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STORY / WORLD GENERAL75) The mystery of the Source Hunters blows its wad far, far too soon. Basically, the Weaver of Time spells out the overall arc and proclaims the source hunters as reincarnated deities from essentially the first meeting at the start of the game. Oh. Okay, game, thanks. I guess there is no point keeping me in suspense or anything. There probably is not any great way to make that kind of you-have-a-secret-past plot have an emotional impact in this game, given that the characters are blank slates filled in by the player. A secret past and personality has more impact for characters who have a fixed personality. But I realize that sort of thing is not Larians preferred style. 76) Cyseal sets up a bunch of recurring things that never recur. - The Fabulous Five seemed like a group that would go from place to place swindling people but they never show up again. I suppose that could not be helped seeing as every other town is under Immaculate control.
- Billeh Gahr seems like he might be recurring. Never shows up again.
- Zombie Jake is revealed as a Sourcerer near the end of Cyseal. Seems like a potential recurring villain. Never shows up or is even mentioned ever again.
- Bellegar is freed from his prison in Cyseal. He is completely absent from Luculla and Hiberheim, and his appearances in the Phantom Forest have the appearance of [we forgot about that guy, toss in something quick]. The maze was neat, but the design documents reveal that it was salvaged from a cut dungeon, not something made for Bellegar.
That seems like a waste. 77) Too many locations and quests are tied to the main quest. This is a totally subjective opinion, and opinions on this will likely vary wildly. Only a handful of places and locations are only side-quest. There are four towns. Cyseal, Silverglen, Sacred Stone, and Hunters Edge. Sacred Stone does not seem to have any sidequests. Hunters Edge does have sidequests, but it is enemy-occupied. You have to visit most places in the game, and there is not a lot of content that is only for sidequesting. Compare that to Divine Divinity and Divinity 2, which have many things other than the main quest to do in most places (although that does fall off the farther you go in all the games.) 78) Mysterious Stranger encounters do not build up to anything. They just stop. I think he was eaten by a brain-sucker and became a Cyclops? I suppose I probably should not have expected much from something whose only interaction with you was a long stare and an enigmatic acknowledgement. I just wanted some climax or conclusion to it other than lol he got his head eaten by a parasite. Maybe if he showed up in the first garden, either before or after the final boss with one final comment about the journey and/or source hunters, it would be more satisfying. 79) Affection choices are basically all used up and done by the end of Cyseal. There are two types of choices that affect the relationship between characters: scripted quest based ones that dictate how much they agree, and generic ones emergent from gameplay that dictate how much they like each other. Quest ones continue throughout the entire game, but gameplay emergent ones seem to be almost entirely used up by the end of Cyseal. This effectively makes the affinity ones the only ones that matter for the characters relationship. 80) Was Arhu supposed to be permanently polymorphed at some point? I mean, I figured this game would have that happen, but as far as I can tell, it does not, at least he never mentions it, and that seems like it would be a big deal. There was one encounter with a white cat in Sacred Stone, but its dialogue was absent or bugged and I never knew what it was about. STORY / WORLD LUCULLA NORTH81) Tenebrium Handling seems a bit too easy Just take a look, its in a book, the reading rainbow The toxicity of the stuff is legendary. Silverglen is full of horror stories of how nasty, hideously dangerous Tenebrium is. But all you do is read a book about how to handle it and suddenly it is perfectly okay to lick it. I would have thought that reasonable precautions would have already been tried and failed. Maybe something cooler like a machine in Atenboroughs lab that grants the protection? I dunno, just tossing out random notions. EDIT: I suppose though, that in a game that is full of magic spellbooks already, one more doesn稚 matter, so, nevermind. I also agree with whoever said that the book or whatever should have granted the reader a TALENT for Tenbrium Handling, instead of a skill. That would have instantly solved the replaces weapon skills issue. 82) Orc prisoner does not recognize being freed from his cell if you Featherfall him out. He did wander around and I eventually lost track of him, but when talking to him after featherfalling him out, he seemed to think he was still in his cell. STORY / WORLD PHANTOM FOREST83) Kill-zone only at START of Phantom Forest feels a little clunky It feels a little too much like a gate to keep players out. Gates are fine when they are handled right, but this one seems a little too obvious - it does not seem to make sense for the toxic area to only be at that one spot. That mildly sabotages the atmosphere of the area. It also seems a bit pointless, since the Immaculates get to the temple anyway. Maybe they crossed the river by boat or something. The other oddity is that you have one amulet to get past the area for four people, so you have to send someone ahead, and use the teleporter pyramids. (The first time I did that, I was a little too close to the edge of the toxin and three-quarters of my party instantly died. Yay.) I think a better solution would have been a little closer to what the Tenebrium-handling solution was. Some book or artifact in Zandalors house that bestows a blessing on the party so they can all enter together. In addition, the entire woods (but not the swamp or temple area) would have clouds of poison drifting through the area, so the player remains apprehensive and never forgets that this is a hostile, toxic environment. I said drifting clouds because I do understand that constant fog can make it hard to see things on the ground. Maybe just clouds fading in and out. I dunno. 84) Temple of Death starts strong, but whimpers to an anticlimaxFiguring out how to get in was nice, and the first room with all the bodies and coffins and the ambush was great, but after that there is the wolf encounter and that is it for danger and challenge. There are some vents with steam. I blocked those with barrels, expecting some kind of ambush with lightning-casting enemies, nothing. There is a laboratory, some ingredients storage, and the secret room with the bones, but that was all. No more enemies, no traps of note, not really any puzzles either. I was thinking you would have to look in several places for the bones, but they were all in one place. The temple overall gives an impression of being half-finished. Is this all that is left of the 10-level Phantom Forest dungeon? When it was announced that some levels had to be cut from it, I did not think you meant you deleted the entire thing. 85) Disappointed that entire Phantom Forest Dungeon was deletedI know Larian ran out of time and money and did not have a choice. It is still disappointing that the entire thing was quietly cut out of the game. 86) Do not kill - killing makes Balberith strongerGiven that the comments about [do not kill anything in the forest or swamp, because it will make the demon stronger], I was expecting it to actually, you know, make the demon fight harder. Instead, what it does is place a few ghosts in the courtyard of his shack. Do not get me wrong, the demon fight was plenty hard for me already. But I actually just had my Shadowblade with Sneak 5 walk behind the row of cyclopses guarding the front door, and teleported my party into the shack with the stone. Nothing saw me. I did not fight the eyeball-spawned monsters or the shack-guarding ones until later, when I was trying to reach level 20. Also, the ghosts appear even if you have already killed the demon. Those ghost ones should NOT appear if you kill the demon first, because it is explicitly stated that the demon is what is causing them to appear. 87) Source Kings Chest loot is inappropriate levelBraccus Rex has a Source Kings Chest. The key for that is found very late in the game, in the Phantom Forest. Going back to open it, and you get crap that you would find at level 5 or 10. That chests level should match the location of the key to open it. STORY / WORLD SOURCE TEMPLE88) Who wrote the directions? The stone elemental in the swamp said that if you stick to the right, you will come to a weak wall that you need to bust through to bypass. Number one, I did not really see any sign of a weak wall. There was a strong wall which had a stair case there, but it did not really look like the accidental bypass it was supposed to be. Number two, it was on the LEFT hand side, not the right. Sheesh. Number three, why is this supposedly SECRET way into the high priests office easier to find than the intended, MAIN entrance to the trials? Why is the way to the trials even hidden in the first place? 