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member
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OP
member
Joined: Sep 2016
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I had to restart because you apparently cannot change difficulty once changing to tactician mode. To be clear, there was no warning beforehand that it would lock me into it.
This is subjective I suppose, but this time around it feels very much like tactician mode was not thoroughly tested. I beat tactician mode in the first Original Sin, and it was rather difficult and rewarding to go through.
This time around It seems very unfun and challenging for all the wrong reasons, namely massively bloated stats against equipment and skills that are not anywhere near up to the task. I'm talking 10 or so damage weapons against 100+ health enemies at level 3 that two to three shot your poorly equipped early game characters.
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veteran
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veteran
Joined: Jan 2009
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The original Tactician mode in D:OS 1 was good because it changed enemy encounters to different ones so the same old tactics wouldn't work. Is it only just buffs to stats now? Stat bloat is a pretty uninteresting and unfun way of increasing difficulty.
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old hand
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old hand
Joined: Mar 2014
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Could be because you are trying to fight magisters in the prison, which is not something you should be doing at lvl 3... because you are in prison mate.
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veteran
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veteran
Joined: Jan 2009
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Yeah you should not engage magisters before level 3 and having level 3 weapons on everyone.
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enthusiast
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enthusiast
Joined: Sep 2016
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I had to restart because you apparently cannot change difficulty once changing to tactician mode. To be clear, there was no warning beforehand that it would lock me into it. IIRC in the previous game you couldn't change to or from tactician (or honour) either. You only swap between explorer and classic. Perhaps it should warn you... I've not got far enough to know if monsters are different yet.
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member
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OP
member
Joined: Sep 2016
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I looked at Camp Boss Griff and various others across classic and tactician difficulty via loremaster/examine, main difference is that Vitality, Physical defense, Magic Defense, and damage of all NPCs get a passive 50% increase via difficulty setting buff. No other stats, talents, or traits appear to be different. Straight up 50%, so with stronger enemies that increase is bound to be massive.
Last edited by Nivv; 15/09/17 06:01 AM.
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addict
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addict
Joined: Dec 2016
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Yeah tactician mode is not tactician at all.
+50% damage +5 Ini Extra health and armor.
Even at low level, the easiest way to defeat the enemies is the same cheesy method because the AIs were still horrible.
For example, I had an enemy ran across the map just to use recovery on my Fane because somehow he knows that guy is an undead.
Or if you set up an oil field on them and apply the slow (which goes through cc immune), they either
1) try to run through it and never get to act if they don't have a way to just jump right on you with a warfare skill
or
2) Try to run around it and run out of AP before doing anything.
The +5 ini is really ridiculous though and it forces me to recalculate how much Wit I need just to always go first. It's best you just start saving up level up points to use on demand after a quick reload.
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old hand
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old hand
Joined: Mar 2014
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Well, its not that they get a 50% increase of basic stats in tactician, but that in explorer mode (or whatever thats called) they get a 50% nerf, you see.
The glass is half full.
But it would be much nicer if they added something more to higher difficulties, rather then just that shitty nerf to the lowest.
Except some such obvious hiccups, the Ai did hold fairly well in ea version i played last. Not when compared to best imaginable but certainly when compared to any other RPG ever made. So im willing to cut a decent amount of slack there.
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addict
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addict
Joined: Dec 2016
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Classic mode had the default stat where if your wits is higher, chance is, you do have higher initive and will go first. Tactician is really just slapping +50% on them (you can see it says right there if you right click examine them) and it's really lame the 10 wit zombie can go before my 14 wit red prince.
Last edited by Ellezard; 15/09/17 07:04 AM.
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journeyman
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journeyman
Joined: Sep 2016
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If that's the case I might switch back to classic, as I want the best AI but not unnecessary slowing myself down.
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old hand
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old hand
Joined: Jul 2017
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Tactician is not only beefed up stats. The mobs also have more skills and perhaps more ap in some cases (?) and some idiosyncrasies. The turtles for example explode in fire if killed in Tactician. Cost me three of my party.
By and large I don't find it very balanced. Classic is a bit on the easy side while Tactician should be renamed "Burden and Fear". I restarted on Classic after some time because while Tactician can be fun in many fights, in some I can imagine it as extremely frustrating.
My only wish were a mod which allows you to change between Classic and Tactician. You can change to Tactician from Classic during campaign but you cannot go back of course.
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addict
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addict
Joined: Dec 2016
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Hoo boy, the bloated stat is real. I tried to go after Knilles at level 4 before I leave the place.
I had 37 physical armor + 97 health
The dude did 145 damage on the first turn and just 100-0 me.
First thought that comes to mind, "I need more wits so I can just perma knock down him. I will come back a level later"
The extra damage is so bad the game punishes you for dumping your stat on anything outside Wit. The forced "You Enemy You Enemy You" doesn't help much either.
Last edited by Ellezard; 15/09/17 09:46 AM.
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apprentice
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apprentice
Joined: Sep 2017
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I agree that I find Tactician not well balanced. The enemies get a huge boost to Initiative that you cannot overcome, and it seems like they just get a flat boost to HP / armor with no other real changes.
It maybe would have been possible if Scoundrel wasn't completely buried, but I think the mode is completely busted compared to DOSEE.
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addict
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Joined: Dec 2016
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I'm going to reroll for the 3rd time and take my min-maxing even further too. From some more experiment, even if you do spec into Wit, the game now forces you to act in rotation so even if your wits are insanely high, your enemies will also get to act.
This means you now only need one char with a seriously high wit for the first strike. The rest just needs their wits to be above certain point to get them to act in order and you can spec into pure damage right after that.
Tactician mode is more like Cheese mode now. You have to savescum before opening any chest just to make sure you get the right magical loot you can use or you're going to have a very difficult time with cheap overbloated fights.
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old hand
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old hand
Joined: Jul 2017
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Thank you for the hints. Makes my decision yesterday to reroll on Classic feel a lot less bitter.
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old hand
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old hand
Joined: Oct 2015
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I am going to put my two cents in and say this is the exact last way I wanted tactition mode to function.
Yeah I didn't want tactition mode to pull the same cheap shots it did in the first game like spawn enemies right behind or right beside you... or those lightning zombies that had wonky stun mechanics.
Yet I didn't want this sort of bloating and slight adjustments.
What made some of the fights in tactition mode interesting was that they often changed how you approached a fight. An enemy might have a immunity aura, a new enemy that can teleport in a choke point, Enemies who lose their ability to be easily countered (Raincoat bombs).
Yet so far I feel like tactition mode is the exact same game but everything was given a buff... but not in a way that makes me really change the way I've been playing.
---
Ultimately the most DAMNING thing about the New Tactition mode is that Divinity Origin Sin had a near perfect Tactition mode, at least in concept.
So this "Serviceable" version (for the first chapter, maybe it gets better later) would have been a fine addition had the first game not shown everyone how great a tactition mode can be.
Last edited by Neonivek; 15/09/17 10:03 AM.
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addict
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addict
Joined: Dec 2016
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I will still try to complete the game on Tactician mode though, just gonna have to take time and multiple rerolls to figure out all the changes for proper min/maxing.
If the enemy actually has no extra ini and the turn is always forced no matter how low your wits are now, I will just take it that Wits have been nerfed to oblivion to just +1% crit chance and just load on my damage stat so I can kill them before they kill me.
And I will just do everything to cheese them back because the game is trying to cheese me with exploding turtle anyway. Did you know you can sneak attack with a bow from high ground and if they don't see you, you can keep going and shoot up to 3 or even 4 shots before they even react? I did this to destroy the enemy at the gate with 4 magisters and just retreat after I get a kill when they spot me.
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enthusiast
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enthusiast
Joined: Jul 2017
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There was a post somewhere pre-release about the OPness of elves because of their ap abuse and free skills. And you know what? 4 elfs timewrap tactician incoming =_=
Last edited by Cyka; 15/09/17 10:15 AM.
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old hand
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old hand
Joined: Oct 2015
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There was a post somewhere pre-release about the OPness of elves because of their ap abuse and free skills. And you know what? 4 elfs timewrap tactician incoming =_= -1) They nerfed Corpse eater it no longer gives you "free skills", it is more like a free book -2) Only Fane gets Timewarp and he is a undead human.
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addict
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Joined: Dec 2016
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I notice the timewarp is a Fane-only thing which is great because it shouldn't be a skill given to anyone.
Elves also had their racial nerfed which was necessary.
The game is still a big "Who gets knocked down first" though.
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enthusiast
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enthusiast
Joined: Jul 2017
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There was a post somewhere pre-release about the OPness of elves because of their ap abuse and free skills. And you know what? 4 elfs timewrap tactician incoming =_= -1) They nerfed Corpse eater it no longer gives you "free skills", it is more like a free book -2) Only Fane gets Timewarp and he is a undead human. -Early game money saving compared to other racel lul + 1 skills. -1 free ap + 10% free damage at cost of basically nothing I admit you have to use it smartly now, but it is still outrageously powerful compared to lizard's lul breath that cant even hit enemies above or below you.
