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Pathfinder Pathfinder: Wrath of the Righteous - Game of the Year Edition

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,972
Insert Title Here Pathfinder: Wrath
Only level 1 wiz spells primarely sadden me. It's because Owlcats say, put fairly high HD on their monsters and immuns that make these spells fail even in their own tutorials. Or because how easy it is to often replicate some of such effects with other things. In Cat meta, some of those lvl 1 spells might as well not allow a save, similar to Doom from Baldur's Gate. Then they would fare nicely. And increase duration of some spells.
For example Stunning Barrier can be useful, but would be more if it was just Personal, lasts Until Discharged.
It does last until discharged lol. And it is Personal. You’re going to extend it to get the 12 sec Stun so shld last whole fight. It stays on until *someone gets stunned*.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
^Does Strike mean they have to hit or just attack?
an hittin mirror image probably won't count too?
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,972
Insert Title Here Pathfinder: Wrath
Name three “bad” spells and I’ll tell you their niche. In any case the point is that with favorite meta you can stack it high and with non-spon cast it without full action.

Lulz, in a game like WotR where you have 12 septillion Feats, Mythic Abilities, items, Metamagics and on and on and on, sure, you can find some niche for most Spells. But that's just it, they're niche and you're better of being able to cast more Spells per day that will actually be universally useful throughout the entire game than finding some hidden use for that one super-sikrit-combo that you will use once or twice during the entire game.

You can’t use Meta on Sorc without using a Full Action

And? My Sorc usually stays in the back and flings Spells, I'm not sure what the problem is with using Full Action for it. I don't really need to reposition him once every Turn.

Name three Sorc/Wiz only spells you think are bad.

It's not that they are straight-up bad bad, it's that other Spells found at the same Spell Level outclass them by leaps and bounds, to the point that there's no reason to consider them at all, aside from some niche usage that will be useful like 2-3 times in a 100+ hour video-game.
The niches are what kill you, as you’ve learned. And unless you want to get your Sorc killed no he’s not going to start out in a place where he can sling full action spells and reach the mobs.

BTW, Hexes are Medium range, so if you’re using Ember you can use that to your advantage but also need to be aware of it since most of your spells are Short.
 

Lambach

Arcane
Possibly Retarded
Joined
Feb 11, 2016
Messages
13,207
Location
Belgrade, Removekebabland
I built Regill so that he causes Frightened to almost any enemy he attacks (Fearsome + Cornugon Smash).

On one hand, I built him that way because it works quite well mechanically. If he lands even one hit, chances are he'll disable his target for the next round or two, which is incredibly useful.

On the other hand, I built him that way because the thought of some pink-haired midget barely one meter tall making a 5.5 meter tall, 2500 kg Demonic unit of pure muscle and psychotic murderous rage cower in pants-shitting fear will never not be funny. :lol:
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,586
Location
Grand Chien
https://store.steampowered.com/news/app/1184370/view/3404176654592812869

