As far as I remember, only in 1-2 did order matter because you couldn't use melee weapons from the later slots. In 3-5 you couldn't bash from the last 3 slots, but I'd hardly call that tactically relevant...Yeah it works like that in 3-5.but I was sure MM 3-5 made a distinction of how your dudes were aligned from left to right when it came to the odds of being targeted.
Reading this thread makes me so conflicted about whether or not I should actually play this game any more in the hope that it will get better.
Give me any CRPG that you think is too easy, and I will make it "hard" and "challenging" by changing exactly two values.Like I said, I personally think it's...ill-advised in this day and age to complain about anything that makes a game harder.
Oh they CAN be taunted... and then they focus-attack the person that was not the one taunting them. This is the irritating thing with the game's bullshit, it gets all these immunities to pass by quietly and silently, hoping that you won't notice. It does the same with the silences and with the attacks that bypass Celestial Armor.I feel like people are overstating the prevalence of taunt immunities. Most bosses in the game can be taunted, even though they say they are immune to "mind manipulation".
...... yes. Low barries and corridor outdoors. In Might and Magic. In the one series the DEFINED outdoors. In the one and only series that took corridor outdoors, chopped them to bits, and showed us what REAL outdoors are. And you support this unironically?Damn right seriously. Are ya'll for real here? Decorative doors? Low barriers? Corridor forrests? In a fucking retro blobber?
You're not a retard, the game is wildly inconsistent. Some decorative doors show up with that white outline. Some doors that look decorative actually open up later even though they don't give you any indication they will when you click them. Some doors do give you an indication that they will open later. Relying on the minimap is not always a good idea because some of these said doors will in fact NOT show up on the minimap as that white line. It's not a big issue IMO, you get used pretty quickly to just clicking everything.Hey, dude, I have no isseus with any of that cosmetic shit. My issue is because decorative doors make me fiddle around with shit to figure out whether it is a real door or Graphics Asset B. The trouble is further augmented by some doors looking like decorative doors but then being important.
All real doors show up on a minimap as a house, a shop etc.
Is this also true in dungeons? If so, I'm a retard. So far, it seems like all doors, even decorative ones, show up with small white lines on the minimap.
You don't have the best party but yours is well optimized, much moreso than mine, and I've not really had much trouble other than a couple of places. I don't have to suck at the game or to get stuck on a fight to see that the flaws with the mechanics, though it seems like people like sser and cvv are unable to wrap their heads around this shocking concept.My party is far from optimized, and I'm doing quite alright.
I never bought a single potion, the drops are more than enough to go through the usual potion-guzzling in every fight.I haven't even bought a single potion from a shop
Actually the problem I had with AOD is exactly the same that I now have with MMX. Fallout's combat was not its strong suit, but it was alright because it didn't get in the way of the game's major strengths. Likewise, M&M's combat was never its strong suit, but it was alright because it didn't get in the way of the game's major strengths. AOD took Fallout's combat and tried to make it stand out by making it "harder" while ignoring that this kind of combat and challenge wouldn't work too well in a Fallout-like single-character scenario. Likewise MMX tries to make the typical M&M combat more tactical without giving it some of the necessary options to suppor these tactics, and by actively sabotaging most of the options it does give you. I can see how people who are after the "challenge" would enjoy it, except I didn't ask for this, I asked for more of M&M strengths, and this isn't what the game set out to deliver.It's kind of sad when you try to improve on a beloved formula and discover that many people never really loved the formula to begin with.
...... yes. Low barries and corridor outdoors. In Might and Magic. In the one series the DEFINED outdoors. In the one and only series that took corridor outdoors, chopped them to bits, and showed us what REAL outdoors are. And you support this unironically?Damn right seriously. Are ya'll for real here? Decorative doors? Low barriers? Corridor forrests? In a fucking retro blobber?
Congratulations on being the only person I've ever added to my ignore list.
It's almost like you haven't played the game at all. Are you still in the thieves den or something?celestial armour + regeneration + potion spamming is the be all end all of supposedly tacticool combat
I can see how people who are after the "challenge" would enjoy it, except I didn't ask for this, I asked for more of M&M strengths, and this isn't what the game set out to deliver.
Well I went far enough so I can say that apart from grid movement, it's nothing like 3-5, and those are the only might & magic titles I care about. Sure, setting tone and aesthetics were obviously fucked from the get go, but you never know about gameplay. Well if you wanna know, to begin with the game is very railroaded by the main quest to the point you can't even go somewhere else before you advance on it, because the world is gated and practically any dungeon bigger than one room is tied to the main quest. The outdoor zones feel labyrinthine and claustrophobic, you clear the entire area of monsters in 15 minutes the first time you visit and then spend the rest of the act wishing you could fight something interesting that isn't tied to the main quest somehow, and find loot that isn't garbage. Oh yeah, about loot...those relic "dungeons" are aggravating as fuck. One-room maps with a big monster/trial and error puzzle and a chest, I don't feel like I've even earned any of them. I see a doorway in the middle of nowhere and "oh another relic".For my own part, I enjoy the game so far, but I'm not really ready to declare it a success or failure in comparison to the older games. I'm not far enough in yet.