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old hand
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old hand
Joined: Oct 2015
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Just saying the proposed broken build isn't QUITE as broken as it used to be.
Though to admit there are far more times I could use that +1 AP and damage than I'd need the breath.
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enthusiast
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enthusiast
Joined: Jul 2017
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Just saying the proposed broken build isn't QUITE as broken as it used to be.
Though to admit there are far more times I could use that +1 AP and damage than I'd need the breath. breath is frankly useless after act 1. Heck, after you get your ranged tier 2 spells even, because you will be starting to abuse highgrounds and what not. Breath also friendly fires incredibly badly and relies too much on positioning.
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old hand
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old hand
Joined: Mar 2014
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I made a mistake above, confused tactician for ea game classic difficulty versus explorer. In this case the glass is half empty and those 50% buffs are cheap crap.
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addict
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addict
Joined: Dec 2016
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I made a mistake above, confused tactician for ea game classic difficulty versus explorer. In this case the glass is half empty and those 50% buffs are cheap crap.
Wait till you get to see Knilles greet you with a 140 damage crit for a level 4 boss. Unless you abuse save scumming or something on your high ini physical char (you only need 1 high ini char now) to just break his armor in one go with scummed crit to a knock down arrow, enjoy the "difficulty" of bloated stat the enemy has to offer.
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old hand
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old hand
Joined: Mar 2014
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I only fight Knilles when im one level above him and his crew.
Its not a mandatory fight so im not that concerned about that. I can come back to Knilles later. But, as i said in other thread, this reminds me of an early ea version where enemies were just too buffed to have any kind of normal gameplay.
I generally accept that enemies are much stronger then me in the prison, and i want it that way because i want to feel as if i am in a prison - which makes escape all that much more necessary.
Are you having those fights while your team is on the same level, or one bellow enemies? How does it feel if you are one level above enemy levels?
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apprentice
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apprentice
Joined: Sep 2017
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I have to chime in and say that EA Classic felt much better than current tactician. You felt that the enemy was the exact strength as you but they often outnumbered you. So you had to play well to overcome them.
Now tactician is basically fighting the above but they are faster and have 50% more HP/Armor. The fights were already often uphill battles like Niles, but now it's just basically suicide mode rather than tactician mode.
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addict
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addict
Joined: Dec 2016
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I only fight Knilles when im one level above him and his crew.
Its not a mandatory fight so im not that concerned about that. I can come back to Knilles later. But, as i said in other thread, this reminds me of an early ea version where enemies were just too buffed to have any kind of normal gameplay.
I generally accept that enemies are much stronger then me in the prison, and i want it that way because i want to feel as if i am in a prison - which makes escape all that much more necessary.
Are you having those fights while your team is on the same level, or one bellow enemies? How does it feel if you are one level above enemy levels?
It's on the same level. On EA, I used to do it below with ease because of the extra Wit and even if Knilles does get to act, his damage wasn't that riduclous. But the problem is right there on tactician, the damage. There's almost no source of damage mitigation in our game outside elemental so when a level 4 knilles can deal almost 150 damage in a single turn while everything else around that level deals 35-40, that's a big "wtf". There's no tactic in that, just "Can you CC him before he gets to act and kill one of you" unless you already have good gears. Not to mention the fight forces the special silent monk to join in now.
Last edited by Ellezard; 15/09/17 01:08 PM.
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veteran
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veteran
Joined: Jan 2009
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I looked at Camp Boss Griff and various others across classic and tactician difficulty via loremaster/examine, main difference is that Vitality, Physical defense, Magic Defense, and damage of all NPCs get a passive 50% increase via difficulty setting buff. No other stats, talents, or traits appear to be different. Straight up 50%, so with stronger enemies that increase is bound to be massive. That's ridiculous on principle. Neonivek has it right. Not only is a stat buff a shitty way of implementing Tactician, but this was a stretch goal! Larian specifically said they were spending time and money to add this up-front. It's especially galling because Tactician in D:OS 1 was a much more interesting implementation, and this is a major step back. EDIT: Even if a mere stat boost was okay, +50% is FAR too big a stat boost to be reasonable to deal with in a game which is intended to be difficult by design in Classic. breath is frankly useless after act 1. Heck, after you get your ranged tier 2 spells even, because you will be starting to abuse highgrounds and what not.
Breath also friendly fires incredibly badly and relies too much on positioning. Lizard Breath was always bad, Shed Skin would have been better, but Larian decided that they wanted fire breath and they're sticking with it.
Last edited by Stabbey; 15/09/17 02:04 PM.
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old hand
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old hand
Joined: Jan 2011
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About the 50% buff to enemies in Tactician, I believe that is very similar to what DOS:EE did as well, along with other changes to mob size and abilities. So EE wasn't some bastion of non-buffing ecstasy in Tact mode.
But as gamers I think over the years we've made it fairly clear to devs that we don't like difficulty that is based just on a multiplication factor of stats, unless the rewards made it worth it. It would be cool if Tactician exists with the new tactics and not the boosted stats. To me that makes a more interesting AI. I'm still glad they have this level, DOS1 imo never really had a very hard mode for those who like to game in that manner.
For Mods: I know unpacking the files and editing a single file you could take these stat boosts out super easily in DOS1, without messing with the rest of the tactical changes. That seems like it would be a good one to have in DOS2 to. Actually going through a final run of DOS:EE with Epic Encounters mod, but I'll have to check out the mod section to see if we have an unpacker for Dos2.
A mod to go back and forth between Classic/Tactical would be nice, but perhaps there are programmatic reasons why that can't work.
Still looks like I'll want a speed mod to mozy around in the world a bit quicker.
Auto-heal out of combat is a QoL feature mod I like to.
Edit: Noticed the EE unpacker works, seems like there should be a very quick and easy way to knock the stats boosts off in Tactician mode.
Last edited by Horrorscope; 15/09/17 03:12 PM.
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old hand
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old hand
Joined: Mar 2014
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Yup, sick and tired of the same cheap trick over the years sold as something it isnt. Sick and tired of those marketing lies in general, sick and tired of double speak.
Anyway, maybe the stat buffs could be kept at 25% so it doesnt turn out there is no difference in Ai, enemy composition or anything else between the difficulty tiers. Although of course it would be best if someone would go over every enemy and maybe buff only specific ones where it would make sense from a narrative angle.
I would also like to win lottery today.
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journeyman
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journeyman
Joined: Sep 2016
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I just had an encounter vs a group of magisters. One of them had an evasive aura but instead of 1 or 2 turns he had that permanetly giving everyone +90% dodge chance.
How are supposed to beat that?
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addict
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addict
Joined: Dec 2016
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I just had an encounter vs a group of magisters. One of them had an evasive aura but instead of 1 or 2 turns he had that permanetly giving everyone +90% dodge chance.
How are supposed to beat that?
Well I guess that's one way to force people into using magic AoE. Or teleport him out of the group.
Last edited by Ellezard; 15/09/17 05:01 PM.
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journeyman
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journeyman
Joined: Sep 2016
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Teleporting him out of the group if it even would work, wouldn't help as in the End he would still remain and you can't kill him.
Physical Aoe also doesn't work
But I have to admit that I didn'nt bother much as i just solved it per a conversation option.
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addict
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addict
Joined: Dec 2016
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Teleporting him out of the group if it even would work, wouldn't help as in the End he would still remain and you can't kill him.
Physical Aoe also doesn't work
But I have to admit that I didn'nt bother much as i just solved it per a conversation option. From what I'm abusing atm with prebuff and so on Burn-my-eye +20% Accuracy (Prebuff and later mid buff) Slow -30% dodge Flanking -20% dodge You're stuck using those to really hit him and will probably have to abuse retreat cheese as well just to take down his teammate down. When does this fight happen? I'm on my 3rd reroll for proper min-max so I'm not that far out of Fort Joy yet.
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stranger
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stranger
Joined: Nov 2014
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I ran into the same issue, luckily I figured out maybe tactician wasn't for me only an hour and a half in before having to restart on classic. I thought you could change difficulty after starting the game but I learned the hard way that with tactician you can't. Would be nice to get that as part of the difficulty description, kinda like how honor mode tells you that there is only one save.
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journeyman
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journeyman
Joined: Sep 2016
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in the Gallows first town ones you are of the ship, part of the powerful awakening quest line
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addict
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addict
Joined: Dec 2016
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It will be awhile before I get there then since I'm trying to abuse everything I can to have loads of money and gear when I do finish act 1.
Interesting enough.... Scoundrel no longer has a stealth skill. You're stuck getting metamorphosis for it now.
That's kinda disappointing. They removed a skill from a certain tree just to put it in another tree without a single care about the synergy the tree originally had. Now half of the moves are unusable because they require you to be in stealth. You can also no longer stealth steal so there's no use for the scoundrel tree anymore after level 1.