Classes & Mechanics

  • Added a missing description for Death Throes ability;
  • Lich spell Eyes of the Bodak didn't work correctly – fixed;
  • The description of Dhampir's Resist Level Drain ability has been clarified;
  • Updated the description of the Abyssal Skin spell;
  • Aeon's Pure Form didn't remove the negative effects – fixed;
  • Aivu can no longer equip full plate +5 for humanoids. Some toys are not for kids!
  • All animal companions with horns and tusks finally recalled they shouldn't bite, and started using their horns at full capacity. All animal companions with gore now perform a free trip attack with gore;
  • Angel's Ward Against Weakness didn't protect from ability drain – fixed;
  • Armor of bones now lasts one hour per oracle level, as it should have;
  • Arsinoe now sells Alchemist's Kits VI and Scroll Scriber's Kits IX;
  • Azata's Chaotic Healing ability no longer begrudges the dhampirs, dooming the rest of the party to a slow death without healing. Now it obediently works, restoring the party's health (except for dhampirs with Negative Energy Affinity);
  • Cave Fangs Stalagmites is now a swift action;
  • Channel Negative Energy — Heal Undead now works correctly on the Lich's Skeletal Cleric. Praise the unlife!
  • Clerics will stop forgetting domain spells after a level up now;
  • Court poet's Song of Inspiration didn't boost the perception checks properly – fixed;
  • Dispelling Attack now works according to the description;
  • Divine Hound now properly calculates the power of their judgements as they level up;
  • Each type of Golden Golem now has a different Death Throes save difficulty;
  • The description of the Ecclesitheurge archetype has been corrected;
  • Enlarge Person and Reduce Person spells now become suppressed when the character is polymorphed;
  • Eyebite spell description has been updated;
  • Father of Worms has turned evil;
  • Feyspeaker druid finally got some new DLC spells in their repertoire;
  • Finnean couldn't turn into a composite shortbow after a certain story milestone – fixed;
  • Finnean couldn't turn into an Elven Curved blade after certain story milestone – fixed;
  • Finnean in his quarterstaff form didn't have a cold iron enchantment – fixed;
  • Fixed Sham shortsword's attack penalty;
  • Fixed the incorrect masterwork weapons' attack bonus type;
  • Fixed the number of Velociraptor attacks;
  • Gold Dragon now properly converts d6 to d8 for spell damage calculations;
  • Grease spell now works with Persistent spell metamagic;
  • Hellknight's "Censor" ability now works as it should. Silence, demon!
  • Inquisitor's Bane Weapon ability could be activated outside of combat – fixed;
  • Lann had an additional +2 to Constitution ability score, which he was not supposed to have – fixed;
  • Limitless Rage now has requirements;
  • Magic Nullification no longer disables when the character is under the effects of crowd control;
  • Magical Vestment could be stopped by the target's spell resistance – fixed;
  • Magical Vestment spell bonuses are now given as described;
  • Mind Blank now protects from all devices and spells that gather information about the target through divination magic (such as see invisibility, thoughtsense and true seeing);
  • Nature Mage Arcanist Archetype now can use arcane reservoir;
  • Nimbus of Light ability from the Sun Domain has the correct DC now;
  • Order's Wrath now targets your allies as well;
  • Paladins and Hellknights with low charisma will no longer suffer from the negative consequences of their own Smite or Mark of Justice;
  • Plagued Bears had very little HP – fixed;
  • Pure-Flame Infusion didn't ignore the spell resistance – fixed;
  • Ravener Dragon can't be scared anymore;
  • Saving against derakni's Drone didn't make the characters immune to it for the next 24 hours – fixed;
  • Scrolls of align weapon couldn't be used by characters who had the spell in their spellbook – fixed;
  • Seal of Fear Eater didn't grant the benefits of rage spell – fixed;
  • Serpentine Bloodline Arcana now allows to affect bestial creatures with mind-affecting spells;
  • Skeletal Finger now restores charges as described;
  • Slippery Mind rogue talent granted a smaller bonus on saving throws against mind-affecting conditions, than it should have – fixed;
  • Smite Chaos not works for all the characters who cast it on the same target;
  • Some kalavakuses went to therapy, and now believe that they are strong and capable demons;
  • Spirit Hunter's Spirit Weapon Enchantment no longer works without a weapon;
  • Spirit Paladins didn't have undead immunities and traits – fixed;
  • Steel Soul used to grant only +2 racial bonus to saving throws, instead of +4 – fixed;
  • The "Blood Drinker (Dhampir)" ability didn't grant more HP as the character gained more Hit Dice – fixed;
  • The "Decree of Hunt — Choose Prey" ability didn't disappear after the end of the fight – fixed;
  • The Blessing of Unlife spell now works correctly with negative levels;
  • The Corrupted Blood spell now has a correct range for AOE;
  • The Dawn Of Life tower shield now properly interacts with the dwarf's Slow And Steady ability;
  • The Hunter class is now able to interact with the Mystic Theurge class;
  • The Lead by Example ability is a swift action now;
  • The Pit of Despair spell now works similarly to Create Pit, and channels negative energy, according to its description;
  • The Rogue Talent class feature description has been updated;
  • The Sting of the Swarm feat now properly gives extra sneak attack dice for the damage;
  • The Stinking Cloud spell now works correctly with the Unstoppable mythic ability. The stench won't stop a true hero!
  • The descriptions of Mystic Theurge's class abilities have been updated;
  • The golden dragon's "Perfect Mind" stopped pondering on The Ultimate Question of Life, the Universe, and Everything and now works correctly;
  • Treat Affliction could trigger the Destructive Dispel on an ally – fixed;
  • Undead are now immune to Energy Drain;
  • Void Form now works as intended, however if you already took it, you will need to retrain your character;
  • Warpriest's Powerful Healer blessing now only works on that warpriest's healing spells;
  • Warpriests now have access to the Life Bubble spell;
  • Wenduag's favorite meal and favorite meal effect didn't stack – fixed;
  • Winged characters will stop falling into pits now;
  • Winter Witch's Cold specialization now upgrades properly;
  • Wolf-Scarred Face Oracle curse now gives 10% spell fail chance for all spells;
  • You can free your friends from domination with Break Enchantment or Dispel Magic now.
 