89) Pixel Hunts: Still terribleF**K PIXEL HUNTS. I got stuck in a room because I was following the path of touchplates. It led me into a room with a skeleton on a table and a big, prominent, important-looking lever. CLEARLY, there was something I was supposed to do here with the skeleton and the lever to open the door. It was so obviously placed here for a reason. I just could not figure out what. The book I found said the first test was to be complete in body and soul, so the apparently obvious answer was to find a missing piece and put it into the skeleton. WRONG! I was actually supposed to scour the walls for a tiny button. That is bad design. What commands your attention in that room is the skeleton and the strange lever. 90) Forced Teleporter Pyramid usage is not intuitiveThe correct way to get through the trials is to throw the teleporter pyramids through some barred grates. Maybe I am just being overly grumpy because the surprise pixel hunting put me in a bad mood, and no one else had trouble with this, but I think that the pyramids here don稚That is not intuitive for two reasons. First, the game has taught the player that pyramids CANNOT be used like that. Pretty much every other single place where you had grates blocking the way, or even gaps, or good-sized holes in walls or windows, teleporter pyramids were not usable. So it is in no way intuitive that suddenly they can work here, where they did not work before. Going against the lessons your game has carefully taught the player may be a sign of bad design. Second - and here is the problem where trying to think like a real person, and use the games own internal logic fails - the actual initiates doing these trials would not have had the pyramids. So the expectation is that there is a non-pyramid solution. A pyramid solution was obvious for the collapsed bridge, since the initiates would have had a working bridge. Elsewhere it was not. How were the initiates without pyramids supposed to get through these challenges? GRAND FINALEThis has my thoughts on the final boss, the story, and some miscellaneous plot hole things. 91) Final Battles could use unique music. I understand that Kirill has been ill, so this could not have been helped, but it would have been nice to have more unique music for boss encounters, especially the final one, instead of the same old familiar battle music you have been hearing since the tutorial dungeon. That does not set the proper tone for the final battle. 92) Final Boss fight unspectacular. The Final boss focuses almost all attacks against Astarte until you get close enough. It does add tension, since if she dies it is game over but that also makes the final boss seem somewhat like an escort mission, since you need to devote a lot of your time to babysitting her. At least given the story it was intuitive that if she died it would probably be game over. She could probably use more health so you do not have to spend quite as much time keeping her from dying. About 50 percent more health than what she currently has feels like you壇 still have to protect her, but you could do a bit more than JUST protecting her. The final boss never really engaging the players is not that much fun. He mostly spends his time plinking single target high damage spells at Astarte. So exciting. The final boss is also really vulnerable to sneak attacks. As soon as the boss summoned in his first wave of reinforcements, I realized that I had to spend some time focusing on him. My Shadowblade went behind it. He completely ignored all my backstabs as long as I was sneaking at the end of my turn. Eventually, after I whittled down the summons enough, Madora was able to join the fight. She got in a couple whacks, and the Void Dragon actually cast lightning breath at her, but the shadowblade did 95% or more of the damage, and pretty much never got hit or even noticed. I think a good tweak to the fight would be to have the void dragon focus a bit less on Astarte himself and a bit more on the party. His summoned minion would be much more inclined to target Astarte instead of the party. 93) Quibble: Air element completely off the table in final battle?It seems a bit odd that in the final battle of the game, an element is completely worthless. Normally, is not it traditional for all elements to be viable in the final fights? This is not something that needs to be changed, it is just something mildly unusual. 94) Big shocking plot twist falls completely flat. At the end, Astarte says that there was some big conspiracy behind selecting the guardians to guard the Godbox. (Honestly I am not fond of that name. It sounds a little silly and I would have preferred calling it something meaningless and strange, like Absycratix. But a little silly seems to be the general atmosphere of what Larian was going for this game, so nevermind.) The conspiracy was that the guardians were intended to fail, because some of the gods are secretly evil? The game only mentions this about three seconds before the end and never clarifies anything. If that is supposed to be any kind of secret plot twist intended to make me shocked, well, it did not and just fell completely flat. First, the gods do not really seem to be important players in the Divinity universe. You only learn their names from that one book [A brief history of the seven gods](?) and never actually interact with them. So having some of them being secretly evil or betray us does not make us care because they are non-characters who have never appeared on-screen. Second, because Astarte does not even dare mention them, we still do not know who or what is behind this conspiracy, or even if they are part of the Seven or just extra deities lying around. It is just a confusing mess that hurts the plot a lot more than it adds to it. Because it literally adds nothing at all except vagueness. 95) Character arcs cannot be compressed to two paragraphs at the end. It is true that Larian games are not about having the main characters as actual characters, and there are not really a lot of character arcs to speak of, but since it seems like Larian was trying them out in this game, by trying to have the players actions influence their ultimate relationship, I should give feedback on how well that worked. Mechanically speaking, from what I can tell, it works brilliantly. I have read what other people have gotten for their Source Hunter endings, and was quite surprised by the diverse outcomes possible. In terms of creating a story and character arc, though, well, let me put it this way: The Source Hunters, have been working together all this time and their interactions have them bantering causally like friends, it is a fairly neutral relationship, no matter how many times they have disagreed on something, they still have the same casual banter. So together they beat the final boss and then an imp appears and says that after being freed from their duty, our casually-bantering buddies then spent the rest of eternity in a deathly struggle to murder each other. Can you perhaps see why I found that a bit jarring? This is not actually something that Larian could fix, though: All the interactions between the source hunters, whether through the automatic, voiced dialogue, or decision points during quests, happen in a vacuum. This is also required because of the freeform nature of the game. There is no possible way that anyone could rewrite all of those interactions reflect the actual current state of the relationship, it would just be way too much work and resources. So I do not fault Larian for this at all, there simply was no other way. But nevertheless, the game supposedly has the relationship that develops between two characters as a key feature. Their interactions are completely neutral in tone for the entire game, and then an unrelated third party pops up at the end and gives you the entire character development arc in about three paragraphs. Not even the main characters themselves talking about their relationship and future, but an imp? That is not a satisfying way to do a character or relationship arc. It does not work. 96) Nitpicky plot hole: The Guardians and the Shelter PlaneThe whole shelter plane is supposedly for the Guardians, there are beds, forges, workshops, etc but the impression that I got from the story cinematics is that the Guardians were kinda like the stereotypical Royal Guards of England, standing in one place staring straight ahead perpetually. They did not strike me as needing food or sleep, or in fact as ever leaving their posts. So the existence of the shelter plane seems to not make a lot of sense. It would almost make more sense as Zixzax痴 home base, if not for the pesky star stones unlocking portals. 97) Nitpicky plot hole: So why is Astarte casually hanging out in the dining room? From the story, it is revealed that Astarte decided to fight the Void Dragon in perpetuity to save the world. So I am confused about her appearing here and there in the Shelter Plane. Is that an image? Is the void dragon already loose? I don稚 really understand what she is doing there and why. 98) Ultra-super Nitpicky Nitpick: The First Garden doesn稚 look very garden-like. I had heard about the First Garden all game. I was expecting it to be wild and primitive, very full of nature and stuff. Instead it was mostly stone and stairs with a bit of grass.
