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journeyman
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OP
journeyman
Joined: Oct 2015
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Leadership says it applies to those in your party who can see the person with the skill. Does this mean that they have to basically be in front of all the other party members for them all to get a bonus? If my wizard who would be in back of party had leadership would knight and rogue who are in front for melee and tank not be able to benefit from the wizard's leadership?
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apprentice
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apprentice
Joined: Oct 2015
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From what I've seen the direction you are facing doesn't matter in combat. Just checked, my leader wizard is consistently in the back and everyone with their backs turned towards her still get her bonus. After skipping a few turns the bonus is still there so it's not just lingering for 1 more.
Things that interfere with it: - sight blocking clouds like burning oil - invisibility(duh) - ?
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veteran
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veteran
Joined: Jan 2009
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Things that interfere with it: - sight blocking clouds like burning oil - invisibility(duh) - ? Um, are you sure about that? Because I really don't think that is true. I believe Leadership is like an aura which affects all characters in a certain radius around the leader, but if you're halfway across the map you don't get the bonus.
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apprentice
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apprentice
Joined: Oct 2015
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Um, are you sure about that? Because I really don't think that is true.
I believe Leadership is like an aura which affects all characters in a certain radius around the leader, but if you're halfway across the map you don't get the bonus. Tested the smoke in combat just before posting, I'm sure it works that way(just group up your leaders, oil+flame on them and everyone loses the bonus). Invisibility definitely worked that way out of combat, before starting the first EE game tried it on a rogue at the starting beach.
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veteran
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veteran
Joined: Jan 2009
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Seriously? What kind of stupid design decision is that?
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apprentice
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apprentice
Joined: Oct 2015
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I think it's a fun and kinda intuitive interaction, although I imagine it'd be very frustrating with multiple melees/rogues. In my current party it's really hard to drop the bonus.
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Banned
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Banned
Joined: Mar 2015
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Seriously? What kind of stupid design decision is that? A Larian one. It makes about as much sense as the massive nerfs to rogues and the removal of duelist combat style.
Last edited by Luckmann; 31/10/15 07:30 PM.
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veteran
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veteran
Joined: Jan 2014
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Seriously? What kind of stupid design decision is that? Why is that stupid? The idea is that your allies are inspired when they can see a leader in their midst. When you can't see him and don't know where your leader has gone or what has happened to them, that inspiration fades. An aura would be stupid - why would you lose morale just because your leader was standing X feet away? It requires line of sight, not a distance check (although I image beyond a certain distance you can no longer see your leader, which is probably a product of your sight score). It even flat out says Leadership provides a boost to allies "that see you" when you examine the tooltip, and the buff icon even states "Leader in sight!" (not "Leader in range!").
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veteran
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veteran
Joined: Jan 2009
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Did the smoke suddenly make them go deaf too? Are they completely incapable of anything because there's a bit of smoke in the way?
If it's just a case of them not being in sight, why does it work if they're facing the wrong direction? Does that make more sense?
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veteran
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veteran
Joined: Jan 2014
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Did the smoke suddenly make them go deaf too? Are they completely incapable of anything because there's a bit of smoke in the way?
If it's just a case of them not being in sight, why does it work if they're facing the wrong direction? Does that make more sense? Because normal people have heads and waists that can swivel even when their footing does not? Do you really expect the leader to be giving frequent audible updates every few seconds of the fight to overcome line of sight hurdles? Turn 1: "Fear not, comrades! I am still here, just chasing my opponent blindly around the corner!"Turn 2: "Stay strong, friends! While it is true I am taking a momentary breather behind this wall, know that I will lead you all to victory as soon as I manage to bandage this lethal looking injury!"Turn 3: " Hold true, allies! Though the heavy smoke obscures all view, know that I am still alive within it, kicking thy enemies rears and taking names! By the gods, I can't see an inch in front of my face.. and what did I just cleave in two with my sword?? Eothor, my friend.. was that you?? Is anyone still out there??"All very inspiring. Actually.. they should have made that into an optional talent. "Wanna-be Bard: Your character is prone to singing inspirational songs during battle, allowing your allies to know where you are at all times and removing line-of-sight penalties. Unfortunately, your enemies know where you are too.."Edit: By the way, I confirmed that the distance limit to the line-of-sight check is based on the viewer's sight score. Example: If Madora can only see 63 meters and her leader moves .1 meter beyond that, the buff is temporarily lost. And give the developers a little credit. Poison clouds and steam puffs do not obscure the line of sight check here. It has to be black smoke (e.g. something burning, an exploded area).