Lambach

Arcane
Possibly Retarded
Joined
Feb 11, 2016
Messages
13,207
Location
Belgrade, Removekebabland
https://store.steampowered.com/news/app/1184370/view/3404176654592812869

Classes & Mechanics

  • Added a missing description for Death Throes ability;
  • Lich spell Eyes of the Bodak didn't work correctly – fixed;
  • The description of Dhampir's Resist Level Drain ability has been clarified;
  • Updated the description of the Abyssal Skin spell;
  • Aeon's Pure Form didn't remove the negative effects – fixed;
  • Aivu can no longer equip full plate +5 for humanoids. Some toys are not for kids!
  • All animal companions with horns and tusks finally recalled they shouldn't bite, and started using their horns at full capacity. All animal companions with gore now perform a free trip attack with gore;
  • Angel's Ward Against Weakness didn't protect from ability drain – fixed;
  • Armor of bones now lasts one hour per oracle level, as it should have;
  • Arsinoe now sells Alchemist's Kits VI and Scroll Scriber's Kits IX;
  • Azata's Chaotic Healing ability no longer begrudges the dhampirs, dooming the rest of the party to a slow death without healing. Now it obediently works, restoring the party's health (except for dhampirs with Negative Energy Affinity);
  • Cave Fangs Stalagmites is now a swift action;
  • Channel Negative Energy — Heal Undead now works correctly on the Lich's Skeletal Cleric. Praise the unlife!
  • Clerics will stop forgetting domain spells after a level up now;
  • Court poet's Song of Inspiration didn't boost the perception checks properly – fixed;
  • Dispelling Attack now works according to the description;
  • Divine Hound now properly calculates the power of their judgements as they level up;
  • Each type of Golden Golem now has a different Death Throes save difficulty;
  • The description of the Ecclesitheurge archetype has been corrected;
  • Enlarge Person and Reduce Person spells now become suppressed when the character is polymorphed;
  • Eyebite spell description has been updated;
  • Father of Worms has turned evil;
  • Feyspeaker druid finally got some new DLC spells in their repertoire;
  • Finnean couldn't turn into a composite shortbow after a certain story milestone – fixed;
  • Finnean couldn't turn into an Elven Curved blade after certain story milestone – fixed;
  • Finnean in his quarterstaff form didn't have a cold iron enchantment – fixed;
  • Fixed Sham shortsword's attack penalty;
  • Fixed the incorrect masterwork weapons' attack bonus type;
  • Fixed the number of Velociraptor attacks;
  • Gold Dragon now properly converts d6 to d8 for spell damage calculations;
  • Grease spell now works with Persistent spell metamagic;
  • Hellknight's "Censor" ability now works as it should. Silence, demon!
  • Inquisitor's Bane Weapon ability could be activated outside of combat – fixed;
  • Lann had an additional +2 to Constitution ability score, which he was not supposed to have – fixed;
  • Limitless Rage now has requirements;
  • Magic Nullification no longer disables when the character is under the effects of crowd control;
  • Magical Vestment could be stopped by the target's spell resistance – fixed;
  • Magical Vestment spell bonuses are now given as described;
  • Mind Blank now protects from all devices and spells that gather information about the target through divination magic (such as see invisibility, thoughtsense and true seeing);
  • Nature Mage Arcanist Archetype now can use arcane reservoir;
  • Nimbus of Light ability from the Sun Domain has the correct DC now;
  • Order's Wrath now targets your allies as well;
  • Paladins and Hellknights with low charisma will no longer suffer from the negative consequences of their own Smite or Mark of Justice;