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76) Isn't Mendius (Fabulous Five's head) dead in front of Phantom Forest's cursed entrance?
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veteran
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OP
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Joined: Jan 2009
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76) Isn't Mendius (Fabulous Five's head) dead in front of Phantom Forest's cursed entrance? Maybe, I don't know. It was a long time since Cyseal for me. EDIT: It says Alastair, who I guess was a member. A dead body with a familiar name isn't much of an appearance worth noting, though. Any generic nameless dead body could replace that one without changing anything. It does not really change my point. SKILLS99) Destroy Summon is a lot less useful than it should be. I picked this up, thinking it could be useful to deal with enemy summoners. It did not get a lot of use. It is not that enemies do not summon monsters, it is that almost all the time, they summon monsters through scripts, and those do not count as targets for Destroy Summon. I do not have a solution for this in mind, though. You very, very rarely see enemies use elemental summons or nature summons, which are the only things this works on. Maybe if more enemies did that then this skill would be more useful. 100) Maybe give Summons some buff skills? Not attack skills, but something so there is more to do with them than use their one attack skill, and spend the rest of their time meleeing enemies. Then again, most people are complaining that summons are too powerful as it is already, so maybe never mind. 101) Elemental Shields vs Immune to Status Elemental Shields should probably be high tier skills for players. Immune to status, plus a shield that reduces all damage, plus increases resistance for one element past the cap? That is a pretty good bargain. They probably should not be learnable before level 13. Before then, Immune to Status (and Mass Immune to Status) should be available. 1) RE: Skill Penalties too lowThinking about this, I started thinking about possible BONUSES to having high skill checks. Buff skills boosted by high stats could get extra turns, for instance. That would be interesting. Heck, maybe Debuff skills could also get extra turns (although at a higher rate of conversion than buff skills, given the power of debuffs. 102) Misleading Description: Purifying FirePurifying Fire claims that it clears Petrified. IT DOES NOT. On the bright side, I finally found a second enemy who uses Petrify. 103) Scenery objects interfere with spells from above. Thanks, Boulder drop, for sometimes uselessly detonating on some scenery above the action THAT I CANNOT EVEN SEE. It is too bad that is my ONLY EARTH DAMAGE SPELL. (Yes, I also have Earthquake, but using it is a roll of the dice, thanks to the friendly fire and random ooze and random knockdown chance.) 104) One-time-only Spellbooks are lameSome spellbooks are only available once in the game? What if you have more than one character who can use a skill like that? Tough luck, I guess. So much for freedom in building your party how you want? Idea: maybe the Shelter Plane, home of countless mysteries, a fortress built for the gods themselves could have those skillbooks for sale with the appropriate elemental. Honestly, there is another reason why I used the word lame: though, many of these super-rare unique spells only available for a limited time only are not really that spectacular. They are not so awesome and powerful that having multiple characters able to use them breaks the game (certainly not any more than it already is). Seriously, most of the skills that are one-time-only books are just incremental damage increases to an existing skill. They are not spectacular. If they are going to exist, one-time-only skill books should be so spectacular (like Invincibility) that they offer power that is clearly superior to anything more common. The Portal cave in North Luculla is an especially bad, as you have a choice of three pretty unimpressive spellbooks, allegedly sealed away for being super-powerful. At least one of them was already being sold in stores. 105) Petrifying Touch is a pretty amazing skill. Not much seems to resist it, and it is an instant disabling of an enemy. What is it, like a level 7 skill? How did I not discover it earlier? 106) Disease duration may be too short. Disease lowers constitution and bodybuilding saving throws. It should last longer, to make the lowered health actually dangerous. 53) Re: Mass X skillsMore thoughts on this. Mass Immune to X skills sound good. Enemies could get Mass [cure status] effects to counter the players abuse of cc, and sometimes ones players cannot get like Mass Helping Hand. 107) Note: The Death Knight Bane spellbook not neededThe Remove Invulnerability skill book seemed rather unneeded. I actually avoided all the death knights around, and not many were really in the way, so I never found a use for this. I suppose that is the benefit of having an open world game with freedom, though. I did actually try fighting some once as an experiment, and decided that they did so much damage, that they were not actually worth the trouble fighting them would be. 108) Skills displayed as Skill level XAll skills have a level between 0 and 20, a minimum level required to learn, and an AP penalty if your ability level does not fall within certain values on the 0-20 scale. Why is the 0-20 scale in the game, when the thing which really matters is the required skill ability level? Apparently, 0-4 is Ability level 1, 5-8 is ability level 2, 9-12 is ability level 3, 13-16 is ability level 4, and 17+ is ability level 5. So my question is instead of going Skill Level (0-20), why not just say Ability level (1-5)? That would be a lot simpler to understand and instantly convey the important information. Or is the skill level also important for the Intelligence Required for boost/penalty? If that is the case, then never mind. Still, though, it seems pretty obtuse. It would be NICE if before you learned a skill, you could see the penalties and or bonuses you would actually get, so you would know if it was a good idea to learn the skill at all. 109) New Skill Idea: Inflict [Elemental] WeaknessA single-target spell that lowers the [element] weakness of the target AND the caster by 35 percent for three turns. Dispels any shield spells in place, prevents shield spells from being cast on those affected. This lets the caster sacrifice some of their own resistances in exchange for lowering an enemies. This is a double-edged sword. Should come in varieties for all four schools of magic plus poison. The name needs some work. INTERFACE110) Combat Log could use some organization or cleanup It can be a real mess at times. Sometimes the actions of people make it in, other times only the effects make it in. It is hard to see cause and effect. The biggest issue with it is that a lot of the skills and arrows that are used never make it into the log, so it is hard to know when one effect starts, or what the last spell was. Just having all the skill/arrow getting into the log would help a lot. 111) Idea: Ovens and Forges should have special pop-up crafting menusThose would let you select what you want to make. So instead of dragging an Iron Bar to the forge to make a sword, or a Steel Bar to make an Axe, you see a list of things you can make. It would be even better if you could actually change the type of metal included in your recipe, so you could make a sword with a steel bar which is different than one you can make from iron, and maybe you could make a dagger without having a knife first. That would require making more recipes, though. 112) Mobile Kitchens should not contain the word MobileBecause they are not. BALANCE113) Intelligence lowering skill cooldown was probably a mistakeNo wonder why people say this game is so easy. It is because the cooldowns go down with your Intelligence. As you get more spells, your need to plan which ones to use becomes less and less important. There is no reason to use low-level skills anymore, because ones you get a little later have the same cooldown time. This reduces some of the challenge and need to plan from fights. One suggestion I have heard is to change it to 3 points of INT lowers cooldown, instead of two. That might help. However, I think that it is too late to change this now, removing the cooldown lowering benefit from Intelligence at this point would be way too much rebalancing work. In the future games, though, it should be easier to remove that and balance accordingly. 