Originally Posted by LordCrash
Hm, then again my loremaster skill didn't work properly (and I thought perception would cause these effects...)

Maybe it's also just my game, but I recall that the damage indicators shown on screen in combat don't always match the combat log or are just lacking values. When my fire mages casted Staff of Maugs with e.g. 30-50 air damage there was just 25 damage shown on screen with no indication how much damage points were nullified by armour or resistencies...


Loremaster is bugged right now and doesn't display information the way it should.

Sure, the game could certainly give more feedback on what was absorbed by resistances.


Originally Posted by LordCrash
I'll give it a try though: so you basically agree on my suggestion but you want to give the player the decision to actually cast the spell once casted? I actually agree on that if the mage is "occupied with casting" until the spell is ready. Giving the player the option to abort the currently casted spell in each turn is actually a really good idea. Of course the system should also automatically abort the casting if the targeted enemy is already dead for example.

The main point of my suggestion was that mages shouldn't be able to move or do anything as long as they cast powerful spells. That makes them actually pretty vulnerable and their inability to move/act adds depth to the tactical system.


Yes, this is essentially what I was trying to say.


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I don't think that "Linear warriors, quadratic wizards" is unbalanced by nature.


I think we're going to have to disagree on this point.

While more spells and skills for all classes would be nice, I do not really agree that mages have nothing to do most turns. A mid-level two-school mage should have acquired enough spellbooks to have a lot of things they can cast, enough to never need to use Staff of Magus - and if not, then there are scrolls they can pick up too.

It seems to me that you may not have bought all the skillbooks you could have. There's pretty much always something you can do, even if it's just better positioning for the next turn.


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Well, I think trait rewards are a "cheap" incentive to choose an answer anyway. Answers should be chosen to match your character. But then again it seems to be a basic "philosophic" disagreement I've addressed in my previous post.


I wasn't talking about Traits. Most of the dialogue which gives Traits seems to fit the tone, without being too extreme to one end or another. Only two choices also works in those situations. Mechanics-wise, it can't really be done another way because Larian has decided Traits come in pairs.

It's the Affection dialogue which could use more tweaking and where multiple options may make more sense.