  • Plagued Bears had very little HP – fixed;
  • Pure-Flame Infusion didn't ignore the spell resistance – fixed;
  • Ravener Dragon can't be scared anymore;
  • Saving against derakni's Drone didn't make the characters immune to it for the next 24 hours – fixed;
  • Scrolls of align weapon couldn't be used by characters who had the spell in their spellbook – fixed;
  • Seal of Fear Eater didn't grant the benefits of rage spell – fixed;
  • Serpentine Bloodline Arcana now allows to affect bestial creatures with mind-affecting spells;
  • Skeletal Finger now restores charges as described;
  • Slippery Mind rogue talent granted a smaller bonus on saving throws against mind-affecting conditions, than it should have – fixed;
  • Smite Chaos not works for all the characters who cast it on the same target;
  • Some kalavakuses went to therapy, and now believe that they are strong and capable demons;
  • Spirit Hunter's Spirit Weapon Enchantment no longer works without a weapon;
  • Spirit Paladins didn't have undead immunities and traits – fixed;
  • Steel Soul used to grant only +2 racial bonus to saving throws, instead of +4 – fixed;
  • The "Blood Drinker (Dhampir)" ability didn't grant more HP as the character gained more Hit Dice – fixed;
  • The "Decree of Hunt — Choose Prey" ability didn't disappear after the end of the fight – fixed;
  • The Blessing of Unlife spell now works correctly with negative levels;
  • The Corrupted Blood spell now has a correct range for AOE;
  • The Dawn Of Life tower shield now properly interacts with the dwarf's Slow And Steady ability;
  • The Hunter class is now able to interact with the Mystic Theurge class;
  • The Lead by Example ability is a swift action now;
  • The Pit of Despair spell now works similarly to Create Pit, and channels negative energy, according to its description;
  • The Rogue Talent class feature description has been updated;
  • The Sting of the Swarm feat now properly gives extra sneak attack dice for the damage;
  • The Stinking Cloud spell now works correctly with the Unstoppable mythic ability. The stench won't stop a true hero!
  • The descriptions of Mystic Theurge's class abilities have been updated;
  • The golden dragon's "Perfect Mind" stopped pondering on The Ultimate Question of Life, the Universe, and Everything and now works correctly;
  • Treat Affliction could trigger the Destructive Dispel on an ally – fixed;
  • Undead are now immune to Energy Drain;
  • Void Form now works as intended, however if you already took it, you will need to retrain your character;
  • Warpriest's Powerful Healer blessing now only works on that warpriest's healing spells;
  • Warpriests now have access to the Life Bubble spell;
  • Wenduag's favorite meal and favorite meal effect didn't stack – fixed;
  • Winged characters will stop falling into pits now;
  • Winter Witch's Cold specialization now upgrades properly;
  • Wolf-Scarred Face Oracle curse now gives 10% spell fail chance for all spells;
  • You can free your friends from domination with Break Enchantment or Dispel Magic now.

  • Lich spell Eyes of the Bodak didn't work correctly – fixed;

Ah, I was wondering about this. I figured I was doing something wrong because the Description of the Spell seemed way too good to be true. A passive Aura that automatically gives a Negative Level to all enemies that are not immune to Level Drain in a large AoE? Just put that buff on yourself and Level Drain everyone passively? Holy fuck, what's the catch?

Well, apparently, the catch is that the fucking Spell wasn't working at all because it was bugged, as I found out the hard way.