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veteran
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veteran
Joined: Jan 2009
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Sneak is available to every character. Invisibility is only another way to avoid detection.
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veteran
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veteran
Joined: Jan 2014
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Back in D:OS (EE), NPCs received a 20% buff to their health in Tactician mode. Also, in Classic mode players receive a 15% buff to their health (which was lost when choosing Tactician Mode instead, making the gulf between NPC and player health even larger). NPCs also had access to more skills and abilities in Tactician mode.
I think there were also bonuses/penalties to hit chance, but don't quote me on that.
That doesn't sound too different from what's being reported in this thread for D:OS 2, does it?
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apprentice
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apprentice
Joined: Jul 2014
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That doesn't sound too different from what's being reported in this thread for D:OS 2, does it?
I am sorry if I am missing it but is this sarcasm? If the above mentions of increased HP/Armor, initiative and Damage are true the 2 games could not be further apart. Numbers you mention have doubled and if that's not different enough you factor in the fact that they hit like a train and act as if they had 5 more wits (base) without having to sacrifice damage, action points, or defense. And icing on the cake due to their 100% CC immunity armor (now 50% more of it) you cant CC them to thin numbers. I am missing specifics but what has been described so far is nowhere in the same realm.
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addict
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addict
Joined: Dec 2016
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That doesn't sound too different from what's being reported in this thread for D:OS 2, does it?
I am sorry if I am missing it but is this sarcasm? If the above mentions of increased HP/Armor, initiative and Damage are true the 2 games could not be further apart. Numbers you mention have doubled and if that's not different enough you factor in the fact that they hit like a train and act as if they had 5 more wits (base) without having to sacrifice damage, action points, or defense. And icing on the cake due to their 100% CC immunity armor (now 50% more of it) you cant CC them to thin numbers. I am missing specifics but what has been described so far is nowhere in the same realm. I have already added correction in my later posts. Wit wasn't really buffed, they just outright change how initiative work and make sure it works in rotation now so even if your team goes full wit, you will have to act in you-enemy-you-enemy order from highest ini member to lowest. And of course this works heavily into the enemy favour because they are guaranteed to be able to deal heavy +50% damage with that tactician buff without having to sacrifice any points into wit. You will have to exploit this the same way they do now (Only one high wit to get your party going first, the rest spec into pure damage because they will get to act anyway so they can break those armor right on their turn)
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veteran
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veteran
Joined: Jan 2009
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That doesn't sound too different from what's being reported in this thread for D:OS 2, does it? I'm not saying that there is absolutely no room whatsoever for stat boosts on higher difficulties... but 50% is a hell of a lot larger than 20%. You also conveniently neglect to mention the +50% bonuses enemies get to physical/magical defense on top of the health buff, AND the +50% extra damage enemies do. There were also a lot more obvious changes to encounters in D:OS 1 EE so the stat changes seemed less like the only real change. So YES, it DOES sound different than D:OS 1. But thanks for the strawman argument.
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old hand
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old hand
Joined: Mar 2014
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The problem is much bigger in this case due to the radical changes of how armor mechanics function.
That has to be taken in consideration.
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veteran
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veteran
Joined: Oct 2016
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They changed so much coming from the first game. Most things feel pretty odd. Skills who were normal in the first now need source and other are now innate, Armor instead of Body Building/Willpower/Damage reduction, attributes that offer no real synergy therefore making mixed attribute skilltrees like scoundrel not fully effective, turning leadership into useless garbage, changing how AP work,... and probably other stuff.
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old hand
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old hand
Joined: Jan 2011
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I have already added correction in my later posts. Wit wasn't really buffed, they just outright change how initiative work and make sure it works in rotation now so even if your team goes full wit, you will have to act in you-enemy-you-enemy order from highest ini member to lowest. That is much better, that could be the single easiest way to dominate in DOS1. IS the you-enemy-you-emeny chain set for all modes or just tactician? To me this is the way to do it.
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enthusiast
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enthusiast
Joined: Oct 2016
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I've been enjoying Tactician.
The big change I noticed is that my characters could be killed more easily, so how one approaches a fight and being able to kill enemies quickly is more important.
Sometimes enemies would have a new ability too, like the Immunity to Water aura on the Fire Slug Queen, although maybe any enemy buffs I noted may just be due to the patch and not Tactician exclusive, I can't say for sure.
It didn't seem hard to me and my playgroup, but we have played a lot in EA and are very familiar with the mechanics, fights, secrets, etc.
I also avoided Wits entirely. With no investment we still acted alongside the enemy but we were a lot stronger than Wits-stacking characters would be. I didn't know Wits had received such a big change since the EA, but this worked for us.
Of note, the entire team was based around physical damage, which is performing well in the current patch.
Simple stat inflation is a boring way to make content harder, but I would be very disappointed if Tactician mode was made easier. It doesn't seem like only a stat increase occurred here though.
Last edited by error3; 15/09/17 08:10 PM.
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veteran
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veteran
Joined: Oct 2016
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The main problem is, that is not what we expected from Tactician mode? We expected fights with tweaks, fight that are a bit different than in classic and not fights with bloated stats like in old brawler games.
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journeyman
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journeyman
Joined: Sep 2016
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Sneak has early been nerfed into the ground it now costs 4 AP to use it in combat making in useless.
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old hand
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old hand
Joined: Jan 2011
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Has there been a definitive answer that Tactician mode doesn't affect AI or mobs? It alludes that it does when you pick the option in game.
Here's what the difficulty settings do:
DOS2
EASY:
new entry "CasualPlayer" type "Character" data "ArmorBoost" "30" data "MagicArmorBoost" "30" data "Vitality" "50" data "DamageBoost" "50" data "Accuracy" "5" data "Dodge" "5"
new entry "CasualNPC" type "Character" data "ArmorBoost" "-50" data "MagicArmorBoost" "-50" data "Vitality" "-40" data "DamageBoost" "-50" data "Accuracy" "-15"
NORMAL:
new entry "NormalPlayer" type "Character"
new entry "NormalNPC" type "Character"
HARD:
new entry "HardcorePlayer" type "Character"
new entry "HardcoreNPC" type "Character" data "ArmorBoost" "50" data "MagicArmorBoost" "50" data "Vitality" "50" data "DamageBoost" "50" data "Accuracy" "10"
DOS EE Settings:
EASY:
new entry "CasualPlayer" type "Character" data "Vitality" "80" data "ChanceToHitBoost" "30"
new entry "CasualNPC" type "Character" data "Vitality" "-50" data "ChanceToHitBoost" "-25"
NORMAL:
new entry "NormalPlayer" type "Character" data "Vitality" "15"
new entry "NormalNPC" type "Character"
HARD:
new entry "HardcorePlayer" type "Character"
new entry "HardcoreNPC" type "Character" data "Vitality" "20" data "ChanceToHitBoost" "20"
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addict
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addict
Joined: Dec 2016
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Well, they're not wrong that it changes the AI if they get new skills to toy with and that the extra damage make them to take certain action instead. After all, most games do not have specific AI for every character, they just use the same generic AI that make them take certain action if they have X health, Y damage or Z skill in a pattern.
And from the look at how they try everything they can to avoid the oil puddle I set pre-fight to perma slow all of them and how often it cause them to just cancel their turn, I say that's the case.
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old hand
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old hand
Joined: Jan 2011
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If anyone wants to kick this into action, it works the same as DOS:EE. You can download the extracted Character.txt file here: http://www.filedropper.com/character Edit it with Notepad or Notepad ++ variant. See post above for area to modify, for example: new entry "HardcoreNPC" section Save it here: You will need to create a few sub directories ..\Divinity Original Sin 2\Data\Public\Shared\Stats\Generated\Data Start the game, there will be a warning about a modified version, run it and you can see the changes in Vitality for example using before/after. If there was some type of consensus with the settings, it would be easy enough to re-pak it and make it an "official" mod.
Last edited by Horrorscope; 15/09/17 09:45 PM.
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member
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member
Joined: Jun 2017
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I didn't play the EA at all, so I have no frame on context about Tactician mode. I chose to play it here it because D:OS EE became boring on Classic at mid levels and onward, and even on Tactician a little later. I've tried to keep the spoilers really low so there will still be some challenge in the game as I go. I've even made my group roughly 2x physical 2x magic as well, with very little overlap in abilities. So all that said, I really hope I don't screw myself and have to start over. So far @ level 4 I've just found I need to fight things my level or lower.
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enthusiast
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enthusiast
Joined: Dec 2016
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I've been playing DOS2's tactician mode for 15-20 hours. I've been browsing the Larian/Steam forums every now and then while I was playing and I've seen plenty of people complain about the difficulty mode. I didn't pay too much attention to the complaints as I was doing relatively fine myself, but now I find myself getting less excited every time I get into a new fight. At first I could live with enemies being significantly stronger than in the early access version. I mean, it is to be expected considering I'm playing on a higher difficulty mode, but now I've reached the point where I feel the damage numbers simply are overinflated to the point where it adds nothing but tedium to the encounters.
