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Joined: Sep 2016
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Originally Posted by Hassat Hunter
Originally Posted by Linio
I dislike this idea of genericity.
I prefered the school system.

I kinda agree.
In order to make the skills as generic as possible they got... well... extremely generic. Fairly useless. Uninteresting. Spending combat points isn't fun. The only reason why necromancy is so useful since it's pretty much bugged, triggering for everything (each weapon, spell, surface, effect) causing way more heal than intended. The rest, not worth it I think.

I much rather have them be their own class again and interesting to buy than boringly generic.


I'm with this line of thinking. The only reason I had my mage spec into different schools was to unlock ability to learn skills....if I used an elf I wouldnt even bother if I could just eat people to get by.

Considering the best mage is a Lizard, i decided to super specialize in fire to see how much I can leverage the racial skill :P Not bad, not bad. I mean it's actually more useful than air/water/geo over all as it causes generic magic damage increase (for fire) and thus burning away magic armour and health in equally effective measure. The bonuses on the other skills just arent all that useful for a mage not planning to get hit all the time and fire bonus does what air does while also remaining good against not magic amour

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Originally Posted by Kresky
Why bother with Necromancy or Armor when can focus on going first and shutting down the enemy before they do anything. smile

speaking of that, how are initiative/speed managed in the game ? Is there an hidden stat, weight in the inventory etc ... ?

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