Can't wait to test it out now.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
Steel Soul used to grant only +2 racial bonus to saving throws, instead of +4 – fixed;
they really read my Kingmaker release reports :fuuyeah:

nobody cares about shorties ffs
A3560F379A381DDA46924CC3A031883548F0B0F9



aw gawd they just fixed the deraski drones.

poor dear lambachs, why they make you suffer
kitten-kittens.gif
 
Last edited:

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,972
Insert Title Here Pathfinder: Wrath
^Does Strike mean they have to hit or just attack?
an hittin mirror image probably won't count too?
I’m fine with getting attacked without getting hit too. Win-win. Though tbh the characters I tend to use it on do get hit more than I like to admit on the fights where I bother to use it. Good thing for False Life and Burst of Glory to give a little cushion.

Can't believe they came up with yet another long list of fixes without the basic ones we've been reporting for years. Divine Hound is a good one tho - forgot about that. Might be best multi for Lann.
 

Sarathiour

Cipher
Joined
Jun 7, 2020
Messages
3,281
Enforcing Vigor? Interesting. Never tried that. As far as I remember there was an early annoying armor with a Cold aura that dealt damage to everyone near. Could be a simpler, passive application (though not that wide).
Edit: White Dragon Armor breastplate.
I found that using a wand or a scroll of acid arrow also work pretty nicely
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
^Does Strike mean they have to hit or just attack?
an hittin mirror image probably won't count too?
I’m fine with getting attacked without getting hit too. Win-win.
Well when I see spell like this I think how to really play around it; you need to push them saving throws to make it work (and it must be Abjuration of all things), but then you also need to survive yourself sadly, making it indeed meh for a wizord except mythic degeneracy (on high difficulty).
Now if you could put it on summons and feed enemy exploding stunning dogs we could talk. (in PnP, I believe one can share their Personal spells on a Familiar too). Perhaps save bonus growing with levels or being Untyped could be neat too. Hell just saving ring slot is good enough for me.
After all we believe that their testers played spells right. Some cat designer or tester casted it and thought This Is Fine, I am gonna memorise this.
As we know Ratnook Hill Man meticulously playtests and designs their games and never, ever throws anything into them at random. That would be preposterous.
 

Lambach

Arcane
Possibly Retarded
Joined
Feb 11, 2016
Messages
13,207
Location
Belgrade, Removekebabland
Just to further drive the point about my bitching and crying about that motherfucking goddamn fucking Dragon that I'm still butthurt over.




This is on Unfair, obviously, but subtract about 10 points from each of these and you get Core. Still just batshit ridiculous for a level 10 Party.

Lazy, stupid, amateur encounter design - thy name is Devarra.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,972
Insert Title Here Pathfinder: Wrath
I built Regill so that he causes Frightened to almost any enemy he attacks (Fearsome + Cornugon Smash).

On one hand, I built him that way because it works quite well mechanically. If he lands even one hit, chances are he'll disable his target for the next round or two, which is incredibly useful.

On the other hand, I built him that way because the thought of some pink-haired midget barely one meter tall making a 5.5 meter tall, 2500 kg Demonic unit of pure muscle and psychotic murderous rage cower in pants-shitting fear will never not be funny. :lol:
Dazzling can even make it AoE. Usually pair it with Mythic Dazzling to get Standard Action Dazzle. Takes some work to get his Intimidate up there.
^Does Strike mean they have to hit or just attack?
an hittin mirror image probably won't count too?
I’m fine with getting attacked without getting hit too. Win-win.
Well when I see spell like this I think how to really play around it; you need to push them saving throws to make it work (and it must be Abjuration of all things), but then you also need to survive yourself sadly, making it indeed meh for a wizord except mythic degeneracy (on high difficulty).
Now if you could put it on summons and feed enemy exploding stunning dogs we could talk. (in PnP, I believe one can share their Personal spells on a Familiar too). Perhaps save bonus growing with levels or being Untyped could be neat too. Hell just saving ring slot is good enough for me.
After all we believe that their testers played spells right. Some cat designer or tester casted it and thought This Is Fine, I am gonna memorise this.
As we know Ratnook Hill Man meticulously playtests and designs their games and never, ever throws anything into them at random. That would be preposterous.
Touch of Chaos on Harg, he has to hit say three times to kill you, so even if it's only 25% chance to trigger he's got a 3/4^6 chance to avoid it. That's 729/4096. I like my chances.