I've played and beat DOSEE's tactician mode multiple times and honour mode a single team, trying out a new party setup every playthrough. While I don't personally considering D:OS1's skill schools too balanced it was still possible to get through the game with almost any setup or build. In DOS2 I decided to go in with the same party setup I beat the early access version with: a 2h melee warrior, a scoundrel, a huntsman with supplementary hydro/aero magic and a geo/pyro/aero magic user. Now, a couple of hours into act 2 I've had to rebuild the latter two into pure physical damage dealers and I've had to give healing and magic/physical armour restoration spells to almost all four of my characters. In my most recent fight I came across a level 10 void enemy that dealt 400 damage with its basic attacks. Most of my characters have around 500 health and between 50 and 150 physical armour. I spend most of the fight replenishing my warrior and occasionally my scoundrel's health and both armour types because they were the only ones capable of actually dealing sufficient damage against the monster. Even though I kept the boss stunned as much as I possibly could it was also accompanied by five (?) lesser enemies that each could two-hit my characters' armour and constantly stun/curse them. In the act 1 fight again Alexander half of my party members would frequently go from having 100% of either their physical or magic armour up to losing half of their health to a single attack because the damage is so absurdly inflated that no armour can keep up with it unless you spend at least 2 out of 4 AP every turn replenishing your own armour.
I haven't been a huge fan of DOS2's armour system ever since I first discovered it, but during the EA version I could live with its restrictions and rules because they also applied to the enemies. Sure, they could break my armour and turn me into a pincushion, but I could do the exact same to them. On tactician mode I can hardly leave a dent in their armour before they (with a single spell) has depleted my armour and half of my health. The worst part is that even if I do manage to break down their armour I still have to rely on a lucky dice roll to determine if I end up dealing damage to them. Even though the game says I have a 90% chance to hit the enemy it feels a lot more like 50% - I thought the entire idea behind the new armour system was to remove the uncertainty and RNG-based nature behind attacks and status effects?
DOS1EE's tactician mode did at certain times increase the difficulty in questionable ways, namely by adding elemental immunities to some encounters, creating additional enemy spawns and giving the enemies increased initiative. Some of those were annoying at times but at least they actually added something new to the encounters. So far in DOS2 they've just made the enemies hit harder. I'm pretty sure I can count the amount of encounters where tactician mode actually added something new [when compared to the early access classic mode version] on a single hand. My approach to most of the fights is the exact same as it was during the beta, except this time I spend more time buffing myself because the enemies get the luxury of ignoring my armour because of their increased damage.
I can't even bring a token mage anymore because it's ten times more efficient to simply stack one armour type. Furthermore half of the stats seem to have been either changed or dumped down. Initiative/Wits is seemingly completely pointless because the combat turns are decided differently (?) now. Many of the skill bonuses have been changed to plain 5% damage increases, removing the potential depth the older stats had.
Considering Larian claim(ed) to be 'reading it all' based on a sticky on this part of the forums it confuses me that Tactician mode was allowed to be shipped in this state, especially considering the numerous complaints about the armour, stats system and a lot more.
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apprentice
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apprentice
Joined: Sep 2017
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HARD:
new entry "HardcorePlayer" type "Character"
new entry "HardcoreNPC" type "Character" data "ArmorBoost" "50" data "MagicArmorBoost" "50" data "Vitality" "50" data "DamageBoost" "50" data "Accuracy" "10"
Seems to me they could instantly fix it by setting the boost numbers to 20% (like EE). I would assume HardcoreNPC is the AI flag, if that actually changes AI. Wonder why they decided to crank up everything by 50% instead of EE's 20%. Some players (like me) have to play on the hardest difficulties, but currently finding it a chore as I get near the end of Act One.
Last edited by frogl5; 16/09/17 12:51 AM.
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journeyman
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journeyman
Joined: Sep 2016
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tactician mode should have been delayed until a bit after release. the reason OS1 had a good tactician mode is because they were able to study the fights enough and tune them to be difficult in a fair way. that isn't the case here.
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veteran
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veteran
Joined: Oct 2016
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HARD:
new entry "HardcorePlayer" type "Character"
new entry "HardcoreNPC" type "Character" data "ArmorBoost" "50" data "MagicArmorBoost" "50" data "Vitality" "50" data "DamageBoost" "50" data "Accuracy" "10"
Seems to me they could instantly fix it by setting the boost numbers to 20% (like EE). I would assume HardcoreNPC is the AI flag, if that actually changes AI. Wonder why they decided to crank up everything by 50% instead of EE's 20%. Some players (like me) have to play on the hardest difficulties, but currently finding it a chore as I get near the end of Act One. That does not fix the issue in slightest. Fights in Tactician should be different, not only harder in numbers. Fights in Tactician were different, not always that much, but here and there more than enough. Just increasing the stats does make it harder, but not more tactician, at least not in the way as we expected it.
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journeyman
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journeyman
Joined: Sep 2016
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I'm a big fan of a good challenge but it's sounding like I'm gonna want to restart my playthrough right now to classic and just enjoy the story and familiarize with the skills. I'm still in act 1 and am not struggling much, but I'm getting the feeling that i'm just not going to have fun after act 1.
Throwback to diablo 3 release act 2 on inferno, lmao.
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addict
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addict
Joined: Dec 2016
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A this point, the most "Tactical" approach in this mode now is to oil every possible surface to block the enemy route before you begins any fight. It's amazing how it can completely bug and forces enemy to end their turn after using one or two ranged attack. If they're melee with a ranged attack/spell, they just stop the turn right after using their ranged attacks like Knilles just using Mosquito swarm and stopping the movement entirely because there's an oil field in front of him.
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stranger
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stranger
Joined: Sep 2017
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Tactician mode is unbalanced, at the early levels specifically. The difference in armor and damage levels mean the AI can CC our party left and right when we are still trying to have any effect. There is nothing tactical about that it just means half our skills do nothing but damage which is retardedly low when compared to enemies with armor levels equal to our characters total health.
The outnumbered fights can be done, but the houdmaster and arena fights are idiotic. It takes multiple rounds of the whole party just to get through armor while one hit takes out our armor and they can then CC away.
DOS Tactician is difficult but it is indeed tactical with it being more mobs, but with just buffs with DOS2's armor mechanic its stupid and frustrating.
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addict
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addict
Joined: Dec 2016
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Changing my perspective, I'm actually enjoying tactician mode now.
It's a mode where you do whatever you can to not win fights but to beat the game itself. You need to know exactly where to go to make the early game easy (Houndmaster Crossbow + Ancient sword + Migo stuffs + extra magic loots OP) and once you have all the gears, it becomes a game of manipulating the map to manipulate the AIs. The game is still fun and challenging in its own way as long as you avoid using game breaking exploits like "Side-line Mage" and "Infinite Turn".
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veteran
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veteran
Joined: Oct 2016
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And? The core problem remains, it's still has nothing to do with 'tactic' ^^
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enthusiast
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enthusiast
Joined: Dec 2016
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I found out that respeccing your characters doesn't delete the abilities they've learned so I changed my 1½ mages into pure archers with only a couple of geo spells for the oil effects. It's going slightly better now but the fact that I 'need' to do this is utter rubbish, especially considering a part of the appeal of DOS1's tactician mode (at least to me) was that despite the difficulty you could still use any party setup as long as you remained within reasonable boundaries.
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addict
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addict
Joined: Dec 2016
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Manipulating the enemy AI is actually a tactic especially when you consider how key targets will rekt your team in a few hits now.
So while it is disappointing, the mode still forces you to change how you play to deal with the bloated stats. For example, Judge Orivand battle must be taken from right in front of him so you have 2 turns to act (the purged elf will spend it first) and in that 2nd turn, unless you have godly gears, you will have to knock him down or his 53 damage battle stomp will likely knock down your whole team.
You do have to consider the game is as casual and simple as it can be so don't expect them to add any crazy tactics into the game. There's no game changing debuff and buff that you have to keep in mind of and always cleanse. It's just "You get CC'd, you lose. They get CC'd, you win".
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stranger
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stranger
Joined: Oct 2015
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well I've gotten all the way to level 12 with a summoner fighter/geo tank fighter/aero/hydro tank and a ranger I mostly just used smart tactics; ie don't forget you can run away and come back after you kill one and even go run heal and join the fight mid battle haha, I love the new respect cause you can fine tune your build and get rid of points you used to survive early game only real fight I had trouble with was the end of 1 act on the boat going to act 2
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addict
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addict
Joined: Dec 2016
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well I've gotten all the way to level 12 with a summoner fighter/geo tank fighter/aero/hydro tank and a ranger I mostly just used smart tactics; ie don't forget you can run away and come back after you kill one and even go run heal and join the fight mid battle haha, I love the new respect cause you can fine tune your build and get rid of points you used to survive early game only real fight I had trouble with was the end of 1 act on the boat going to act 2 If you're going to go that far to beat the game, might as well just go all out and abuse rejoining mid battle for infinite turn until they fix it. It's kinda sad the whole "Kill one, escape" is still in the game. They need to make it so that retreat is not possible if you used your AP on something outside movement (so no hit -> retreat or super long jump -> retreat) and that you need at least 2 AP for it. Also track who retreated so if they rejoin the fight, they cannot get another round of action until the turn is over.
