how well implemented all D&D rules are in any actual CRPG, and I don't plan to play NWN2 just to compare it to Drakensang, although I might play it one day, if only for MotB.

Disarm / stunning fist are real additions to D&D because they do something to your enemy outside of cut down his HP / stats, unlike all the Drakensang power attacks
Ah, but the opponent's offensive capability is really just another stat. So what happens, your opponent needs an action to pick up his weapon or equip another one? While I appreciate the variation, I don't see a fundamental difference to an ability like knockdown. Moreover, stunning fist strikes me as a vastly overpowered ability balanced (maybe) by an arbitrary limit; just one of the things I dislike about D&D.

The idea is that different attacks are useful in different situations because they depend on your opponent's stats; larger weapons are harder to disarm, creatures with better fort saves are harder to stun so you have to pay some attention to what you're facing instead of just pressing the same buttons over and over.
Still all attacks in Drakensang are neither power attacks nor equally useful against any opponent. Creatures with higher strength are harder to knock down with the standard line of power attacks, although there is a special attack that tests dexterity instead. Some attacks ignore armor or negate the opponent's blocking ability.
Different attacks can only be used with a selection of weapons, adding a strategic level to the choice of weapon and combat skills. The last time I heard that in D&D the DM suggested that it were just flavor text.

Other D&D features like rage and shapeshifting allow one to become more powerful for a limited time a limited number of times a day, this makes them fundamentally different from things that just cost energy that regenerates constantly.
I just loathe this type of ability, just like daily powers or encounter powers in 4th ed. I can imagine many ways that I'd prefer over how D&D works, and few I like less.
Besides, I feel you simplify the issue of energy. I seem to recall that stamina dropping to zero make a figher more vulnerable and injuries reducing stamina, so a figher who is down to zero "energy" may never recover during a fight. Managing the energy is an additional tactical element, moreso than a number of daily uses.
I guess you're right that they are fundamentally different, though. I just really don't like the D&D version.

the point is that Drakensang just doesn't offer the sophistication of NWN2's combat system, which is hardly the gold standard, which is why someone who can't stand NWN2 (which includes many codexers) is really going to hate Drakensang.
Hmm. I'm not sure I see more options as sophistication, but I can't judge NWN2. Drakensang could certainly have more variation, but it does have a series of very distinctive abilites that are useful in different situations.

Not as sophsticated as NWN2 maybe, but that's a far cry from hammering away with power attacks.


You're really going to have to look up what this stuff does if you don't know.
No, you really have to tell me.

Metamagic allows one to make a spell last longer, or make it do more damage or give it a wider area of effect or cast it in armor, but you can only do one at the same time and these cost higher level spell slots which means you have to give up more powerful spells.
I like Drakensang's skill-related variation of spell power, some spells becoming more potent with growing skill and some that can be cast at higher power levels.

Which brings us to spell levels/slots. Unlike mana based systems where mana regenerates whenever you're standing around, if you can only cast one level three spell without resting, it doesn't matter how long your characters pick their nose, they'll have to make do with magic missile.
Eh, that reminds me of playing Baldur's Gate. Ah, my good spells are expended, let's rest. Very sophisticated, and terribly interesting in a not kinda way.
That mana regenerates almost instantly is a rather unfortunate design decision of the Drakensang developers. They've made quite a mockery out of some spells too, with a healing spells just to clean up status effects after combat.
It's just two sides of the same coin to me. A broken memorization system versus a broken mana system.


The point is that there isn't a great difference in what Drakensang and various D&D cRPGs are trying to do with their magic system, Drakensang just doesn't have any of the pieces that connect your decisions with what your opponent has done or can do.
I don't quite agree. D&D cRPGs may have more tactical options, but I disagree that there is no connection between my decisions and my opponent's abilities. Rather than just increase his ability to cast spells uninterrupted through skills and feats, a caster can cast a protective spell or use a quick debuff on an opponent before charging up a powerful offensive spell. It's still possible to raise a caster's self control skill to make him resistant to interruption.
 

Sir_Brennus

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poocolator said:
NEWFLASH!! German Codexers rally to defend fatherland product.

Sorry, you're misinformed. This is the first time Claw and me agree on a single point since an arbitrary discussion on the NMA years ago (albeit under another nick).

There must be something else going on there. Maybe it's just that Crichton's points are utter rubbish.
 