114) Respecs lose all your skillsYou lose all your learned skills upon taking a respec and do not get skill books. I do not think I like this. Even ignoring the massive gold cost it can potentially be to re-buy all the skills, even ignore that some are single-appearance only and if they are gone they are gone forever, I do not like this for one reason: No matter the balance or logic reasons which may lie behind it, it is plain and simple, a hassle. You have to stop playing and spend several minutes, maybe travelling to multiple towns just to go track down all the skill books you want. Not fun. 115) ResistancesFire tends to be the best damage skill overall. A bunch of stuff resists it, but a lot of stuff is also weak to it. Air is a close second not a lot resists it, and some stuff is weak to it. There are fewer damage skills for it, though. Water does not have a lot of easy to get damage skills, but it is okay. Earth and Poison are awful. There are literally TWO skills which do Earth-type Damage. Two. Earth Resistance is the most worthless thing ever for both you and enemies because essentially nothing does earth-type damage. BUT, just to make absolutely, positively sure that Earth Damage is total, complete, worthless garbage, enemies who resist poison also resist earth at the same amount. Poison on the other hand has a whole LOT of damage skills and arrows. The problem is that it is resisted by a heck of a lot of things as well. There is almost nothing that is weak to poison, and almost nothing that even has 0 Resistance to poison. Sometimes, poison is among the lowest resistances of something, but that just means you can use anything poison never gets much of a chance to be the best choice for dealing with something. TALENTS116) Basically no good Talents for Mages. There is really not much worth taking after you snag the obvious two (Far Out Man and Know-It-All). I gave Jahan a bunch of generic good-for-anyone stuff at level 20 to spend some of the points that I had built up. I had been planning to give him Voluble Mage, but decided that would be a waste because NOTHING CASTS MUTE. Witchcraft does not seem to have a Rank 5 Talent. Maybe something which increases the chance of a negative status landing by 20 percent? That might be too powerful. How about one which increases the duration of negative status effects? (Enemies still get to save the same way) 117) Still lots of sucky talentsAll Skilled Up, Scientist: Sucks because you can get 10 ability points for this same Talent point by trading it to a demon. Scientist at best breaks even if this is used to get Blacksmithing and Crafting up to 5. Anaconda, Bigger and Better: You can trade 1 Talent point this for 10 ability points, and then trade those for 2 stat points that should provide a bigger boost than +10 percent damage. Courageous: Mediocre, not a lot uses fear, you can boost Willpower to save against Fear AND other things, and this is downright dangerous if you get caught in combat with an invulnerable enemy. Demon: Is total shit. This requires 5 Pyrokinetic? Taking a 25 percent hit on any water damage, in exchange for a chance to do a weak damage-over-time effect on an enemy is garbage. Escapist: Sucky. Most of the time, you can just walk a few AP away and hit the flee button. If you cannot, someone can probably teleport you, or heal you, or give you the teleport stone so you can flee. Who takes this and why? Five Star Diner: Twice worthless is still worthless. Food becomes worthless about level 5 and never gets better again. Ice King: This requires 5 Hydrosophist? You take a big hit to fire resistance, and you have a chance to inflict the weak Chilled status on an enemy in melee range? That gives them a 10% extra weakness to water, and a movement penalty which is so small it will not matter at melee range. Garbage. My Precious: Mediocre. Not even daggers degrade fast enough to make this worthwhile, instead of a single point into Blacksmithing to repair things. Pack Mule: Pretty worthless thanks to multiple party members and a send-to-home button. Politician: Total shit. Charm is pretty worthless, Intelligence is pretty good. Voluble Mage: First, Willpower also boosts your resistance to silence AND other things. Second, nothing actually casts silence in the game often enough to make it a threat. I literally NEVER saw Silence all game. Walk it Off: Willpower and Bodybuilding reduce the chances of status effects landing without a negative downside. Buffs also are so short that taking a hit to reduce them is a crap tradeoff. Weatherproof: Mediocre. Not the worst talent, but environmental effects are in exactly 5 areas of the game. What good is this? So that is fifteen out of thirty-six talents that are of poor and questionable utility. MORE NEW TALENTS OVERALL ARE NEEDED. There really are not enough Talents. MISCELLANEOUS118)Companions should not have the Politician talent in their list It should not be available for Companions, as it offers them no benefit, because they cannot talk to most people. 119) AI shoots groundBad Guys AI should at least be smart enough to not shoot projectiles into the ground if they cannot hit the target. The game calculates angle for our previews, why can it not do the same for enemies? 120) Philter of the Fearless Imp should be a USABLE itemIt should grant Immunity to Fear for 10 rounds. In fact, I like the idea of all (non-healing) consumables lasting longer than three piddly rounds. 121) Armour and clothing breakdowns needed You should be able to break down armour and clothing into scraps for crafting, like you can for weapons. I do not know why that is not in the game. 126) More sinew sources needed Also apparently Sinews, the ONLY way to upgrade bows can only be obtained if you massacre all deer, cows, and sheep in the world, because that is the only way they drop. Or hope you get lucky searching every NPCs ingredient menu. 122) Perhaps too long between upgrades for certain crafted items. The disclaimer here, and it is a big one, is that I have not really used crafting at all, so there is a high chance that this idea is wildly imbalanced. Feel free to take this as the statement of a complete ignoramus, because it is. Some Crafting recipes grant a bonus +1 to an attribute at level 1 and improve it to +2 at level 17. It is true that +2 is a great bonus, but +2 is the kind of bonus that shows up naturally on stuff about that level, plus additional extra attributes beyond what the crafted item gives you. What if instead the bonus was an additional +1 per 8 levels, so level 1-8 gives +1, Level 9-16 gives +2, 17 gives +3? That gives some sense of progression in the long time between 1 and 17, plus at level 17 or so, you now have a choice between using a crafted item which has a +3 - something which never appears on random equipment, or random equipment which can have more mods. And apparently some random items can have insane mods like this: http://i.imgur.com/WVDsosx.jpg So, yeah, letting crafting items get +2 bonuses early, and +3 bonuses late seems more reasonable now. 123) Graphic bug if Maximum AP is more than 20 Fix the graphic bug if you have more than 20 max AP: Add the extra AP above the old AP bar, not to the right looking bad. 124) New Achievement Requested There should be an Achievement [None Left Standing] if all the orcs and all the mountain men die in Hunters Edge. They are all terrible and deserve to die. 125) Normal NPCs should not suicidally attack armed warriors. I mean why should all of Cyseal market go hostile because I punch someone in the face. Most people are civilians and should rightfully run away or avoid fighting unless attacked. It makes no sense.
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All Skilled Up, Scientist: Sucks because you can get 10 ability points for this same Talent point by trading it to a demon. Scientist at best breaks even if this is used to get Blacksmithing and Crafting up to 5. Anaconda, Bigger and Better: You can trade 1 Talent point this for 10 ability points, and then trade those for 2 stat points that should provide a bigger boost than +10 percent damage. But only the main characters can make a deal with the demon. Pack Mule: Pretty worthless thanks to multiple party members and a send-to-home button. I would pick this talent on a single character if I had a party without a STR-based character. I don't know in a party with 2 non-STR lone wolves. It's a matter of inventory management and I hate going to homestead to access the chests. I only send ores to homestead. 118)Companions should not have the Politician talent in their list It should not be available for Companions, as it offers them no benefit, because they cannot talk to most people. Charisma gives a bonus to attitude, so it gives a minor benefit while batering with companions. Not that valuable, but I think it justifies the talent being available to companions. 126) More sinew sources needed Also apparently Sinews, the ONLY way to upgrade bows can only be obtained if you massacre all deer, cows, and sheep in the world, because that is the only way they drop. Or hope you get lucky searching every NPCs ingredient menu. I would like if bowstrings become available in vendors and as loot.
