Haplo
Prophet
- Joined
- Sep 14, 2016
- Messages
- 6,561
I wish....- Unique items drop like candy.
Not many truely unique items in the game.
And the Devs actually nerfed one of the very few unique weapons.
I wish....- Unique items drop like candy.
This is the exact argument you made almost 2 years ago and it’s still just as retarded. What’s wrong with the combat has nothing to do with difficulty.- Unique items drop like candy.Hmm, I actually believe the combat, builds and some groundbreaking moments mostly summ up the positives of this game. So it begs a question: what is a good combat according to you? In which game you saw it?This game’s combat is so fucking overrated.
- Encounter spam. Even too much for RtwP design.
- Positioning don’t really matter beyond basic tactics.
- Barely any use of terrain or environment.
- Prebuff spam.
- Most choices to solve encounters are made before combat begins rather than during.
- Stat bloat difficulty.
- Faux class/subclass diversity (e.g. slayer).
- Gay companions.
Wish there was a modern ToEE. Rogue Trader is designed with TB in mind so that’s positive at least.
Edit: btw, I didn’t post in this thread, the gay mods moved the post.
So many ways to say you suck at it.
Maybe at your age this isn’t the game for you.
This is the exact argument you made almost 2 years ago and it’s still just as retarded. What’s wrong with the combat has nothing to do with difficulty.- Unique items drop like candy.Hmm, I actually believe the combat, builds and some groundbreaking moments mostly summ up the positives of this game. So it begs a question: what is a good combat according to you? In which game you saw it?This game’s combat is so fucking overrated.
- Encounter spam. Even too much for RtwP design.
- Positioning don’t really matter beyond basic tactics.
- Barely any use of terrain or environment.
- Prebuff spam.
- Most choices to solve encounters are made before combat begins rather than during.
- Stat bloat difficulty.
- Faux class/subclass diversity (e.g. slayer).
- Gay companions.
Wish there was a modern ToEE. Rogue Trader is designed with TB in mind so that’s positive at least.
Edit: btw, I didn’t post in this thread, the gay mods moved the post.
So many ways to say you suck at it.
Maybe at your age this isn’t the game for you.
Anyways I didn’t post in this thread to begin with it, apologies for disturbing your jerk off session with Haplo.
This is the exact argument you made almost 2 years ago and it’s still just as retarded. What’s wrong with the combat has nothing to do with difficulty.- Unique items drop like candy.Hmm, I actually believe the combat, builds and some groundbreaking moments mostly summ up the positives of this game. So it begs a question: what is a good combat according to you? In which game you saw it?This game’s combat is so fucking overrated.
- Encounter spam. Even too much for RtwP design.
- Positioning don’t really matter beyond basic tactics.
- Barely any use of terrain or environment.
- Prebuff spam.
- Most choices to solve encounters are made before combat begins rather than during.
- Stat bloat difficulty.
- Faux class/subclass diversity (e.g. slayer).
- Gay companions.
Wish there was a modern ToEE. Rogue Trader is designed with TB in mind so that’s positive at least.
Edit: btw, I didn’t post in this thread, the gay mods moved the post.
So many ways to say you suck at it.
Maybe at your age this isn’t the game for you.
Anyways I didn’t post in this thread to begin with it, apologies for disturbing your jerk off session with Haplo.
Example of bad subclass design: spawn slayer (change study to basically a copy-paste passive of rangers)This is fair. I can agree with most of it.
Though there’s more to the different classes and subclasses (and positioning) than you think the game is also too solvable which obviates the need for those distinctive features.*
This is to some extent due to the nerf bat that comes in response to the kind of criticisms you favor. Stat bloat/too many encounters are typical of people who struggle to handle them. There’s a flood of items due to people over-focusing on one weapon type instead of using their proficiencies (or understanding why some classes don’t have them and what they get in exchange). The ones there are aren’t nearly unique enough.
Your own critiques could benefit from the criticism you give the game.
* - which class/archetype are you talking about and what passive? The irony is that the one archetype to which this criticism applies also got memed into people’s brains as the only “viable” one.
- Unique items drop like candy.
- Encounter spam. Even too much for RtwP design.
- Positioning don’t really matter beyond basic tactics.
- Barely any use of terrain or environment.
- Prebuff spam.
- Most choices to solve encounters are made before combat begins rather than during.
- Stat bloat difficulty.
- Faux class/subclass diversity (e.g. slayer).
- Gay companions.
Example of bad subclass design: spawn slayer (change study to basically a copy-paste passive of rangers)This is fair. I can agree with most of it.
Though there’s more to the different classes and subclasses (and positioning) than you think the game is also too solvable which obviates the need for those distinctive features.*
This is to some extent due to the nerf bat that comes in response to the kind of criticisms you favor. Stat bloat/too many encounters are typical of people who struggle to handle them. There’s a flood of items due to people over-focusing on one weapon type instead of using their proficiencies (or understanding why some classes don’t have them and what they get in exchange). The ones there are aren’t nearly unique enough.
Your own critiques could benefit from the criticism you give the game.
* - which class/archetype are you talking about and what passive? The irony is that the one archetype to which this criticism applies also got memed into people’s brains as the only “viable” one.
Example of good subclass design:
Brown fur transmitter (fundamentally changes how Arcanist plays)
Example of bad subclass design: spawn slayer (change study to basically a copy-paste passive of rangers)This is fair. I can agree with most of it.
Though there’s more to the different classes and subclasses (and positioning) than you think the game is also too solvable which obviates the need for those distinctive features.*
This is to some extent due to the nerf bat that comes in response to the kind of criticisms you favor. Stat bloat/too many encounters are typical of people who struggle to handle them. There’s a flood of items due to people over-focusing on one weapon type instead of using their proficiencies (or understanding why some classes don’t have them and what they get in exchange). The ones there are aren’t nearly unique enough.