Not good on Wiz is most cases but pretty solid on Harrim or Wolj who can get their caster stat reasonably high. And of course you can debuff saves to help things along too. Mythic Spell Focus Abj for Banish is also I thing you can do in a world full of Outsiders. I think it also boosts Greater Dispel but I could be wrong.

Nenio can make a nice high duration/DC scroll for anyone with UMD in Wrath.
 
Last edited:

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,972
Insert Title Here Pathfinder: Wrath
Just to further drive the point about my bitching and crying about that motherfucking goddamn fucking Dragon that I'm still butthurt over.




This is on Unfair, obviously, but subtract about 10 points from each of these and you get Core. Still just batshit ridiculous for a level 10 Party.

Lazy, stupid, amateur encounter design - thy name is Devarra.
Git gud.

Why do they always have to blame the game for sucking even after we walk them through what to do?

Nice job not showing the Touch AC, which is what matters.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
hm isn't that too many bites?
i think dragon in d20 is something 1 bite bunch claws wings + tail. and those are less damage dice than bite. (but total amount of 6 attacks checks in)
idk why people are surprised by dragon being a terrible beatstick with attacks SR etc though.
by pnp it should also have level 4-5 spells.
 

Lambach

Arcane
Possibly Retarded
Joined
Feb 11, 2016
Messages
13,207
Location
Belgrade, Removekebabland
Dazzling can even make it AoE. Usually pair it with Mythic Dazzling to get Standard Action Dazzle. Takes some work to get his Intimidate up there.

For some reason, Dazzling Display always makes enemies Shaken instead of Frightened. I realize that in order for Fearsome to activate, the character needs to be fairly close to the enemy while performing the Dazzling, but I'm still getting only Shakened even if Regill is literally in 5-Foot Move distance from the enemy. Not sure if I'm retarded or there's a bug with that.

On the other hand, a successful hit with Cornugon Smash works perfectly fine to cause Frightened, so that's what I'm focusing on.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,972
Insert Title Here Pathfinder: Wrath
The one-weird-trickism ("most spells suck") goes along with the faceroll expectation. Its what they grew up on. Just aren't used to throwback games which required varied approaches and honing your skills.

And it's not about selling games either. D:OS II had the Alexander/Wurm/Ship sequence gateway fight that was plenty tough and sold great.
 

Desiderius

Found your egg, Robinett, you sneaky bastard
Patron
Joined
Jul 22, 2019
Messages
14,972
Insert Title Here Pathfinder: Wrath
Dazzling can even make it AoE. Usually pair it with Mythic Dazzling to get Standard Action Dazzle. Takes some work to get his Intimidate up there.

For some reason, Dazzling Display always makes enemies Shaken instead of Frightened. I realize that in order for Fearsome to activate, the character needs to be fairly close to the enemy while performing the Dazzling, but I'm still getting only Shakened even if Regill is literally in 5-Foot Move distance from the enemy. Not sure if I'm retarded or there's a bug with that.

On the other hand, a successful hit with Cornugon Smash works perfectly fine to cause Frightened, so that's what I'm focusing on.
Display does have a larger radius than Fearsomeness but I've heard that they somehow bugged this on one of their updates. Used to work.
 

Lambach

Arcane
Possibly Retarded
Joined
Feb 11, 2016
Messages
13,207
Location
Belgrade, Removekebabland
Git gud.

Why do they always have to blame the game for sucking even after we walk them through what to do?

I dunno, maybe because your version of "git gud" isn't so much "git gud" as much as it is "be extremely autistic and follow this one and only one very specific guide that works to the latter and fucking kill yourself if you deviate from it" ?

I don't have a problem with this mentality if we're talking about extra-challenge modes of play like Unfair is in WotR. Obviously, that Difficulty is clearly designed so that you have to follow certain autistic min-max strategies and other bullshit in order to beat it - and massive kudos to you if you manage to do it.