Last edited by Vaxsan; 06/01/15 01:20 AM.
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OP
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127) Wolgraff's Escapist Talent is unfortunate.Wolgraff starts out with Backstabber and Light Stepper, which is good. He also starts out with Escapist, which is... unfortunate. That is because Rogues have a lot of very useful potential Talents that they could take. I think that they only have one spare Talent point that they can throw away, and Wolgraff's is used up with Escapist. Escapist is really not that useful, because if you play well, it'll never be used. Escapist is also only really useful if you are at low health and cannot move to a safe distance to escape without risking an attack of opportunity. At BEST, I can see it being useful to run away, then run all the way back to the combat area, but only in the early game before you have invisibility or max sneak or Featherfall on a mage. I'd rather have him start out with Speedcreeper in place of Escapist. But only the main characters can make a deal with the demon.
True, but they are still kinda lousy for the main characters. My point is MORE TALENTS PLEASE, I am not interested in niggling little technialities "on Sundays where it's a full moon, this is useful because..." I would pick this talent on a single character if I had a party without a STR-based character. I don't know in a party with 2 non-STR lone wolves. It's a matter of inventory management and I hate going to homestead to access the chests. I only send ores to homestead. My main picker-upper was my Shadowblade, and she had 5 STR. Frequent inventory management was required for me. It was an obnoxious pain, but it STILL was not worth spending a precious Talent point to fix. You only get 7, and Rogues need 6. Charisma gives a bonus to attitude, so it gives a minor benefit while batering with companions. Not that valuable, but I think it justifies the talent being available to companions.
That may be a justification, but even you have to admit that it's very weak. Even if you do a LOT of trading, a LOT with your Companions, and even with a lot of underwhelming Talents, you'd still be hard-pressed to think of a time when your thought process would go "I think Politician is the best Talent my Companion can get right now." (MORE TALENTS PLEASE.) I would like if bowstrings become available in vendors and as loot.
I agree.
Last edited by Stabbey; 16/01/15 03:25 PM. Reason: why escapist is bad
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stranger
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stranger
Joined: Jan 2015
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I just finished my first playthrough (hard, 193 hours), and I agree very much with almost everything you said (I didn't ever mind which way 'r' and 'f' scrolled the skills lol).
The game was too hard at a certain few points- mainly due to me missing cave entrances or switches or other "should-be-obvious" stuff. I literally missed the black cove (i think?) off of the beach west of cyseal until I was somewhere around level 14 and wandered back that way randomly. I missed the cave at the north where sparkmaster is and all of that stuff that happens up there until I was stuck at level 12 missing huge amounts of xp due to the areas I missed, even though I'd struggled my way through killing basically every enemy I could get to (except the desert).
Otherwise, though, even before glass cannon, the game and battle were too easy. Midnight Oil+flare, rain+ice shard, rain+blitz bolt, were natural and overwhelmingly powerful. On hard, I generally could defeat anything up to 2 levels higher than my party, and against single targets they could be 3- sometimes 5 levels higher (so much cc in this game haha).
Lots of inconsistencies you addressed, I really feel need to be worked out ASAP.
I started crafting at around level 17, having looked at a crafting guide early on and seeing clvl=17+ as a common thing for a big boost in stats lol. (i didnt look up walkthroughs except when I became hopelessly stuck (usually due to missing a switch, never having had to interact with braziers previously, or having missed an area entrance/exit (which happened quite a bit)).
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stranger
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Early on, fire damage owns the game. Doors are not obstacles. Locked chests are not challenges. Enemies won't run through it (control). It does a ton of damage early on, direct and DoT. And all that poison? And those enemies aren't fire resistant? Fireball/flare from the edge of the screen made so many battles a joke. Follow up with midnight oil and more fire and some summons and nothing can hit you. I stopped using a rogue because putting them near the fire wasn't worth it lol (madora just became invincible lolol, and fire shield and aoe fire damage nonstop was lolz)
Wtf is an earth element?
Capstone skills suck (except the ice one and maybe meteor(maybe).
Never had loremaster until pretty late. Never used leech/bloodletting/half of the rogue things (why do that stuff in melee when the archer does it better at range?)/teleporting enemies into lava (think I accidentally discovered I could do this really late then never did it again). Madora was 80% resist everything, middling WP/BB, 1k+ hp. With oath/haste/a good weapon/maxed str/and a ton of debuffs on the enemy, she hit the second last boss for over 1800 and the last boss, she hit numerous times in one round for 1k-1.2k each.
2 Mages with huge int, glass cannon, huge speed, every school, most spells on both of them, hasting everything constantly.....lol too easy.
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NEW SKILLS
Man-At-Arms - Taunt - "Come on if you think you're 'ard enough!" Man-At-Arms: 2 // AP: 3 // Duration: 3 Turns. // Cooldown: 3 turns.
Taunt increases the attractiveness of the caster to opponents within a 10 meter radius by 33%, encouraging them to target the caster instead of other opponents. This one would require extra code to take control of the player characters if it were to be used by the enemy.
Aerothurge - Winged Shoes - "Move with the grace of the breeze." Aerothurge: 3 // AP: 7 // Duration: 3 turns // Cooldown: 11 turns.
This increases the Dexterity of the target by 3 -FOR EVASION ROLLS ONLY- for three turns. It has no effect on weapon damage or Dexterity-based skill efficiency. It only assists a target to dodge. Could be useful in enemy hands as well.
Aerothurge - Breathstealer - "Take their breath away." Aerothurge: 2 // AP: 9 // Duration: 2 turns // Cooldown: 9 turns.
This does a token amount of air damage and has a 35% chance to mute the target. I'm actually suggesting this first as something ENEMIES can get, not so much the player, because Mute is a status that almost nothing ever casts on the player.
Pyrokinetic - Fever - "Burn away the sickness." Pyrokinetic: 2 // AP: 5 // Duration: Instant / 3 Turns // Cooldown: 3 turns.
Cures poison instantly, dealing 67% of the amount the poison deals per turn as fire damage to the target. It also sets Warm status and Immune to Poisoning for 3 turns.
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Support
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This one would require extra code to take control of the player characters if it were to be used by the enemy. Or a 'distracted' status that would give an accuracy/effectiveness penalty to attacks against any other opponent (possibly with a distance dependency, so there would be a small penalty attacking opponents either near the taunter or the player character, and a larger penalty attacking opponents farther away).
