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Joined: Jun 2012
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2) Perception looks like your typical dump stat. Maybe if they change its name in "awareness" an make it relevant for the initiative order...
I can think of a few spots where it could come in handy. I haven't tested this yet, so I don't know if some of these are already implemented or planned in the game. - Spotting the cute dogs are actually zombies could be done from farther away with higher perception.
- Spotting that the scarecrow is a trap.
- Spotting ambushes, like the escort mission where enemies pop up. The easy way to do that (at least it sounds easy to me) is a higher perception could lead to a bonus to a character’s initiative on the first turn ONLY in ambush situations.
- Possibly, spotting non-obvious elemental weaknesses/resistances, even if you don’t have the INT and Loremaster to normally spot it? Maybe if you hit a weakness or resistance, information on that monster type's weakness/resistance will show up on the Trophies page? Maybe that's treading too much on other things.
- Maybe some conversation options where a person is lying or not telling you something, and your perception is high enough, you can get conversation options.
- Some buttons could be hidden completely unless you have high enough perception.
They are all good uses of perception on paper. Maybe with more information about how it works, I will change my mind. An hook to the combat system like the one I suggested, anyway, would make this stat definitely more appealing. 3)There are also dump skills in the game, or at least they look like dump skills because of the lack of information: treasure hunter, field medic and charisma, for instance; and "strange" skills too, like the rock-whatever weapon ability.
ells by 10% per level, but I wouldn't object to just deleting it. [*] Black Rock and Sourcery sound like skills that you can only use after certain plot points. I think those should be displayed as "???" and locked from putting points into them until you reach that point of the plot that they become available. Good Idea. [*]I guess Leadership might increase your saving throws against status effects, but more information is needed.
Probably it works also on companions. 5) Traits, in typical D&D fashion, are a chaotic mess where you can find a little bit of everything. They should delete the "must have" ones, the "skill bust" ones, and concentrate their efforts on traits that give you options, both in combat and outside of combat, and/or that change your play-style in a significant way. You mean Talents, but I completely agree. Most of them are functional, but uninspiring. The ones that boost skills could be useful if they allow you to boost them past the normal cap - which I think that they already do. Pet Pal is one of the more interesting ones, but so far it seems like animals don't usually have much more interesting stuff to say than humans do. It might be possible that I haven't found the right animals. Well, there is at least one cat and one dog talking to which gives you new quests / new solutions to the quests ^^...
Yes, I know. I've found them (or at least seen part of that quest on the stream. My thought still stands. Yes, I meant talents. As Elwyn wrote, there is a couple of extremely creative samples of how to put to good use animals in the game. In one case it's an alternative way to solve the "main quest" in Cyseal. It really impressed me.
Last edited by Baudolino05; 28/12/13 12:00 AM.
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Attributes, Skills, Talents and Traits Discussion
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Stabbey
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18/12/13 04:42 AM
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Baudolino05
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27/12/13 04:59 PM
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Janju
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27/12/13 08:09 PM
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Baudolino05
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27/12/13 11:21 PM
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27/12/13 10:41 PM
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27/12/13 11:52 PM
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28/12/13 06:58 PM
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28/12/13 08:05 PM
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28/12/13 09:04 PM
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Baudolino05
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28/12/13 09:52 PM
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29/12/13 01:39 PM
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30/12/13 11:38 PM
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19/01/14 01:10 PM
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23/12/13 12:40 PM
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24/12/13 12:38 AM
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