Your own critiques could benefit from the criticism you give the game.
* - which class/archetype are you talking about and what passive? The irony is that the one archetype to which this criticism applies also got memed into people’s brains as the only “viable” one.
Example of good subclass design:
Brown fur transmitter (fundamentally changes how Arcanist plays)
Your comment regarding brown fur also reveals how you are stuck in optimisation hell mindset.
Guarantee it took you 10x as long to type that out as it takes me to hit the swift enemy hotkey on all of these enemies combined.No Ranger gets favored enemy against Darrazand, Melzamera, Nahyndri, Great Wurms, that one Ecorche, and Korrazawhatever.
BTW Brown-fur isn’t a no-brainer either. Phantasmal Mage is a better fit for the strengths (and to alleviate the weaknesses) of the base class.
Guarantee it took you 10x as long to type that out as it takes me to hit the swift enemy hotkey on all of these enemies combined.
Furthermore for the hardest fights in the game you'll always have your best wands ready to negate Phantasmal Mage's advantage, so BFT comes out plainly ahead.
Holy shit are you exaggerating the extent of which favoured enemy 2.0 passive changes your gameplay. This is not enough to warrant a separate subclass. This is the thing with this game. A lot of minimal change ups to base classes being misinterpreted as ‘tons of class variety’.
favoured enemy 2.0
And now the ankle-biters are out in force.
(1) *I* didn’t make the Ranger comparison, he did.
(2) With what Swift Action? I just said that Spawn Slayer is useful for when your Swift is already taken up by something like Aeonbane. And Swifts are clunky in RTwP so good job burning your whole turn if you don’t get the timing perfect.
(3) You also need a 3rd level spell slot which you don’t get on Ranger until level 10 and which has other good options that last longer than one fight. Ranger has other things to spend Mythics on other than Abundant.
The Slayer ability is passive/always on. Like other martial abilities this cuts down on the reliance on buffs that OP deplores and that can bite you in tough spots. Regular Favored Enemy is also passive. Instant Enemy isn’t.
And now the ankle-biters are out in force.It’s about stacking meta. The deeper the stack the better off you are. Rod can only apply one at a time. Strength of Class is offensive casting which Phant adds to.
Gnome gets racial bonus to Illusion (TTT fixes Shadow Spells to make them Illusion) and Feat that adds +2 DC to Shadow Spells. Shadow Spells counteract narrowness of Arcanist Spellbook. Mental stats don’t get benefit from things like BFT enhancing Polymorph/Size stat bonuses because Polymorphs/Size spells only boost physical stats. TTT has Idealize Feat that duplicates BFT Fox’s Cunning Enhancement that Nenio can take.
BFT buffs eat so much of Arcane Pool/Spellbook for most of game that it puts a big dent into your ability to be main controller. Which may be something you want to do but is far from no-brainer.
Unless the slayer has pounce. Or Swift teleport.
Ranger is already a full turn ahead of Slayer anyway due to being mounted and therefore able to get within full attack range of the enemy on turn 1, so I'd say that's a clear win either way. Of course you can use Bismuth but then that's another melee character in your group who loses a whole turn to run into melee.
A small AB/damage passive does not meaningfully change the way you play the game which should be the standard for designating something as a new subclass. As always, you get lost in optimisation minutiae by autistically screeching about a single swift action being freed up.
The brown fur, as an example to illustrate the difference, is that a unique mechanic is introduced at lvl 9 that fundamentally changes the way the base class operates. That provides a gameplay change substantial enough to include it as a subclass.
If you can’t tell the difference between these two then you don’t understand what provides real variety to classes in a CRPG. Hence my original comment about faux class/subclass variety in WotR.
A small AB/damage passive does not meaningfully change the way you play the game which should be the standard for designating something as a new subclass. As always, you get lost in optimisation minutiae by autistically screeching about a single swift action being freed up.
The brown fur, as an example to illustrate the difference, is that a unique mechanic is introduced at lvl 9 that fundamentally changes the way the base class operates. That provides a gameplay change substantial enough to include it as a subclass.
If you can’t tell the difference between these two then you don’t understand what provides real variety to classes in a CRPG. Hence my original comment about faux class/subclass variety in WotR.
Not every subclass has to include unique mechanics on the level of brown fur, Eldrich Scoundrel is a good example that changes the way you play Rogue enough to warrant a subclass without having unique mechanics.A small AB/damage passive does not meaningfully change the way you play the game which should be the standard for designating something as a new subclass. As always, you get lost in optimisation minutiae by autistically screeching about a single swift action being freed up.
The brown fur, as an example to illustrate the difference, is that a unique mechanic is introduced at lvl 9 that fundamentally changes the way the base class operates. That provides a gameplay change substantial enough to include it as a subclass.
If you can’t tell the difference between these two then you don’t understand what provides real variety to classes in a CRPG. Hence my original comment about faux class/subclass variety in WotR.
I don't see why every subclass has to have gameplay changes on the level of Brown Fur to exist........ this game even with zero subclasses already has plenty of variety unmatch in the CRPG genre. Small changes which nevertheless provide more options isn't necessarily a bad thing.
I'm in Ch4 and starting to look for the exits. I liked the combat, but now that my party is CL19/ML5 in the Abyss, everything is starting to become rocket tag. It's not hard, it's just turned up to 11 in the same way Final Fantasy does after a certain point. The charm is wearing off.Hmm, I actually believe the combat, builds and some groundbreaking moments mostly summ up the positives of this game. So it begs a question: what is a good combat according to you? In which game you saw it?This game’s combat is so fucking overrated.