But my problem is that Owlcat's answer to "how can we make this unique and extremely dangerous encounter super challenging?" seems to be NUMBERS GO BRRRRRRRR LOOOOOOOL

It's not fun, it's not challenging, it's not in the spirit of actual D&D, it's just an incredibly boring, incredibly fucking retarded, tiresome call-to-arms to every autistic min-maxer out there on planet Earth.
 

Humbaba

Arcane
Joined
Aug 12, 2021
Messages
2,940
Location
SADAT HQ
I suck dicks and am retarded
But my problem is that Owlcat's answer to "how can we make this unique and extremely dangerous encounter super challenging?" seems to be NUMBERS GO BRRRRRRRR LOOOOOOOL
Tbf to Owlcat if they implemented the numbers 1:1 from the tabletop it would be piss easy, considering how high you can jack up your own stats. And on core at least you don't have to minmax that hard from my experience. And if all else fails, you could always come back later at a higher level. I do believe that you can reach level 12 in act 3 if you do some other quests before the dragon and those 2 levels do make a difference.
 

Tsubutai

Educated
Joined
Oct 5, 2021
Messages
165
  • Magical Vestment could be stopped by the target's spell resistance – fixed;
  • Magical Vestment spell bonuses are now given as described;
  • Mind Blank now protects from all devices and spells that gather information about the target through divination magic (such as see invisibility, thoughtsense and true seeing);
  • Saving against derakni's Drone didn't make the characters immune to it for the next 24 hours – fixed;
  • Wolf-Scarred Face Oracle curse now gives 10% spell fail chance for all spells;
Those are all pretty good changes. I assume the one about Magical Vestment bonuses being given as described means that you can no longer stack +5 from magical vestment with +5 armor for a total of +10. Mind Blank protecting against True Seeing is also neat, makes spells like Blur and Mirror Image a lot more valuable. The derakni drone fix is long overdue - hopefully they apply the same fix to the Vrock's Spore ability sooner rather than later. And Wolf-Scarred face no longer being a drawback-free curse is also good. I'm vaguely excited about doing a new playthrough now once the final DLC is out.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,586
Location
Grand Chien
How Magical Vestment and Magical Vestment (Shield) work now:
  • They require the use of armor or a shield in order to activate, if you aren't wearing armor then you can't cast it
  • They override the current enhancement level of the item according to the spell description, so it's not a flat bonus anymore - you get 0 bonus if you already have a +5 equipped
It's a huge nerf to tanking builds in general regardless of whether they were armored or armorless before
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,977
Location
Russia
%chance to fail spells on oracle looks horrible to me. Apparently in PnP you can avoid this by casting spells Silently, but still yikes.
 

Lambach

Arcane
Possibly Retarded
Joined
Feb 11, 2016
Messages
13,207
Location
Belgrade, Removekebabland
Tbf to Owlcat if they implemented the numbers 1:1 from the tabletop it would be piss easy, considering how high you can jack up your own stats.

WotR is obviously a balls-to-the-walls, nuts-to-butts, all-out D&D relentless power fantasy masturbation session and that's all well and good. Everything is supposed to be jacked up not to 11, but to fucking 110.

But a lot of those jacked up things are thrown at you at completely inappropriate times and they're so out of place it's ridiculous. I've already been crying about the fucking Dragon all day, so I won't go back to it.

But let's think of another example. Kenabres, Market Square. That encounter with 2-3 Specters in it.

Seriously, what the fuck were they thinking with that? Throwing multiple Level-Draining Specters at a motherfucking Level 3 Party? How are you even supposed to counter that? Which Class, at Level 3, has some Spell or Ability or whatever that can protect you from Level Drain? Which Class at that level has some ability to help you repair the Level damage afterwards, if by some miracle you manage to survive? None of 'em. Some genius actually thought it was a good idea to design an encounter against enemies that you literally could not possibly have any sort of counter against at that point in the game. Oh, you're thinking scrolls, maybe? Tough tits, you're dirt-poor at Level 3, maybe you can afford one Restoration Scroll, but that's about it. Suck it up and take that Level Drain, bitch.
 

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