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128) Buffs should have their duration increasedThis is contraversial and I went back and forth about whether I should post this or not, but I decided to in the end. This covers some ground already gone over, but I think that buffs in general should have an increased duration. A lot of the time, they are not particularly worth casting on yourself because the combination of the AP cost and the short duration means that you're effectively getting one less useful turn to use the buff on. The 2 turn buffs are particularly questionable. Fast Track, for instance lasts for two turns, and if you don't cast it before combat starts, it's not really saving you any AP, it is effectively only a Movement buff. Invulnerability costs 9 AP, lasts for 2 turns and can only be cast on yourself. That's effectively only 1 turn of invulnerability, and certainly is not powerful enough to be worth a 100 turn cooldown. 30-40 turns (3-4 minutes) at the most. Potions are particularly bad as they don't scale like magic does, especially resistance potions since they last for only 3 turns and you don't even know if you'll get hit at all. Potions should probably have their duration upped to 10 turns (1 minute). That'll encourage their use more and even let you do some buffing before a battle starts. 129) Weatherproof should be Geomancer 1... or even no prerequisite.Geomancer is a pretty questionable Talent to take in the first place, but the biggest thing which limits its usefulness is that there are only like 4 areas in the game where environmental effects are present, and two of them are in Cyseal. So by the time you can even possibly get Geomancer up to Rank 5, you are guaranteed to have already passed half the places where it's useful. Worse, the other two areas are Hiberheim and the High Plains, which are level 12 and 14 areas, meaning that to get Geomancer up to 5, you'll probably have to devote most of your ability points into that area. If you try and get other abilities up as well, by the time you can get Geo 5, you'll almost certainly be past Hiberheim, and probably the High Plains as well. Needing Geomancer 5 basically makes the Talent useless. At most it should be Geomancer 1, but it's so situationally useful it could probably lose any requirements entirely. Even if you do that, it still needs a buff. 130) IDEA: Complete overhaul for "Demon" Talent(Copied from another thread) Demon is a flat-out bad Talent. It requires Pyrokinetic 5, which is a pretty steep gate. It gives you a 25% penalty to your water resistance in exchange for a chance to inflict the burning status on a melee attacker. Demon - Pyrokinetic 5 Required - "Never make a deal with a Demon. It always costs more than you get."- Maximum (NOT CURRENT) Fire Resistance is increased by 40% (new cap is 120%).
- Fire Resistance can no longer be boosted past 120% even with potions or buffs.
- Either a sharp penalty to current Air, Water, Earth, and Poison Resistances -OR-
- The Maximum cap on Air, Water, Earth, and Poison Resistances is steeply reduced
The idea behind this Talent is to allow a dedicated fire user to boost their fire resistance past 100 percent, so they can make better use of the spells that explode upon themselves. Fire magic can now potentially heal them for 20%. This does NOT affect their current resistances, it only increases the resistance cap from Gear + Talents. The downside will either leave the resistance cap to other Elements at 80%, but give them a penalty of 40% or so to their current resistances, or leave their current resistances alone and cap the maximum they can get from Gear + Talents at a lower number, like 40-50%. (I suppose we could call this talent something else, like "Volatility", but since Demon is pretty shit as-is, you may as well just replace it entirely.) 131) IDEA/SUGGESTION: Lucky Charm also will reduce the chance of skill fumblingOf course, I am generally against the idea of fumbling I prefer spells to simply be less effective if you haven't got the stats for them. But if fumbling will stay... Each point in Lucky Charm will reduce the chance of fumbling a spell by 3% (up to a max of 15%). This only applies to fumbling a spell - if your chance to succeed is 100% or higher, then Lucky Charm has no effect on the spell potency.
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132) Additional Crafting Recipes Needed This may be a bit of a repeat, I think I posted something to this effect somewhere else. I just cannot remember where.
There are [Scraps] items from which you can craft other weapons and such. But the only places to get Scraps is random loot and random vendor inventories. I would like ways to dismantle equipment to get scraps. Robes and folded shirts can produce Cloth scraps. Leather/Dexterity armor can produce leather scraps. Metal armor can produce the appropriate scraps. This will be beneficial because it will allow players to have more control over their crafting destiny, and it also has a natural tradeoff, because each piece of gear that you dismantle is a piece you can't sell.
I would also like to overhaul weapon creation at forges. Right now the type of weapon you get is dependent on the type of metal you drag over it. Instead, I would prefer a more specialized crafting menu: you could select the type of weapon you want to create, and the type of metal you would like to make it from. Different metals would have different properties, and would require different levels of Blacksmithing to work with. You would need BS 2 to create weapons using Steel, but the weapons would be more powerful. Silver weapons would have increased damage but decreased durability because the metal is softer.
I am also not a fan of the completely random scrolls you get from using a blank scroll + magic quill/inkpot. That just prompts reloading. If there was some way to direct it towards what you want that could be interesting, some kind of minigame or something. Of course that will not be in Original Sin, that sounds like an awful lot of work, but maybe it is something to consider for future games.
Also, looking at the recipe guide, there are a lot of items which require Crafting 1 or 2, but they give out the same bonus no matter what they do not improve over time. That is a lot of bonuses which will quickly become inferior to found/bought magic items.
I notice one recipe: Leather Scraps + Magic Needle and Thread (C5 required), which produces Armor Rating, HP, OR Lucky Charm bonus. Substitute Cloth Scraps for a Robe. The thing is, though, crafted items have to compete with found items. So if I need Crafting 5 to make that recipe, I do not want a choice of ONE OF those, I want them all. In fact, this could be a case for downscaling that recipe: At C4, that recipe produces two of the three bonuses, at C3, you only get one of them, but at C5 you get them all.
Why do you need Crafting 2 to get a +1 CON potion, when all the other stat potions require Crafting 5? By the way, needing Crafting 5 to get a +1 ATTR for Wow Three Whole Turns! potion seems pretty stupid. Yes, Crafting can be found on items, but even so by the time you can get Crafting up to 5, you will probably be long past the point when a +1 Stat for 3 turns is a good use of AP. Instead, do this: Lower the requirement for the +1 Attr. to Crafting 2, and add an additional +1 per rank of Crafting, so Crafting 5 will make that into a +4 potion. (I know that I also have suggested that potions last for 10 turns, but that was for the base quality potion. Higher-power potions could have a decreased duration, so maybe a +4 potion will last for just 2-3 turns.)
133) Strength Requirements on gear ramp up far too quickly It's pretty ludicrous how much you need to pump STR early just to keep up with equipment of your own level. Level 3, 4, 5, 6 items require 8, 9, 10, 11 into STR. This is ONLY the case with STR-based gear.
DEX and INT based gear has a much slower progression. A Level 6 one-handed STR weapon requires STR 8. A level 6 one-handed dagger (DEX) requires DEX 5.
Why is this the case? This forces warriors to pump STR and only STR early on or else be outclassed. Warriors also like to have CON or SPD, but builds which want to get those up early simply CANNOT exist.
134) Maybe right-clicking items in your inventory shouldn't cancel movement
Often you have to move characters from one part of the map to another. There's not much to do while waiting, so I thought I would try to use that time to try and sort inventory, sending items to the right people... but unfortunately, right clicking will make the whole group of people stop moving entirely.
This might be one of those little issues that's a lot more complicated than it seems and hard to fix, so I can稚 complain much about it.
135) NPC's don't often hold still long enough to pickpocket. Pickpocket is already questionable, and having NPC's walk so fast and stop for so short a time does not help. You get juuuust enough time to see their inventory, but not enough to do anything about it.
EDIT: Oh yeah, I forgot about the talking to them to distract them part. Nevermind, then.