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stranger
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stranger
Joined: Oct 2015
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Honestly If you've ever played the epic encounters mod for dos 1 ee its pretty much the same level as this except they cant 75% resist all cc and they mod had enemy level scaling as well lol haha it's not that hard :P
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stranger
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stranger
Joined: Oct 2015
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Also they change how far away you need to be to escape now it's not like the first one you can escape with people right next to you; also I usually don't need to run away I've only done it a couple times 
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apprentice
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apprentice
Joined: Jun 2017
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Yeah just get wiped from Alexander fight. My 285 armor 365 hp tank got one shotted from backlashing Gheist. Don't know if it's possible without cheesing your way.
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enthusiast
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enthusiast
Joined: Jul 2017
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It's just "You get CC'd, you lose. They get CC'd, you win". that is just as cancerious as early access where you have to win on turn one to get CCed to oblivion
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addict
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addict
Joined: Dec 2016
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It's just "You get CC'd, you lose. They get CC'd, you win". that is just as cancerious as early access where you have to win on turn one to get CCed to oblivion The game adds way to remove some of the CC yet forget to add spells that grant immunity to those CC. We really need more defensive magic in this game that isn't just "Gain Armor" or "Gain Magic armor". A pure anti-cc abiltiy would have been nice, like "Stand your ground" for shield user where it creates a cover for teammate so projectile can't get through to them and prevent stuff like "Battering ram" from dashing right through.
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enthusiast
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enthusiast
Joined: Dec 2016
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It's just "You get CC'd, you lose. They get CC'd, you win". that is just as cancerious as early access where you have to win on turn one to get CCed to oblivion It was fine in early access because the numbers were reasonably adjusted and you had just as many ways to avoid and/or getting out of crowd control effects as you had ways to inflict them. This isn't the case now because the enemies deal so much damage they completely bypass your armour anyway and at the same time have additional armour themselves so you will have to stack one damage type and focus fire one or two enemies at a time while simultaneously spending half of your turn recovering from whatever your enemies are throwing at you.
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addict
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addict
Joined: Dec 2016
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Well on the bright side, they completely broke thievery again that a single person with thievery gear is enough to rob a person completely. I used to cycle between 3 to 4 people to steal with sneak but now, I only need one because at level 6 with 3 thievery and 1 from glove, that 2.4k gold total stealing really go a loooonggg way.
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old hand
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old hand
Joined: Mar 2014
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Manipulating the enemy AI is actually a tactic especially when you consider how key targets will rekt your team in a few hits now. No, thats just manipulating enemy Ai. Its a meta shtick, which is used and abused outside of the game and its gameplay, which makes the internal game mechanics and gameplay mostly pointless. Its a meta strategy abuse, not a tactic.
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old hand
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old hand
Joined: Mar 2014
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If anyone wants to kick this into action, it works the same as DOS:EE. You can download the extracted Character.txt file here: http://www.filedropper.com/character Edit it with Notepad or Notepad ++ variant. See post above for area to modify, for example: new entry "HardcoreNPC" section Save it here: You will need to create a few sub directories ..\Divinity Original Sin 2\Data\Public\Shared\Stats\Generated\Data Start the game, there will be a warning about a modified version, run it and you can see the changes in Vitality for example using before/after. If there was some type of consensus with the settings, it would be easy enough to re-pak it and make it an "official" mod. What does this do and what should i edit? That file in the game directory? Or do i copy this file you posted and paste it into the appropriate directory? I should edit only the "hardcoreNPC"? What do i edit to lower their hp bloat and armor bloat? As for the consensus, Ill make the fing consensus myself. HP or vitality should be only 10% higher. If even that, so we can really see if there are any other changes that make anything more tactical. Armors should not change at all from classic. The mechanic is a cancer anyway. edit: this section needs to be edited? HARD: new entry "HardcorePlayer" type "Character" new entry "HardcoreNPC" type "Character" data "ArmorBoost" "50" data "MagicArmorBoost" "50" data "Vitality" "50" data "DamageBoost" "50" data "Accuracy" "10" ok then, so HARD: new entry "HardcorePlayer" type "Character" new entry "HardcoreNPC" type "Character" data "ArmorBoost" "0" data "MagicArmorBoost" "0" data "Vitality" "0" data "DamageBoost" "0" data "Accuracy" "0" hows this? Or do i just delete those last five entries alltogether?
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stranger
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stranger
Joined: Sep 2016
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I'm enjoying tactician. I never played DOS2 in classic mode (i only tested classes during the beta cause i didn't want spoilers), and i decided to go straight with tactician. I struggled a lot at the beginning cause at level 3 with no gear you can't do anything, but i liked that i had to avoid every fight trying to get exp and loot in some ways. Everything changed after i managed to kill Kniles. And to manage to do that at level 4 with shit gear (i had only one decent char, my rogue had 2 lvl2 shivs) i had to know exaclty what positions to play, craft the correct arrows and food, abuse every combo of spells i had, etc.. I think that's tactician enough  After that i got lvl5, good loot and now i can play the swamp like a normal game. Also it feels so rewarding when you get good gear in this mode, cause it makes so much difference.
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addict
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addict
Joined: Dec 2016
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Manipulating the enemy AI is actually a tactic especially when you consider how key targets will rekt your team in a few hits now. No, thats just manipulating enemy Ai. Its a meta shtick, which is used and abused outside of the game and its gameplay, which makes the internal game mechanics and gameplay mostly pointless. Its a meta strategy abuse, not a tactic. It's a turn-based game. You can't expect it to have insane tactical approach. Just look at games like Fire Emblem which is considered to be one of the harder Turn-based strat game. What is the entire game strat and tactics about? Manipulating AI so they don't run across the map to kill you in 2 hits with a perma death while making sure you obtain the best result from that. Pretty much every turn-based game has the same optimal strat too. "Stack damage, act first, CC people in order and beat them before they can deal any damage". It just so happens that the terrible armor system is further flawed and punish people for not min-max to high heaven in its most bloated mode. (Which really should be the case anyway but losing an entire role because of it is kinda lame.) At this point, I have a feeling that people expect this game to have some real-time factor tactic in its tactician mode, which is not there because Divinity combat is NOT in real-time unless you exploit it with the mage side-line so one can buff in real time while everyone else still act in turn. The most you can do is cleanse those knock down, freeze, shocked and so.
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veteran
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veteran
Joined: Oct 2016
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The huge difference is: In Fire Emblem you use combat mechanics: That is tactical gameplay. In D:OS you can use out of combat mechanics, that is often not tactical anymore, it is just abuse of the flaws of the core game mechanic.
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apprentice
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apprentice
Joined: Sep 2017
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ITT: Hard more is hard, please make hard mode easy.
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veteran
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veteran
Joined: Oct 2016
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ITT: Hard more is hard, please make hard mode easy. Nope, you are totally missing the point.
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addict
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addict
Joined: Dec 2016
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The huge difference is: In Fire Emblem you use combat mechanics: That is tactical gameplay. In D:OS you can use out of combat mechanics, that is often not tactical anymore, it is just abuse of the flaws of the core game mechanic. And you can tell when something is a clear exploit and when something is not. For example, armor system is terrible but it's a part of the game that is not an exploit. Neither is setting up the field so you have the advantage. Meanwhile, hitting their buddies while they are talking so the boss don't join the fight or rejoining the fight in real time for infinite turn ? That's an exploit. I remember playing a game of Last Remnant where I always use the best moves to beat harder bosses and people just go into E-peen contest, calling strong moves "exploits" for some reason. Everyone has their own definition of fun and tactical so there's no reason trying to push it on other. I will agree that Tactical mode bloated stat is horrible and should just be labeled as "hard mode" but I will take what I am given and see if it can be cleared anyway without me outright breaking the game with stuff that I know will certainly be fixed.
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veteran
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veteran
Joined: Jan 2009
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ITT: Hard more is hard, please make hard mode easy. This is not at all what people are saying. They are saying that it's hard in a way which is uninteresting and very poorly implemented. This especially stands out when compared to Tactician mode of the PREVIOUS GAME IN THE SERIES which was done very well in a way which was challenging AND interesting. Perhaps this was just inevitable because the previous game's Tactician difficulty was good because it was designed based on many hours of feedback from players, feedback which they simply didn't have past the end of Act I.
