If you don't notice how armoured some enemies are you will have problem. You have to pick "great sword novice1",it break part of their shield,very useful.Well, no, fuckers. Right before back-tracking to the entrance they placed a BOSS FIGHT. One around a corner, which you can't notice from a distance, ambushing you. A very hard one actually, the boss has 59 ARMOR - he's impossible to kill unless you've got a party with abundant spells/mental attacks. Which wasn't how my party was setup.
To the more knowledgeable here what kind of argumentation is this called, that Gord is using? Logical fallacy? Circular? All I know is that it's dishonest.
The "Baldur's Gate had this bad thing so why do you also hate PoE for it?" one.To the more knowledgeable here what kind of argumentation is this called, that Gord is using
Heh, predicted that during the very first dungeon.game stretches these puzzles to no end. Dozens of them. I'm not joking. I was about to throw my computer out of the window by the 10th one. What the hell were they thinking ? It's repetitive ad-nauseam
Add the Coles to this as well.
Add the Coles to this as well.
Make fun games with good rpg elements?
Add the Coles to this as well.
Make fun games with good rpg elements?
Add the Coles to this as well.
Make fun games with good rpg elements?
Waste tons of money unecessarily due to bad management.
Did you read the last part of what I quoted where it said “incompetent managers”?
No? Oh ok. Go get your fucking shinebox and read it next time, genius.
The mental contortions you have to go through to think of yourself as knowledgeable and appreciate of quality RPGs and yet remain ignorant of just how shallow your taste truly is, man that's utterly magnificent
The combat is really fun when you end up against some side dungeon's boss. It brings a lot of satisfaction when you beat the shit out of some tough bastard and you get away barely alive.Some people are making vague claims that some areas are well designed in terms of level design. (How exactly?)
The combat can be fun and challenging fights despite the shitty character system based on the ability combo system and encounter design. (Need specifics.)
Some puzzles are good and not a waste of time.
on Steam, during this critical launch window. Even if Fargo & co. toil away fixing the issues, the damage is already done and no one needs another "oh, in retrospect it was a pretty great game" 10 years from now after the company goes under.
Variety of things like an rpg community that hates actual rpgs and the companies that make them? That's pretty much the only reason that really matters, isn't it?EDIT: That being said the vitriol likely is high due to inXile hate on the Codex due to a variety of things
Will do, but I get little gaming time these days and they might release a patch before I get much farther. I understand the concerns and the game doesn't really make a great first impression - I just don't think it's as bad as people are making it out to be.Great Deceiver
When you get a bit further in could you post your impressions of the exploration? I immediately disliked the game and refunded it for fear of passing the 2 hour mark and getting stuck with something I'd hate, but I'm still interesting in getting it again once the bugs are ironed out. Unfortunately, it's impossible to get a feel of the game from the professional reviews so far (which are basically summaries of the game's combat system + SINGING XDXDXD), the official forum is seemingly dead, and the steam forum is full of drama about frame rate and graphics.
I'm wondering specifically what the game is like once you start going through hubs to revisit previously inaccessible areas. Since encounters are not random/do not respawn, I'm worried it will be like the second half of M&M10 were you are just walking back and forth over empty roads. Or are there plenty of shortcuts that open up (or are new encounters placed after certain points)?
None of what you just said contradicts what I said - I said it's a pity that they didn't polish it a little more and that it will hurt critical first impressions of the game.
Some tourney-level trolling by Roqua here lol
The main driver per round is your Oportunity Points. It makes no sense to build a team that just uses OP's. The Rouge is the main OP user with their big physcial hits. But You have to use the freebies Bard - Chug and their Spell Point Skills. Practitioner - Soak up SP's and then fire off their Spell Point Skills and the Fighter trying to focus the beatdown onto them and rarely damage, use a few OP's here and there.
It's somewhat of a bizarre system that doesn't leave imo too many team build options or at least it seems it doesn't. What's the point of say 4 Rogues if one Rouge can use up all the Opportunity Points with their skills, leaves the other 3 as pincusions and little more?