Last edited by Stabbey; 16/03/15 02:40 PM. Reason: nevermind
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Banned
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Banned
Joined: Mar 2015
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The "NPC:s don't hold still"-issue is mostly easily solved by having another character talk to them. Which, thematically, makes perfect sense. You are setting up a mark, after all.
However, some NPC:s cannot be engaged in conversation, at least not past a certain point (the guards discussing the charmed Orc in Cyseal harbour, for example). That's a bitch.
Related issue: NPC:s do not always face you when you talk to them. They always should.
Last edited by Luckmann; 16/03/15 01:51 PM.
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enthusiast
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Yeah Stabbey is really correct on this...
"133) Strength Requirements on gear ramp up far too quickly It's pretty ludicrous how much you need to pump STR early just to keep up with equipment of your own level. Level 3, 4, 5, 6 items require 8, 9, 10, 11 into STR. This is ONLY the case with STR-based gear.
DEX and INT based gear has a much slower progression. A Level 6 one-handed STR weapon requires STR 8. A level 6 one-handed dagger (DEX) requires DEX 5.
Why is this the case? This forces warriors to pump STR and only STR early on or else be outclassed. Warriors also like to have CON or SPD, but builds which want to get those up early simply CANNOT exist. "
I wholeheartedly agree this is handicapping a fighters only forte, at least lower it by a point, or better yet lower it by 2. I also really am mystified as to why strength only improves chance to hit and not damage in any way, that is just not sensible.
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addict
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Joined: Feb 2015
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Nice list of ideas.
"Intelligence lowering skill cooldown was probably a mistake One suggestion I have heard is to change it to 3 points of INT lowers cooldown, instead of two." True. I would say 5 is even better. Cooldown has a role. Its quite easy to get Int 20 then all Cooldowns disapear. My current mage has 26 or something, spamming chain lightnings all day long. Cooldowns are the only think who can create strong mage but not allow to kill them all. Wizards was made in AD&D as representation of Canons in desktop solder's game. Strong, explosive but low rate of fire. It is good idea keep it that way.
Add crafting - Good method is - use an equipment - the anvil, a bench, furnace, ... and your craft reciepe book pops-up. This book you could read anytime, but activated thru the craft tool enable create certain product line. Anvil --> armor product line, campfire ---> food product line, ... . All recipes are visible, but some are greyed out. Two page book. Left page list of items, right page details of the item. On the right page you see ingredience used, Item and his numbers for your level. You choos craft from the book then material is substracted from yours or companyon inventory (if they are less than 10m away). Friendly interface is important.
Add food - good idea, making food on the camp fire. Its adds immersion. But useles effect kills it. Food bufs should stay long, 10 turns maby even longer, 20? Its food, the long lasting effect. You aeat 3 times per day, right? It can take 6AP to eat an apple but the effect must stay long. Healing 50HP when you have 2,5k HP is nonsence but +1 to dex is handy. Food healing effect could scale up? Lets say a roasted pig heals 15% of your max life, an apple heals 1%. It doesnt matter how many points, just ratio.
The list of useless Talents: Elemental Ranger - current is very dangerous for user. Escapist does nothing but this one hurt. New version of the skill>>>> Elemental archer uses the element he is standing in to make additional damage/effect. Also elemental shield could be used to channel force. There is a skill section "Special" with Staff of Magus in it. The Elemental ranger is added there, so it become On/Off stance.
Elemental Afinity - quicker casting can be used also in the sheild of the particular element. e.g. with a water shield on --> Elemental afinity Hydro is on. Add 130] Demon talent - it should be the same for Ice King - just oposit
- extend the max resistance cap of chosen element plus25 - limit max resistance cap of oposing element minus25 - limited or extended resistance is about items (equipment). By the spell or potion it can be rised further. - Ice king do not suffer from whether cold - Demon do not suffer from whether heat - setting lower significant cap for other elements is way to strong. it would prevent me to take such talent.
- more Talents, yes! Similar Talent can be created for Aero /Earth>>> - it can be a "Walkinging Rock" vs "Storm Lord" for Aero vs Earth
About adding more skills and spels: - at the moment every school has about 18 skills - short bar has 10 slots - my current spell caster has about 45 spells + heap of scrols >>> controling it is the pain --> A lot of unecesary clics to find out what I am looking for --> not stream line game - I recomend to keep number of skill under 15 per school at the best - rather remove of modify some useles like: Far Sight, Survivor Karma or Neutralize Poison.
I am realy missing tankish style skills: Man at arms Defensive stance - add +14 defensive rate, +1 shield skill, minus14 offensive rate, - 1 to One handed&2handed skill - togglable 1 AP - Cooldown 8
I would merge Corosive Strike and Crippling strike.
Last edited by gGeo; 16/03/15 11:21 PM.
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veteran
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OP
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Joined: Jan 2009
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Nice list of ideas.
Add crafting - Good method is - use an equipment - the anvil, a bench, furnace, ... and your craft reciepe book pops-up. This book you could read anytime, but activated thru the craft tool enable create certain product line. Anvil --> armor product line, campfire ---> food product line, ... . All recipes are visible, but some are greyed out. Two page book. Left page list of items, right page details of the item. On the right page you see ingredience used, Item and his numbers for your level. You choos craft from the book then material is substracted from yours or companyon inventory (if they are less than 10m away). Friendly interface is important. New UI improvements are on the way, I'm interested in seeing what Larian comes up with. Something like this sounds good. There have been a lot of suggestions along this line. Add food - good idea, making food on the camp fire. Its adds immersion. But useles effect kills it. Food bufs should stay long, 10 turns maby even longer, 20? Its food, the long lasting effect. You aeat 3 times per day, right? It can take 6AP to eat an apple but the effect must stay long. Healing 50HP when you have 2,5k HP is nonsence but +1 to dex is handy. Food healing effect could scale up? Lets say a roasted pig heals 15% of your max life, an apple heals 1%. It doesnt matter how many points, just ratio. Yeah, something should be done with food. A longer duration sounds good, changing it a percentage heal sounds good. Right now, my currently preferred idea for food is a longer duration, healing for X amount each turn (and that amount should probably be bumped up for most-to-all foods), and healing potions should be changed to a percentage heal (20/40/60/80 percent). That would make them stay pretty useful throughout the game, it would make their store cost make sense. It would require some tweaks to the beginning to the game, though. The list of useless Talents: Elemental Ranger - current is very dangerous for user. Escapist does nothing but this one hurt. New version of the skill>>>> Elemental archer uses the element he is standing in to make adtional damage. Also elemental shield could be used to channel force. There is a skill section "Special" with Staf of Magus in it. The Elemental ranger is added there, so it become On/Off stance. You'd make Elemental Ranger work almost the same as Elemental Affinity? The issue I have with that is that the same one present with Elemental Affinity - you don't usually WANT to be standing in a surface they tend to be dangerous for you. Add 130] Demon talent - it should be the same for Ice King - just oposit
- extend the max resistance cap of chosen element plus25 - limit max resistance cap of oposing element minus25 - limited or extended resistance is about items (equipment). By the spell or potion it can be rised further. - Ice king do not suffer from whether cold - Demon do not suffer from whether heat - setting lower significant cap for other elements is way to strong. it would prevent me to take such talent.