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old hand
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old hand
Joined: Mar 2014
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It's a turn-based game. You can't expect it to have insane tactical approach. Lol wut? First of all nobody mentioned anything about "insane" anything, so dont strawman your arguments. Second off all, importance of tactics is exactly what TB systems are all about - because they negate player skills influence on the gameplay itself - because character skills take precedence over player twitch skills. Player handles the meta strategic levels and decisions - characters handle the in game tactical performance. Thats what Tb systems and RPG are. The other version of this approach are action games, or other kinds of hybrids in which player twicth skills take precedence over game mechanics. And no, there is no "everyones opinion about what is tactics is equally valid" - thats absurd nonsense. Else me eating a banana or taking a walk is a tactic. There is no such insane absolute relativism about it. You and anyone else can enjoy this tactician mode, nobody is saying you shouldnt - but these mechanics are not tactical, except very, very indirectly through meta strategic decisions made outside of the game world - and thats not tactic. Thats cheesing.
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enthusiast
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enthusiast
Joined: Dec 2016
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Perhaps this was just inevitable because the previous game's Tactician difficulty was good because it was designed based on many hours of feedback from players, feedback which they simply didn't have past the end of Act I.
But then you take a look at the current state of act 1 and realise they hardly even bothered changing anything despite having one year's worth of feedback, playtesting and player submitted logs. I'm fairly certain I can count the amount of encounters where the enemies clearly had new abilities or mechanics such as an aura buff on one hand. Similarly I can't remember a single time where I ran into a fight that featured additional enemies like tactician in DOS:1. I realise that whether or not adding more enemies counts as a proper way of increasing difficulty is an entirely different discussion, but it still adds something to the fight that's more than just a flat stat increase.
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old hand
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old hand
Joined: Mar 2014
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The Devs may be "reading it all" but that doesnt mean they will do something with it. Its a nice marketing shtick which all videogame companies use.
Naturally not all suggestions and ideas can be taken, but thats not what anyone would want anyway. Over time some of the suggestions and critiques do crystalize but... then you have the necessities of game development itself and in cases where there is a big feature bloat... some things get left behind.
I cant criticize or complain about co-op, or GM mode or the moding editor, but one thing that is sticking out are full voiceovers which are again - done most of all as a marketing tool, not something majority of players really want or appreciate. Sure you can see a few posts here and there saying they like it, but even those players dont listen to all of the voiceovers and regularly skip them, especially when playing again.
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addict
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addict
Joined: Dec 2016
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It's a turn-based game. You can't expect it to have insane tactical approach. Lol wut? First of all nobody mentioned anything about "insane" anything, so dont strawman your arguments. Second off all, importance of tactics is exactly what TB systems are all about - because they negate player skills influence on the gameplay itself - because character skills take precedence over player twitch skills. Player handles the meta strategic levels and decisions - characters handle the in game tactical performance. Thats what Tb systems and RPG are. The other version of this approach are action games, or other kinds of hybrids in which player twicth skills take precedence over game mechanics. And no, there is no "everyones opinion about what is tactics is equally valid" - thats absurd nonsense. Else me eating a banana or taking a walk is a tactic. There is no such insane absolute relativism about it. You and anyone else can enjoy this tactician mode, nobody is saying you shouldnt - but these mechanics are not tactical, except very, very indirectly through meta strategic decisions made outside of the game world - and thats not tactic. Thats cheesing. You can considering both eating a banana or taking a walk as a tactic if you want if the topic is about taking a diet. On the other hand, if it's about playing the game, it's not. It's either wrong or right depending on the situation. But to consider a method that is already doable in the game that will likely not be removed cheesing? At this point, you're putting personal feeling over the point of tactical plays, mechanical prowess. It's like the discussion I had before with prefight buffs and pre emp first. Some of the people here called them cheesing and should not be used but those are legit strat in any turn-based game that has real time out-of-combat movement. At this point, everyone might as well discuss what should be called and not be called tactical plays before we even discuss what tactical mode should be about.
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old hand
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old hand
Joined: Mar 2014
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You can considering both eating a banana or taking a walk as a tactic if you want if the topic is about taking a diet. Thats just ridiculous absurd nonsense. And thats what people regularly succumb to when they try to make their enjoyment of something extra special. I guess i would now need to explain how eating a banana or taking a walk have fuck all to do with any diet, but just the fact you pull that nonsense means you are out of your mind and cannot be reasoned with anymore. At this point, you're putting personal feeling over the point of tactical plays, mechanical prowess. No, thats what you are doing. Projection. And now you can only go into more and more absurdities to try and forcibly prove your nonsensical absurd opinion is somehow true - which cannot be done, because it simply isnt. It's like the discussion I had before with prefight buffs and pre emp first. Some of the people here called them cheesing and should not be used but those are legit strat in any turn-based game that has real time out-of-combat movement. False equivalence fallacy. At this point, everyone might as well discuss what should be called and not be called tactical plays before we even discuss what tactical mode should be about. No, we really dont need to "discuss" anything more.
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addict
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addict
Joined: Dec 2016
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Maybe I should have bloated my persuasion stat instead of accepting the changes they stick with and just try to enjoy the game, huh?
Last edited by Ellezard; 16/09/17 02:07 PM.
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apprentice
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apprentice
Joined: Sep 2017
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This especially stands out when compared to Tactician mode of the PREVIOUS GAME IN THE SERIES which was done very well in a way which was challenging AND interesting. The thing is, tactician mode in D:OS EE was ridiculously easy. So they made it harder.
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veteran
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veteran
Joined: Oct 2016
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For me exploits are such things, that defy logic and exploit the way how AI works.
Preparing an ambush in which you want to lure the enemies: tactic Sneaking in the camp and plastering everything with explosive barrels: exploit
Killing a minion out of sight of all others: tactic Keeping the Boss in talk, while you slaughter his minions in his sight: exploit
Honestly, I don't care that much, how people exploit to win, I'm just pretty disappointet once more, like many squels falling short to their predecessor.
50% more on every stat is just cheap for a hard mord and also questionable resonable, even more because of how armor system works.
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veteran
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veteran
Joined: Jan 2009
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The thing is, tactician mode in D:OS EE was ridiculously easy. So they made it harder. Harder in a boring, un-fun, poorly thought-out way.
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apprentice
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apprentice
Joined: Sep 2017
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Harder in a boring, un-fun, poorly thought-out way. Since you said DOS EE tactician was challenging, while it was actually stupidly easy, I'm going to assume you are not very good at the game. Therefore, your opinion on DOS2 tactician difficulty doesn't really mean much. For people like you there is always explorer mode, while those who don't have problems beating the game do not have the option of increasing the difficulty.
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veteran
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veteran
Joined: Jan 2014
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That doesn't sound too different from what's being reported in this thread for D:OS 2, does it? I'm not saying that there is absolutely no room whatsoever for stat boosts on higher difficulties... but 50% is a hell of a lot larger than 20%. You also conveniently neglect to mention the +50% bonuses enemies get to physical/magical defense on top of the health buff, AND the +50% extra damage enemies do. There were also a lot more obvious changes to encounters in D:OS 1 EE so the stat changes seemed less like the only real change. So YES, it DOES sound different than D:OS 1. But thanks for the strawman argument. Er, I was asking a question, not proclaiming doctrine. Take it down a notch, Reaction-Rick.
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veteran
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veteran
Joined: Jan 2009
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Since you said DOS EE tactician was challenging, while it was actually stupidly easy, I'm going to assume you are not very good at the game. Therefore, your opinion on DOS2 tactician difficulty doesn't really mean much. For people like you there is always explorer mode, while those who don't have problems beating the game do not have the option of increasing the difficulty. Stop being an arrogant asshole.
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old hand
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old hand
Joined: Jan 2011
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SUBJECT: If anyone wants to kick this into action, it works the same as DOS:EE. You can download the extracted Character.txt file here: http://www.filedropper.com/character Edit it with Notepad or Notepad ++ variant. See post above for area to modify, for example: new entry "HardcoreNPC" section Save it here: You will need to create a few sub directories ..\Divinity Original Sin 2\Data\Public\Shared\Stats\Generated\Data Start the game, there will be a warning about a modified version, run it and you can see the changes in Vitality for example using before/after. Q: What does this do and what should i edit? A: The goal is to adjust the stat boost NPC's get in Tactician mode. Q: That file in the game directory? Or do i copy this file you posted and paste it into the appropriate directory? A: Yes copy that. Go to your game directory, however as you drill down the sub folders will no longer exist, add those in as shown here. ..\Divinity Original Sin 2\Data\Public\Shared\Stats\Generated\Data Once copied in here, edit the file. Q: I should edit only the "hardcoreNPC"? What do i edit to lower their hp bloat and armor bloat? A: Yes. You can edit what you like, but the topic is NPC hp/armor bloat etc. Q: ok then, so HARD: new entry "HardcorePlayer" type "Character" new entry "HardcoreNPC" type "Character" data "ArmorBoost" "0" data "MagicArmorBoost" "0" data "Vitality" "0" data "DamageBoost" "0" data "Accuracy" "0" hows this? Or do i just delete those last five entries alltogether? A: You can do either, set to 0 or remove the line. I also suggest you go into HardcorePlayer and add: data "Vitality" "100" Check your Vitality before, then do this whole step above, run the game and check vitality after, it should be noticeably higher. This is to make sure this mod has kicked and you done it right. Then when it is working, exit, remove the Players Vitality 100 and play the game with adjusted NPC stats. This is all based on if Tactician mode is more than just stat boosts. I don't think that has been clearly answered. If is it just a stat boost, play another difficulty level then. Q to RAZE: Are you able to confirm Tactician mode is just stat boosts or is their additional AI behaviors, mob formations, etc? Thanks.
