Could it be possible for the game to have like a laser pistol with lower requirements and lower damage so you can do stuff a bit earlier?
the weakest laser rifle you find has like 25 dex/20 int requirements
wtf are you even on about
Try 39 Dex, 27 Int. Not easy or cheap. Now let's do the math: 39 Dex is 21 + 16 (stats go from 1 to 2 stat points at 31, in case you're wondering) = 37. Int adds up to 17 points. So 54 points just for the sake of being able to wield the weapon. Now add some basic armor like the Hunter set you take from Geron at the beginning and you need another 6 on STR and 9 CON. That's 69 stat points. 69 points are the bare minimum for a complete beeline for laser weapons and a person starting blind (like me) obviously won't make a perfect beeline. 7 levels worth of stats assuming a perfectly optimized character just to be able to use the most basic cleric stuff.
OTOH a bow and sword character picks up the pace much faster since melee weapons and bow use the same stats (STR and DEX) and the INT investment early on is a complete "dump" since you can't use your blue bar until you join a faction. Following the path of the Vikings is
clearly the way the developers intended for you to play (even if you don't actually join them). So my point stands: Cleric power progression is terribad and could've used some smoothing. And ofc we're ignoring the fact that the very first laser doesn't do much against anything other than very basic enemies.
You STILL won't be able to defeat all the mutants in the cave that is MANDATORY for joining the Cleric faction.
The lack of "love" for the Clerics is evident both from a mechanics perspective (as explained above) and from a quest design perspective. In Goliet you have a shiton of quests with alternative solutions that may help or harm the Zerkers, thus improving/reducing your faction reputation. This is, IMO, huge
.
In Tavar you have a handful of quests following the same logic. I must add that being forced to do questionable things in order to remain on your chosen faction's good side (eg: killing Kid, killing Bertram/Stormson, betraying Olgrim's secret etc) is a nice mechanic. It's a shame that none of that applies to the Clerics. Hort's quests provide very little room for boning the clerics and even if you do (like fingering the wrong person as the drug dealer) the results are inconsequential. It's clear to me that developers gave their best in designing the Berserkers/Goliet, played safe (but still showed some competence) when designing the Outlaws and then when it came to the Clerics...
- "We still need to make one more faction"
- "Dudes with laser weapons! Oh...and MECHS! Everyone loves mechs!"
- "So...just like every sci-fi trope ever?"
- "Shit...ahn...make them worship a weird god. Yep, a weird religion that doesn't affect them in any way other than enforcing their secular discipline"
Karl Marx likes this.
So, yeah. If I ever replay ELEX (will there be DLC/expacs?) I'm saving myself the trouble of trying a path that was clearly not what the devs intended for you to play.