Wyrmlord

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No, Sir Brennus, you were trying to use "It's better than NWN2" as an argument even though he never mentioned NWN2.

The man mentioned D&D, and never said NWN2. You were attacking him on a nonexistent basis.
 

ricolikesrice

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poocolator said:
NEWFLASH!! German Codexers rally to defend fatherland product.

germans discussing drakensang, now who d have thought that given the game only been released in german so far. get back to filling 90% of your postcount with FALLOUT3SUCKS I WANT TO FIT IN, moron.
 

Shannow

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Re: "

Claw said:
Shannow said:
WTF?!? How does that make magic in Drakensang useful, apart from maybe 4-5 spells?
Oh, could you please tell me which 4-5 spells those are? Just so I can remove all those other spells from my quickslot bar.
Even if I do smell lots of irony here I'll be glad to comply if only for the fact that your arguments are comprehensive and to the point (this time) ;)
I actually only mentioned 4-5 useful spells because I knew someone would try to defend the magic in Drakensang. I used an elf with armor, eagle eye, healing and the occasioonal lightning/firestrike. I tried the other buffs and debuffs but simply didn't find them very useful. What I disliked most was that many buffs don't have an increased lasting time even with increased power. That means I'd have to recast every 1-5 minutes...
Buffing in fights was quite useless because enemies (whether intelligent or mere animals) always went fo the caster first and even if the caster didn't go down fast the fight was usually over before the second buff could be cast.
Over all I think I'd rather have had another fighter instead of the elf or the mage. Situations in which spells could damage an enemy against whom weapons were ineffective were extremely rare.
But if I ever start a new game I'll play as battlemage if only for the munchkin opportunities the quest armour parts seem to present ;)

On Drakensang's combat: I miss stuff like attacks of opportunity. Their lack inreases my issues with the positioning problem.
 

Wyrmlord

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ricolikesrice said:
get back to filling 90% of your postcount with FALLOUT3SUCKS I WANT TO FIT IN, moron.
If we are talking about posters who have only game to talk about so they can fit in, poocolator is not even half as worse as racofer.
 

Sir_Brennus

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Wyrmlord said:
No, Sir Brennus, you were trying to use "It's better than NWN2" as an argument even though he never mentioned NWN2.

The man mentioned D&D, and never said NWN2. You were attacking him on a nonexistent basis.

You'd better take the time to improve your reading abilities, because

Crichton said:
Practically none of the enemies have special abilities, in fact, there's pretty much just poison and knockdown. (Compare to NWN2 where all of the undead have their own special shit, on top of different kinds of poison, and different beasts, knockdown for wolves, rage for badgers, etc)

and

Crichton said:
but there are mods that fix that for NWN2 out there as well

cannot be made unwritten, can it?
 

Claw

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Ra: Drakensang: 'old school RPGers are nuts'

Shannow said:
Even if I do smell lots of irony here
Dost thou accuse me of deceit? For shame!

I actually only mentioned 4-5 useful spells because I knew someone would try to defend the magic in Drakensang. I used an elf with armor, eagle eye, healing and the occasioonal lightning/firestrike.
I've always been suspicious of eagle eye's usefulness, but then I don't have a dedicated archer anyway. The other spells are no surprise, although I am partial to thunderstrike (?) myself with its high base damage and bypassing armor.

I tried the other buffs and debuffs but simply didn't find them very useful. What I disliked most was that many buffs don't have an increased lasting time even with increased power. That means I'd have to recast every 1-5 minutes...
Only if you insist of keeping them active all the time. Many (de)buffs with a short duration get a duration bonus based on your skill check.
I like to use attribute buffs before casting other spells because I can significantly increase their reliability and effectiveness. That's obviously also a good combat prep for a caster, although I believe you may only use a single attribute buff at the same time. Not sure right now.

Buffing in fights was quite useless because enemies (whether intelligent or mere animals) always went fo the caster first and even if the caster didn't go down fast the fight was usually over before the second buff could be cast.
What? Say, are you surprised alot or do you just charge headfirst into every battle? Don't you use pause? I have no problem whatsoever casting buffs at the start of combat, although quite frankly due to the short duration I actually prefer starting combat with an offensive spell - because they're so slow - and then cast buffs as the enemies approach melee range.

Over all I think I'd rather have had another fighter instead of the elf or the mage. Situations in which spells could damage an enemy against whom weapons were ineffective were extremely rare.
I don't know. I like to play with a mage as (healer) main char, plus the female rouge with magic abilities. Those two can usually deliver some nice damage in the first round of combat, although their survivability in melee can be an issue.