Last edited by Horrorscope; 16/09/17 05:17 PM.
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addict
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addict
Joined: Dec 2016
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The thing is, tactician mode in D:OS EE was ridiculously easy. So they made it harder. Harder in a boring, un-fun, poorly thought-out way. I always have say this but most people seem to refuse to understand it. Fun is subjective.The lack of gear and skill really is the major reason the mode leaves such a bad impression but with proper build, the mode is actually more fun than classic because even with the extra stat and damage, your characters are still way stronger than all the normal enemies. The game becomes a puzzle game on how to deal with all the key targets based on what they're capable of, something that will never happen on Classic because enemies are too weak. You remove that damage bonus and bosses can gank up on you and you won't even come close to dying. Also, in case anyone is still worrying about perma CC. Certain buffs can be used to negate CC now. Rested (use the bed) can be used to prevent first turn knock down. There are also necklaces that prevent cc (I got a mage necklace with Immune Stunned). There are also drinks that grant you CC immunity made from that CC immune flower. Turns out you still have a major advantage even in the CC battle on Tactician.
Last edited by Ellezard; 16/09/17 05:25 PM.
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old hand
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old hand
Joined: Mar 2014
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Yeah its all subjective, everything is relative, bananas are also airplanes, its all a matter of opinion. Especially when the difference is whether you can win a fight by cheesing or not. If you can cheese it and you start winning suddenly the "tactics" are great! But if youre losing then tactics are bad. Right-e-o. Larian should hire you as a tactical developer.
This is not a tactical mode, this is HP, Damage and Armor bloat mode.
Until further notice or additional rebalancing and patches.
Anyway, much appreciated Horroscope. Just wanted to be clear on what and where.
Ill try that very thing and see if i can notice any difference, playing on normal classic and "HP/Damage/Armor bloat mode"
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addict
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addict
Joined: Dec 2016
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The advantage are all on your side. If you still considered prebuff, sneak attack and using proper protection with dedicated person to prevent the CC battle, that's your fault now, not the game.
So if you still get rekt after level 3, it's time to just admit your build is bad or that you are bad at the game. Enemies, even without buffs, are WEAKER than you especially with the change they made to wit and turn rotation so you can put every point you get into damage and 20 str laugh at your enemeis because the enemies still get something like 14 int 13 con 12 finesse on their warriors with the auto distribution the game uses.
Don't just call everything "Cheesy" because you can't accept that it's a legit method that requires absolutely no overlooked exploit to be used. It's like asking for a fist fight in a ghetto and screaming that it's unfair the enemies have knives and poison.
Last edited by Ellezard; 16/09/17 06:27 PM.
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old hand
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old hand
Joined: Mar 2014
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Again, absurd and nonsensical comparisons you pull out of your behind. Also dumb, because you can have no idea how i am playing or how much im losing or winning.
Enemies cannot be fundamentally weaker then me if we are using the same mechanics, dumbass. And i went through all encounters just fine in ea, where situation was much the same as now in some earlier versions.
Havent even started playing the full game yet, so you are simply a retard now.
And i have no wish to play a game for retards, using retarded cheese and exploits against bloated enemies. You enjoy it and call yourself great tactician.
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addict
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addict
Joined: Dec 2016
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Considering how mad you are, it says a lot about how the game challenge is treating you and why you will want it nerfed or modded out.
Last edited by Ellezard; 16/09/17 06:44 PM.
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enthusiast
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enthusiast
Joined: Sep 2016
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Tactician with 2 lone wolf characters (the only way I've played yet) is pretty good.
It is quite a lot harder than EA but certainly doable. You get the extra AP, Vitality and points from Lone Wolf which offsets the enemy increase.
Could be Lone Wolf is OP but that is another question - the combination with Tactician is fun and works well. Lone wolf on Classic would be a joke.
It is long winded though - Flenser I had to flee and the Dallis fight (in the fort) took more than an hour and a half to grind them down into giving up.
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addict
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addict
Joined: Dec 2016
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If you're playing a ranger, did you at least do the Ifan quest line until Zaleskar (assuming you got him)? You just have to talk to Borris in front of the gate to the magister place and then talk to Zaleskar for an op weapon. His crossbow is so ridiculous in Act 1 (Level 5, 8-11 piercing + 20-21 Physical. Pure physical damage!). Add in Blood arrow element and you will be dealing 80-90 a shot without considering the power of Lone wolf.
I don't even have assassinate yet but man, just a shot from that along with the AP on your first turn, you can pretty much down any boss armor and knock them down before they even act.
Last edited by Ellezard; 16/09/17 06:52 PM.
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enthusiast
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enthusiast
Joined: Sep 2016
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If you're playing a ranger, did you at least do the Ifan quest line until Zaleskar (assuming you got him)? I'm playing Lohse as a ranger and Fane as Inquisitor (can only have 2 with lone wolf). Not the best combo really in retrospect. Got epic level 8 stuff from Dallis pets though (eventually).
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addict
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addict
Joined: Dec 2016
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I wonder what will happen to lone wolf if say, you recruit Ifan in, get to the point of crossbow and be like "haha Ifan I don't need you anymore bye" and drop it down to 2 companion just so you have the best Act 1 crossbow right away.
Wish they didn't make Pickpocket so broken though with how well it scales with level. On EA, high level pickpocket with gears only net you like, 800 gold? This one, 2350 at level 6 (3 base 1 gear). You can rob the entire book store everytime they restock and with like 15k-20k gold, just afk in the game and wait for shops to restock with good rings and magical gears and laugh at how undergeared all enemies are compared to your army.
Last edited by Ellezard; 16/09/17 07:03 PM.
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old hand
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old hand
Joined: Aug 2009
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old hand
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old hand
Joined: Mar 2014
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Considering how mad you are, it says a lot about how the game challenge is treating you and why you will want it nerfed or modded out. I see you are sinking deeper into your delusions and becoming a full blown dumbfuck. I already said i havent even played the game yet. I just started the game right now, you moron. Do you even see what others are writing anymore or your stupidity has made you completely blind too? Besides, if we are to talk about emotions - it was you who was crying how tactician is bad - while you were losing and as soon as you found some moronic way to cheese - you changed your mind, proclaimed tactician mode to be great and now you are even attacking others as "bad players" who are criticizing the difficulty because they apparently play badly.  Just look what your emotions made out of you, you incredible ludicrous imbecile.
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apprentice
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apprentice
Joined: Sep 2017
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does this game really just you gotta include a ranger mode? i cant even go 1 melee 3 casters past houndmaster -.-
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old hand
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old hand
Joined: Mar 2014
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I also suggest you go into HardcorePlayer and add: data "Vitality" "100"
Check your Vitality before, then do this whole step above, run the game and check vitality after, it should be noticeably higher. This is to make sure this mod has kicked and you done it right. Then when it is working, exit, remove the Players Vitality 100 and play the game with adjusted NPC stats.
Did that, Sabille health went from 30 hp to 60. So its working. Im playing classic with Lohse and Tactician with Sebille, separate profiles. Will compare the situation through the intro and Fort Joy.
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apprentice
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apprentice
Joined: Sep 2017
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This thread is mostly the same 2 people constantly whining about the increased enemy stats because they are refusing to change how they play the game. They refuse to admit there are plenty of tactics that work; when they didn't come up with it it's 'cheese' and when they did come up with it but it didn't work the game is to blame. I'll repeat: if you want a mode where the first thing you try makes you win no matter what, choose explorer mode. And let everyone else just enjoy tactician mode the way it's intended: making you change your tactics.
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old hand
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old hand
Joined: Mar 2014
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Stabbey already replied correctly to your idiotic post above. That ping of satisfaction you feel when you imagine and convince yourself we are talking about some kind of our inability to win encounters is making you into a imbecile.