- similar Talent can be created for Aero /Earth>>> - it can be a "Walkinging Rock" vs "Wind in the hair" for Aero vs Earth The second set of points is a pretty good idea, that would make it worthwhile. About adding more skills and spels: - at the moment every school has about 18 skills - short bar has 10 slots - my current spell caster has about 45 spells + heap of scrols >>> controling it is the pain --> A lot of unecesary clics to find out what I am looking for --> not stream line game - I recomend to keep number of skill under 15 per school at the best - rather remove of modify some useles like: Far Sight, Survivor Karma or Neutralize Poison. There are certainly a few useless skills, but I can't agree with cutting skills to a cap of 15 at all. You have room for 50 skills on your skill bar. FIFTY. That should be enough for most people. Not all skills are good for all builds. There are plenty you probably won't take because they don't really fit in with the rest of your character. I tend to have a heap of scrolls as well, but I basically never use them. To get 45 spells, that's like 5 schools of magic at Rank 4, which would be 50 ability points For that, you would have to essentially focus your ability points exclusively on 5 schools of magic, even ignoring things like Willpower. Most characters focus on 2 schools and minor in a third. I am realy missing tankish style skills: Man at arms Defensive stance - add +14 defensive rate, +1 shield skill, minus14 offensive rate, - 1 to One handed&2handed skill - togglable 0 AP
I would merge Corosive Strike and Crippling strike. There should certainly be a couple more tank skills. I suggested a Taunt skill to get enemies to target you, and a Martyr skill to steal the debuffs from allies and apply them to yourself.
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enthusiast
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Crafting is awesome in this game but really ill-defined and any thing to make it moreefficient and easier to use as well as improving the results is a must. Loot mostly sucks so improve the crafting.
I am not in favor of cutting skills, some ( especially spells) you just dont need. 50 Slots in the skillbars is plenty for my uses. I usually focus on all 5 schools of magic but never get beyond level 4 in any and that works well, 9 spells per college gives you not every spell but all the good ones.
Food and healing potions should be changed, those suggestions seem acceptable, duration on the food and %based on heal potions.
Yes more tank skills are definately needed, I think some ( maybe) should be re-worked as well.
Taunt, is a good idea for sure. Martyr, is a really cool idea, I want to try that out. Rage, shouldnt cripple the user as much as it does, it is not worth using usually. Melee Power Stance, should either cost 1 action point extra per strike or -10% to hit not both. Another "spell-like missile attack" like crushing fist but different or allow a Man-at-arms to use that really weak bolt attack that can only be cast if using a staff, honestly that is a weak ability, no Man-At-Arms worth his salt is gonna use a staff anyway so that is a useless thing to give them, but if they could cast it out of their Sword or Spear that would be kind of cool, still weak but far more useful.
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addict
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"To get 45 spells, that's like 5 schools of magic at Rank 4, ... "
Well, Aero/5 >> 19 spells Witch/4 >> 9 Hydro/3 >> 7 Geo/3 >> 7 Pyro/2 >> 5
+ 2 spells in rings + staff of Magus spell -------------------------- 50 spells at all
plus basket of scrols about 30pcs plus heap of flasks and food. Well food is just for a feeling, its crap. My caster is on the 19th level now.
I like game UI. especialy character chain menu is briliant. Skill eruption late game would need an improved UI to handle this.
I would say, allow drag the root of the skill (Man-at-arms, Aero) to the skill bar. Then it opens a bag of skill. This bag is closed automaticaly on mouse focus loose.
Last edited by gGeo; 17/03/15 07:12 PM.
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Joined: Jan 2009
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I've been experimenting with a build I've tentatively called "Inquisitor". It's a variation on the Enchanter, I suppose, which focuses on movement and close-range spells. Something which became quickly apparent is that there aren't all that many touch-range spells. There's Burning Touch, Freezing Touch, Shocking Touch, Petrifying Touch, Enfeebling Touch, Vampiric Touch, and Death Punch. And I suppose Diving Light, Trip, Charming Touch also count, although for this build they have stat penalties. Of the Elemental ones, Burning Touch is available at level 1, Shocking Touch at level 4, and the others at level 7. Burning is the only one which does damage, the others inflict a hard CC. Those are good of course, but that produces the interesting effect that I run my mage up, succeed in landing a status... and then the only damage spells I have to use are long-range... So that prompted me to think of a couple of close range touch spells which do minor damage, but can't inflict any status effects. NEW SKILL IDEASAerothurge - Static Shock - "Stupid carpet." Aerothurge: 1 // AP: 3 // Duration: Instant // Cooldown: 5 turns. Delivers a minor electric shock to a target in touch range (3m). Air damage, no status effects. Geomancer - Dust Knuckles - "Taste allergies, numbnuts!"Geomancer: 1 // AP: 3 // Duration: Instant // Cooldown: 5 turns. Delivers minor earth damage to a target in touch range (3m). Earth damage, no status effects. Hydrosophist - Icy Grip - "Don't touch me with those cold hands!"Hydrosophist: 1 // AP: 3 // Duration: Instant // Cooldown: 5 turns. Delivers minor water damage to a target in touch range (3m). Water damage, no status effects. *** I'm not really expecting these to get into the game. Theoretically, they shouldn't be too complicated when it comes to animations and icons, I'm sure existing ones would work with minor tweaking only. Possibly new icons to differentiate them from the CC-only versions. "To get 45 spells, that's like 5 schools of magic at Rank 4, ... "
Well, Aero/5 >> 19 spells Witch/4 >> 9 Hydro/3 >> 7 Geo/3 >> 7 Pyro/2 >> 5
+ 2 spells in rings + staff of Magus spell -------------------------- 50 spells at all
plus basket of scrols about 30pcs plus heap of flasks and food. Well food is just for a feeling, its crap. My caster is on the 19th level now.
I like game UI. especialy character chain menu is briliant. Skill eruption late game would need an improved UI to handle this.
I would say, allow drag the root of the skill (Man-at-arms, Aero) to the skill bar. Then it opens a bag of skill. This bag is closed automaticaly on mouse focus loose. Ah, I see. Yes, dragging the root of the skill to the skillbar to create an unfolding menu sounds like a great idea. Divine Divinity actually had something similar (but a bit messier, as it had all the skills in columns). Swen has mentioned on his blog that they're looking at improving the UI, but no details have emerged yet.
Last edited by Stabbey; 17/03/15 08:15 PM. Reason: spells
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addict
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Joined: Feb 2015
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Tankish skill Man-at-arms Guard watch "Stay behind my back" Warrior guards his ally. if any danger comes he steps to the hit and hold it by own body. Every physical attack on the ally who is in the radius of 2m is redirected to the user. Attacker has bonus 10% to hit and damage. 4AP
Last edited by gGeo; 17/03/15 07:37 PM.
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addict
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addict
Joined: Feb 2015
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Ah, I see.
Yes, dragging the root of the skill to the skillbar to create an unfolding menu sounds like a great idea. Divine Divinity actually had something similar (but a bit messier, as it had all the skills in columns).
Swen has mentioned on his blog that they're looking at improving the UI, but no details have emerged yet.
D:OS is my first Larian game. I have checked their older product on the you tube. They are ... well ... errr very indie. I would not waste a minute play that. Original sin is massive improvement to anything they did.
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