Them comments. All them comments. Just ignore the wall of text if you want to. I'm mostly just writing it because I'm one of those people who like to respond to everybody, when I'm the OP. Going to refrain from quoting as, for some reason, they won't show up as quotes. Curious that.
@Gyson.
Scaling may very well be the way to go. Scaling up that is, of course. One could naturally make the argument that level scaling is immersion breaking. But so is being overleveled and roflstomping all that the game can throw at you. And if I have to make a choice betweem two evils, then it's going to be the one that's not going to cause tedium.
I don't really know if active leveling scaling is possible. Seeing how I don't believe it's in the game code itself. But the alternative would be to simple skim through a handful of let's plays and see what level people are at the various encounters, and level the enemies acordingly. While keeping the XP-gain the same. It would be the slower approach, however.
@Dr Koin.
But not hard enough. ;D
I personally don't mind the changes to Lone Wolf, that much. But that's mostly because I've always liked party interactions and inventory management. It does annoy me a wee' bit though that they decided to change Lone Wolf into a seperate difficulty, rather than an alternative playstyle; like Zombie. Mostly because it seems a bit cheap to me that they threw an optional restriction at people who want actual difficulty, rather than making Tactician as mean as they could.
Then again. They did a wonderful job with Tactician, all things considered, and we, the community, can use it as a stepping stone for modding... once the tools arrive.
@Sotanath.
As far as I am concerned a tactical decision is one that requires one to chose between various options and predict and adapt to the outcome of said choice. When CC is always going to stick it is always going to be the better option and as such you won't have any meaningful decisions to make. Increasing enemy resistances to hard CC does, indeed, increases the tactical approach of the game. And it does so for the very reasons you yourself point out.
Because it creates a world in which you actively want to apply Wet and Chilled to your enemies in order to CC them. Thereby changing the question from being one of "what kind of CC do I want to use?", to being one of "do I want to risk CCing that enemy now and potentially wasting my AP, or should I set it up better first? Maybe it would be better to just try and deal some damage and avoid the risk of wasting my turn, hmm.".
Now natually it dosen't have to be a large increase. But it should be sufficiently high that you want to set up your CC, rather than just spamming it, and that it makes you glad to gain a +5% chance to CC the target from your stats.
As for other ways to set up CC, I've personally always found it a bit queer that being covered in oil doesn't make you more likely to be knocked down. And your idea of Charisma increasing Charm efficiency works brilliantly, although it may be a bit too hard to code. I don't know, haven't seen the new editor yet.
Then again, the problem is hard CC (Frozen, Knock Down, Stun and Charm), and hard CC only. And upping Willpower and Bodybuilding does hurt the "good" kinds of CC, the ones that don't mean insta-death. Might be a better idea to add a monster only skill which improves their resistances to hard CC specifically, and only improves it significantly enough to make set-ups desirable.
As for your suggestions as to how to make the "bleh" abilities (Lockpicking, Lucky Charm, Charisma, etc) I think your ideas are awesome. Maybe causing Loremaster to increase your critical strike multiplier by 2-4% per rank would make sense. After all, you know where to hit them where it hurts and it would go wonderfully with Lucky Charm in a world where it increases crit chance by 1-2% per rank.
Lockpicking is easy to fix though. Just make most non-plot chests unbreakable and throw away the key. ;D
+1 for some awesome ideas.
@Baardvark
You can have a +2 for thinking about making said mod. Source Hunter Difficulty was the shit in Original-Original Sin and it deserves a cousin. Hopefully this thread is of some help. ;)
Hopefully Larian are going to be cool about multiple mods.
@Stabbey.
What really grinds my gears about Ice Shard and Bitter cold is that the change to flat-out freeze has hurt the combo aspect a fair bit. Yes, mages fall a bit behind, mostly because Geomancer no longer has easy access to Ooze fields. But buffing Bitter Cold to high heaven and messing up the Hydrosophist Novice spell-list seems like a very lazy solution to the that problem, from Larian's side. Especially as it still leaves Pyrokinitec and Geomancer in a state of "bleh".
If the issue is that people are afraid that they won't have enough Wet/Chilled targets for Frost Shard and Bitter Cold, in a world where they simply Chill their targets. One could always change Slow Current and Cleansing Water to cause Wet to the target (and maybe have Purifying Fire cause Warm, because flavor). Might feel weird to soft CC in order to hard CC, or cleans debuffs in order to hard CC. But flexibility and comboing is fun.
Although I do like how Geomancer is more about Earth damage, rather than Poison now.
Grenades were added to the game in order to give Rogues and Warriors some flexibility, something which they were sorely lacking in Original-Original Sin. The problem being that the Pinpoint talent is quite possibly THE most powerful talent in the game, especially when combined with Slingshot, and it's just a bit too easy for non-Rogues to get their hands on.
A Ranger with Pinpoint is basically as broken as you can get as of now, whereas a Rogue without it is... well, kind of subpar. The key thing about increasing it to Scoundrel 2 being that the Adept Rogue skills are rather poor for non-Rogues. Thusly it would make grenades a "Rogue-thing", just as arrows are a Ranger thing.
It was mostly just a throw-away comment though. ;)
Come to think of it. It has always struck me as odd that Perception doesn't increase Critical Strike Damage. Seeing how it's promoted as a Rogue/Ranger stat, despite having no use for rogue at all.
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Jeebus. That toke forever!
Also, the Void Dragon clearly needs the single most massive buff in the history of history and ever. How much health does it have? 4000? Pfft! It's the last boss for crying out loud. Everything you've got in your bags is going to be thrown at it.
250000 is more like it!
There is no kill like overkill!
Last edited by Chumsie; 08/11/15 01:21 AM.