On Drakensang's combat: I miss stuff like attacks of opportunity. Their lack inreases my issues with the positioning problem.
Yeah. I'd also be happy if they could just hold their ground. I don't know what's wrong with movement in Drakensang, sometimes after I unpause combat all combatants will move around wildly before settling into a new position and resuming the actual fight.

Also, wouldn't it be awesome if sending my fighters to the front and having them intercept the charging enemies would work? Yes it would, dammit!
 

Crichton

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Over all I think I'd rather have had another fighter instead of the elf or the mage. Situations in which spells could damage an enemy against whom weapons were ineffective were extremely rare.
But if I ever start a new game I'll play as battlemage if only for the munchkin opportunities the quest armour parts seem to present

My first playthrough was with a dwarven warrior and my party for most of the game was the PC, forgrimm, Traldor and the elven witch/archer. Eventually I traded the which for that elven warrior with a spear. I found that he was good enough at magic to do what I needed and good enough with a spear to not feel like excess baggage (his super stabby attack was cool too).

My 2nd playthrough is with a human battle mage for exactly the reasons you describe, the only thing I wonder about is how many ranks of armor usage to buy since I'll only need one in the end but might find more useful before all super-armor is acquired.
 

poocolator

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ricolikesrice said:
poocolator said:
NEWFLASH!! German Codexers rally to defend fatherland product.

germans discussing drakensang, now who d have thought that given the game only been released in german so far. get back to filling 90% of your postcount with FALLOUT3SUCKS I WANT TO FIT IN, moron.

Oh jesus, my asshole burns! Butthurt! Why so serious, Hitler?

Edit: Oh yeah, BTW, I've talked about a tad more than FO3. I suppose you based your misinformed argument from my signature :/
 

made

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Mid-game combat in Drakensang as I remember it:

Mage starts casting fireball on a group of mobs (it's instant out of combat, but a 6 or 8 second cast otherwise so you won't get one off with stuff hitting you, plus there's FF iirc), proceed to run circles around the mobs while dwarf/amazon chop them to pieces. Heal the mage who has aggro on the entire pack with thief/caster hybrid or just let him die, doesn't really matter as death is meaningless. Repeat.

The tactical depth is overwhelming.
 

Lonely Vazdru

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I had no idea what this game was about prior to reading this discussion. After reading it, I'm 100% sure the combat system is crap. Crichton and Shannow totally convinced me. You germans can go fuck yourselves.
 

Shannow

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Re: Ra: Drakensang: 'old school RPGers are nuts'

Claw said:
Buffing in fights was quite useless because enemies (whether intelligent or mere animals) always went fo the caster first and even if the caster didn't go down fast the fight was usually over before the second buff could be cast.
What? Say, are you surprised alot or do you just charge headfirst into every battle? Don't you use pause? I have no problem whatsoever casting buffs at the start of combat, although quite frankly due to the short duration I actually prefer starting combat with an offensive spell - because they're so slow - and then cast buffs as the enemies approach melee range.
TBH, I don't like casting/re-casting buffs every battle. I prefer buffs that cost upkeep but last forever. Buffing for 10 seconds before every fight when the difficulty doesn't even require it isn't for me. :( The short term (de)buffs don't seem worth it. I restarted yesterday with a battlemage and the incineration spell seems to be much more worthwhile than any (de)buff, especially since it can also lower enemy AC. And I only get one spell off before meleers swarm me...

My 2nd playthrough is with a human battle mage for exactly the reasons you describe, the only thing I wonder about is how many ranks of armor usage to buy since I'll only need one in the end but might find more useful before all super-armor is acquired.
I don't think you can cast spells with heavier than light armor.

I had no idea what this game was about prior to reading this discussion. After reading it, I'm 100% sure the combat system is crap. Crichton and Shannow totally convinced me. You germans can go fuck yourselves.
??? Drakensang is decent. On par with NWN2, imo. The combat is very involved and the character system is a nice change to and better in many aspects than D&D. Many of the sidequests are "innovative". It mainly suffers from what every modern RPG suffers: RTwP, Bloom, bad encounter design, mediocre writing, streamlined changes to the P&P-rules, etc.
 

Lonely Vazdru

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I was only talking about the combat system, not the game as a whole. NW2 combat also sucks big time.
 

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