It's on Seahaven.Can't seem to find any Water Expert spells in either Sorpigal or Seahaven. Is that corrent?
"I like MMX despite numerous design flaws and will completely dismiss your criticism as opinion/L2P issues"
vs
"I hate MMX because of numerous design flaws and will make use of hyperbole and limited impressions to make them sound much worse than they really are"
"I like MMX despite numerous design flaws and will completely dismiss your criticism as opinion/L2P issues"
Well if you wanna know, to begin with the game is very railroaded by the main quest to the point you can't even go somewhere else before you advance on it
You're right, that last line of mine is not true. The flaws in the combat system are there regardless, but taken in a vacuum the game does achieve what it wants more or less well. I just wish that what it was achieveing was more M&M. That said I can distance myself enough from the "if only!" to see that I am enjoying some aspects of the game.Like I said, the introduction of these "alien", non-M&M elements was quite intentional. It's not like they tried to create something else but failed.
Act 2 is hardly just the beginning. And the whole game should be open from the getgo, the main quest and blessings should involve rewards not be used as means to gate content and artificially restrict exploration.That's just in the beginning, the majority of the world is closed off but I don't see it as a big deal, you wouldn't get far beyond the bridge by the castle anyway. But I grant you the mountains should open up sooner and not require you to get the air shard first, which is relatively high-level stuff.
wutZeriel and (deleted user) Brofist this.
Me too, once I've explored the town the first time around. All the actual doors have a white marker on the map.you mean those doors in town that looks like you can enter them but you can't?One thing about this game that really needs to fuck right the fuck back to where it came from: decorative doors
because of them I pretty much play "town time" entirely through the minimap.
Why am I not surprised. Thank you MMX fans, for making everyone waste time for no benefit whatsoever. Nothing remotely interesting ever happens from exploring towns, at best you find a fucking magic resistance barrel or a chest that gives vendor trash.Limbic wanted to implement towns as a single screen where you could interact with all the characters. Fans complained, so they decided to build actual towns.n
Act 2 is hardly just the beginning. And the whole game should be open from the getgo, the main quest and blessings should involve rewards not be used as means to gate content and artificially restrict exploration.That's just in the beginning, the majority of the world is closed off but I don't see it as a big deal, you wouldn't get far beyond the bridge by the castle anyway. But I grant you the mountains should open up sooner and not require you to get the air shard first, which is relatively high-level stuff.
Initially, Limbic wanted to implement towns as a single screen where you could interact with all the characters. Fans complained
Very good point. I often feel like my defender doesn't live up to his name, since if I'm ever in a combat that results in a TPK, he's the last one standing. So much for defending the rest of the party...- MM10: much more tactical, positioning system essential to support the tactics, positioning system completely gone.
There are two completely separate issues that you're conflating to make a stawman. One issue is that MM10 doesn't have a positioning system while MM1-2 had, which is a nonissue because MM3-8didn't have onehad a very basic one
Initially, Limbic wanted to implement towns as a single screen where you could interact with all the characters.
Taunt, silence, etc. Basically control effects that affect the mind. Body manipulation is stuff like stun, knockback, immobilize, etc.I'm in Act 2 and it gets better and better.
Question: if a monster is shown to be immune to Mind manipulation, what are the spells that are mind-related. I know for example that the "time stop" kind of spell is one of them, but is there a complete list?
Here's an old poll from Ubi forums, but I'm sure it was discussed on the Codex at one point. I'll do a little for research.Initially, Limbic wanted to implement towns as a single screen where you could interact with all the characters.
I don't remember this, source?
Are you sure you're not confusing it with the stuff we heard about the towns in Blackguards?
Initially, Limbic wanted to implement towns as a single screen where you could interact with all the characters.
I don't remember this, source?
Are you sure you're not confusing it with the stuff we heard about the towns in Blackguards?
For one, towns are once again static pictures of people at the location which have basic dialog options. Clicking on, say, the local alcemist brings up a rumor she heard (more or less a tooltip in the game I played), while another option opened up a basic trade screen for potions.
Here's an old poll from Ubi forums, but I'm sure it was discussed on the Codex at one point. I'll do a little for research.Initially, Limbic wanted to implement towns as a single screen where you could interact with all the characters.
I don't remember this, source?
Are you sure you're not confusing it with the stuff we heard about the towns in Blackguards?
http://www.strategyinformer.com/pc/mightmagicx/previews.html
For one, towns are once again static pictures of people at the location which have basic dialog options. Clicking on, say, the local alcemist brings up a rumor she heard (more or less a tooltip in the game I played), while another option opened up a basic trade screen for potions.