FriendlyMerchant
Guest
Because slow animations are bluepilled and gay.Why every character in this game walking/moving so rush?
Because slow animations are bluepilled and gay.Why every character in this game walking/moving so rush?
Some enemies in the later encounters have really high spell resistance. The spider queen for example is very difficult to damage with spells and will pelt you with level 9 spells while she's at it.
But if you manage to approach her with a melee character and grapple her... she won't be able to use any of her spells, as you can't cast while grappled.
Enemy fighters will try the same with your characters btw, go for grapple to make you unable to cast spells.
I counter that with... any good crowd control (or even a mass damage) spell.
don't you think it's too soon to make a game about the ukraine war?Alchemist and bunch of hired swords in plague lands.Or about what?
I counter that with... any good crowd control (or even a mass damage) spell.
Something to consider in this game is the enemy AI and ability to counter spells. If you cast sleep on opponents, their allies will wake them up. If you try web or grease, these terrain effects can be burned away. Not to mention if dispel magic is available. Of course, there are more resilient versions of these spells available later. However, crowd control is every bit tactical in terms of counter-moves.
I counter that with... any good crowd control (or even a mass damage) spell. And unless the enemy has some crazy saving throws the spellcaster is more effective after only a few levels. Or he is in almost any other D&D computer game. If that's less of a case in KotC2 and melee chars can keep up longer, great.
Something to consider in this game is the enemy AI and ability to counter spells. If you cast sleep on opponents, their allies will wake them up. If you try web or grease, these terrain effects can be burned away. Not to mention if dispel magic is available. Of course, there are more resilient versions of these spells available later. However, crowd control is every bit tactical in terms of counter-moves.
The advantage of kobold gladiators
can you disable high level stuff in module creation?
This is no-brainer. I hate "level 2 after tutorial about controls, lvl 4 after prologue" shit.which you could cut to slow down the leveling.
can you disable high level stuff in module creation?
Gladiators get natural strength bonuses as they level which offsets that. With full gear they can usually close the distance and kill a target on the opening round.Show me what your end-game kobold gladiators can do and i'll show you what a half-giant gladiator can do.
If there is even a remote possibility - you will either be bribed or murdered not to do that. Or murdered and then bribed, just to be sure.If i ask for it will game be delayed?
Gladiators get natural strength bonuses as they level which offsets that. With full gear they can usually close the distance and kill a target on the opening round.
But the goal is to deal "enough damage" not "as much damage as possible", just enough to eliminate the enemy. In other words, won't giant waste some of its damage output compared to whatever because he will overkill stuff?Gladiators get natural strength bonuses as they level which offsets that. With full gear they can usually close the distance and kill a target on the opening round.
It's only a half or a third of what a regular fighter would do when there is enough targets around.
And I've played human, Half-giant, mantis, drake, centaur fighters, samourai, gladiators, death knights...
All of them could wreck multiple targets in the opening turn, even better when they get stride boots or even better haste boots.
I get your kobold fetish but let's say you use a 1d10 weapon, small size turns it into 1d8 while a half giant gets 2d8 out of it.
And let's not talk about what happens after x3 or x4 crit multiplier, you're not just 1d8 damage behind but 3 or 4d8...
Well, I'm generous because my best crit multiplier was x5 and you could achieve x6 with a scythe.
But the goal is to deal "enough damage" not "as much damage as possible", just enough to eliminate the enemy. In other words, won't giant waste some of its damage output compared to whatever because he will overkill stuff?
Just asking, obviously i didn't play it. But i know some people have a fetish for numbers as big as possible in crpgs - which is not always the practical way. Making 100 damage and 50 damage is the same when enemy has 50hp.
It's only a half or a third of what a regular fighter would do when there is enough targets around.
And I've played human, Half-giant, mantis, drake, centaur fighters, samourai, gladiators, death knights...
All of them could wreck multiple targets in the opening turn, even better when they get stride boots or even better haste boots.
I get your kobold fetish but let's say you use a 1d10 weapon, small size turns it into 1d8 while a half giant gets 2d8 out of it.
And let's not talk about what happens after x3 or x4 crit multiplier, you're not just 1d8 damage behind but 3 or 4d8...
Well, I'm generous because my best crit multiplier was x5 and you could achieve x6 with a scythe.
There will be a Matt Chat about KotC 2