Last edited by Gyson; 31/10/15 10:07 PM.
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journeyman
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OP
journeyman
Joined: Oct 2015
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I am planning on taking a wizard and rogue PC and using the knight and wizard companions. I was thinking of putting leadership on my rogue because I feel like the wizards will have too many skills to invest points in already and I was going to give my PC wizard lore and the companion one crafting and blacksmithing. I thought it might make sense to give my rogue PC leadership so that hopefully my wizards would have initiative bonuses to go first so they wouldn't be dropping AoE elemental effects on top of my already engaged melee characters. I didn't think about sneak and invisibility making the rogue not viewable. Would it make more sense to give the knight companion leadership?
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apprentice
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apprentice
Joined: Oct 2015
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I would put it on the wizard. It makes sense to try the cc guy's initiative up, but he will have 5 from the other pc's 1 trait leadership anyway(so you only lose 5, not 10). The other leadership bonuses aren't really good for caster wizard(cc%, damage%, armor%) and knight/fighter will probably need talents more(man-at-arms, weapon, defenses 2-5, maybe aero/rogue/crafting dabbling).
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journeyman
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OP
journeyman
Joined: Oct 2015
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I would put it on the wizard. It makes sense to try the cc guy's initiative up, but he will have 5 from the other pc's 1 trait leadership anyway(so you only lose 5, not 10). The other leadership bonuses aren't really good for caster wizard(cc%, damage%, armor%) and knight/fighter will probably need talents more(man-at-arms, weapon, defenses 2-5, maybe aero/rogue/crafting dabbling). Sorry, I don't understand what you mean by the cc guy and losing 5 not 10? Also what does cc% mean?
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apprentice
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apprentice
Joined: Oct 2015
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Leadership 1 bonuses: Initiative +5 Damage +10%
Leadership 6: Willpower +1 Body Building +1 Initiative +10 Damage +15% Chance to hit +10% Critical Chance +2% Immune to Fear Armour +10%
A caster wizard doesn't care about damage%, critical chance(cc%), chance to hit. Armor is almost irrelevant. Fear immunity can be circumvented on pc with spiritual, in practice wizard only loses 5 initiative, 1 willpower and 1 bodybuilding by being the leader and only having 1 leadership bonus from the other pc's righteous trait.
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journeyman
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OP
journeyman
Joined: Oct 2015
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Leadership 1 bonuses: Initiative +5 Damage +10%
Leadership 6: Willpower +1 Body Building +1 Initiative +10 Damage +15% Chance to hit +10% Critical Chance +2% Immune to Fear Armour +10%
A caster wizard doesn't care about damage%, critical chance(cc%), chance to hit. Armor is almost irrelevant. Fear immunity can be circumvented on pc with spiritual, in practice wizard only loses 5 initiative, 1 willpower and 1 bodybuilding by being the leader and only having 1 leadership bonus from the other pc's righteous trait. Oh, I think I understand now. You mean I should take leadership for my wizard PC and max it and try to make my other rogue PC get a leadership +1 by earning the righteous trait?
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apprentice
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apprentice
Joined: Oct 2015
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Oh, I think I understand now. You mean I should take leadership for my wizard PC and max it and try to make my other rogue PC get a leadership +1 by earning the righteous trait? Yep, that's the gist.
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addict
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addict
Joined: Dec 2013
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Wait, Damage% doesn't apply to spells ?
The Brotherhood of norD is love, the Brotherhood of norD is life.
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apprentice
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apprentice
Joined: Oct 2015
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Wait, Damage% doesn't apply to spells ? It does. Meant wizard's first 1-2 turns are mostly buff/cc/terrain control spells anyway, it's a way smaller loss than for a knight with 2 handers for example. Bad phrasing, sorry.
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addict
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addict
Joined: Dec 2013
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Phew, you scared me for a moment there. As a high Leadership score is feeling quite mandatory in Tactician, I was afraid it only "partly" applied to our team.
The Brotherhood of norD is love, the Brotherhood of norD is life.
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