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addict
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addict
Joined: Dec 2016
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Most of the time, the complains come in 2 way 1) It's too easy they complain about it or 2) It's too hard they complain about it. And with all the "No! I won't use the right method! It's not tactical! The mode is boring! I will edit the stat to make it more fair in my vision!", that's the 2nd kind of complain. Breaking level 5, Tactician mode turns from "challenging" to "lolit'sajoke" again without using any game breaking exploit. Heck, I think EA Classic is harder because they did move some of the source skill out of the enemy and that with the lower damage on gap closer moves and warfare, non-boss melee enemies are only threatening for their knockdown now (which can be blocked by "rested"). Even with +50% damage, they can't even break the physical armor with mending active. They also nerfed some of the quest enemies and make them drop better items! This applies heavily to Griff gang quest. Not only do they deal way less damage, they also drop skill books on death for anyone killing them without buying anything. https://i.imgur.com/6xdexkr.jpgI'm gonna laugh if they say that 1) Holding out on pick pocket until I have thievery gears is cheesy. 2) Having good gears is cheesy (I like how nearly every gear I use on my damage dealer gives ranged, huntsman or warfare along with Finesse. So much damage it makes that +50% a joke on enemy)
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apprentice
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apprentice
Joined: Sep 2017
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Stabbey already replied correctly to your idiotic post above. That ping of satisfaction you feel when you imagine and convince yourself we are talking about some kind of our inability to win encounters is making you into a imbecile. Then why do you even bother with tactician mode if you are going to mod it into explorer mode difficulty? Why are you so extremely mad other people have no issues with tactician mode the way it is meant to be played?
Last edited by Monara; 16/09/17 09:39 PM.
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journeyman
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journeyman
Joined: Sep 2017
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So, I have a couple of questions.
1. With all the things being mentioned as being "cheesing" isn't modding tactician mode to make it easier, like the ultimate cheese tactic?
2. Isn't the game designed to give you the freedom to role play however you want? If you want to be a thieving, constantly fleeing, constantly save scumming arsehole.... isn't that ok?
3. Wouldn't a play through on classic mode be a better idea than jumping into tactician? Since it does have different mechanics etc..
I'm just confused as to what is wrong with role playing in a fantasy game however you want to. I'm not agreeing or disagreeing with anyone in this thread. I can see the points made from both sides of the argument(s) Just really curious everyone's thoughts on this.
Also, are there really no additional enemies spawned per encounter in DOS2, like they did in DOS1 tactician mode? I thought adding extra enemies made it more fun.
"Keep distant, My own demons still haunt me too closely. I cannot also bear the burden of yours."
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stranger
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stranger
Joined: Sep 2017
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Again, absurd and nonsensical comparisons you pull out of your behind. Also dumb, because you can have no idea how i am playing or how much im losing or winning.
Enemies cannot be fundamentally weaker then me if we are using the same mechanics, dumbass. And i went through all encounters just fine in ea, where situation was much the same as now in some earlier versions.
Havent even started playing the full game yet, so you are simply a retard now.
And i have no wish to play a game for retards, using retarded cheese and exploits against bloated enemies. You enjoy it and call yourself great tactician.
Why you so rude, mate? There is no need to get so heated over a video game on a video game forum.
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apprentice
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apprentice
Joined: Sep 2017
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After spending time with Tactician myself, I am 100% OK with the difficulty. I have yet to find a battle I can't win.
The buffs to Summoner help tremendously. Summoner is extremely good. I am also using 3 glass cannon characters + 1 tank, which while difficult gives me the damage output / CC potential to deal with the higher healthpools.
In all honesty though, it seems to me the 50% boost is overstated because it seems Classic Mode numbers are nerfed compared to EA.
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old hand
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old hand
Joined: Jan 2011
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Stabbey already replied correctly to your idiotic post above. That ping of satisfaction you feel when you imagine and convince yourself we are talking about some kind of our inability to win encounters is making you into a imbecile. Then why do you even bother with tactician mode if you are going to mod it into explorer mode difficulty? Why are you so extremely mad other people have no issues with tactician mode the way it is meant to be played? My question is still open. Is Tactician mode more than just these stat boosts? In EE it is more than just stat boosts. In EE there are different mob sizes for some encounters and AI adjustments to the skills they use. So if that carries into DOS2. You could have these changes and no boosts to NPC Stats and still get a different game vs Classic, probably one I rather play. I hope we get a clear answer to this. In the game menu when selecting Tactician it alludes to something like "additional dirty tricks" if I recall.
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addict
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addict
Joined: Dec 2016
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And what would more mob sizes do with people cheesing to escape after a fight? It will probably never be fixed outside the "Retreat and renter in the same turn for infinite action" exploit as that fits with the guerilla playstyle. The extra health and armor completely counter that while doing minimal to people who play normally because of how easy it is to still rekt the enemies thanks to all the general nerfs from EA to Release.
And additional dirty tricks might already there unless exploding void monster is actually in every mode. People are talking about stuffs like 90% dodge aura starting at Act 2 which sound like a tactician only thing.
Last edited by Ellezard; 16/09/17 10:34 PM.
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apprentice
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apprentice
Joined: Sep 2017
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The answer to your question is yes, there is more than that. The AI is allowed more things that were considered unfair to new players and many enemies have new skills and usable items. I'm not sure about the amount of enemies because I haven't played classic enough to know the difference. The stat changes are just there to make mistakes more punishing and reward good choices but it's not the main thing that will change how you approach things.
Last edited by Monara; 16/09/17 10:48 PM.
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addict
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addict
Joined: Dec 2016
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The final boss on the first act really showcase what it means to be tactical to beat the boss and how the tactical mode boss fights are way more than just bloated stat. I stalled near the stair and immediately took out the gheist first since it's the one that can potentially insta kill a teammate. I had an oil wall to prevent them from approaching without getting slowed but that was quickly ruined by a phoenix dive so it only lasted for one turn (good enough, got the Gheist killed) A few turns in, Fane was dragged in to his death (darn teleport on enemy metamorph) and the voidwoken spawned. It seems like a loss was inevitable. But then I remembered that teleport was broke as fk and was abused in the "battle showcase trailer" so I jumped I repositioned my archer with Tactical retreat, used the left over AP to res Fane into a spot with no LoS with everyone running out the entrance to circle around to the side and healed with items while the enemies were occupied with the worm. (Doesn't need to press retreat. They just headed over to the worm if you're far enough.) And after ressing and healing Fane, I did this. https://i.imgur.com/KdXf2DS.jpgThe left side of the battlefield where the enemy gets a good vantage point, there is no stair up from outside the combat area. I teleport Dallis dafk away from the fight and used the slow field on him before using the free AP from the pawn to hide and prevent any netherswap. This removes Dallis from the fight for like, 5 turns and combined with the help of the Void worm, I was able to do this in 1 go because the ridiculous aura boss wasn't in the fight anymore. His aura is the biggest trouble in that fight. Ridiculous stat with +50% damage on top of the difficulty 50% boost. Fun part, my teleport is already up again so even if I fail to kill all the magisters in time, I can still teleport him out once more and force him out of the fight. This is the kind of fight I will never get to have in classic or explorer because of how threatening the enemies key targets are that I must remove them from battle either through death or method like this. You can't call this cheesing either because the trailer they use completely support this to showcase what kind of creative method you can try to beat their hard fights.And if anyone is stuck on that boss fight on Tactical, try this method. you can easily position anyone with high wit to the same area and get a turn before Dallis does. Just use your glove of teleport and an oil scroll/grenade something and get back to your battle where Dallis won't really be participating until everyone is dead. And if you're just the kind to get rekt and complain that "bloated stats got me killed! You cheated to win!", you aren't fit for this kind of mode.
Last edited by Ellezard; 17/09/17 12:16 AM.
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veteran
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veteran
Joined: Jan 2009
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If what many people are saying is true, and that it is not reasonable to play Tactician mode with a mixed 2-Physical/2-Magic Damage party because the damage splitting is unable to overcome the jacked-up enemy Physical/Magical armor levels...
If that is true, then Tactician mode is broken, and anyone who defends it as "just fine" is completely, indisputably wrong.
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addict
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addict
Joined: Dec 2016
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Currently, my support mage with like 20 int Fane does, at level 8, 60 on his AoE earth spell with oil + slow. this is quite high because my arrow shot does 90 each on a single target on high ground and he's going somewhat tanky over pure damage and can keep the whole team shield up with regening 30 armor and MR per turn (Mend Armor and Soothing cold) with 100 heal per turn and 90 armor/magic armor on fortify/magic shield.
So with some experience now, I won't say mages are absolutely dogpoo anymore although still weaker than warfare because of how they can crit and abuse OP weapon. It's just that the game has bad level 1 to 4 mage scaling that needs to be curved down and rebalanced. They also don't get any gear to support them until like level 5 and are stuck with 4-5 damage wand while everyone else is getting 20 damage crossbow or 2H.
And there are still a lot of foes with only 80 magic armor while having 200 physical armor or something that can easily be CC'd by a mage in a single turn.
If you do want to play 2 mage comp, just wait until act 1 is over and go for it with that free respec. It should be perfectly doable because the scaling gets really ridiculous as you level up so it can somewhat keep up with any weapon in the green zone (but still lose out against purple and unique unless they go dual wand and deal single target damage instead of AoE. Also, they do need high level to have that magical AoE crit talent or they can only crit with wand.)
Really, play the mode to a certain length first instead of just sticking to a bunch of "If-Then"
Last edited by Ellezard; 17/09/17 01:01 AM.
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old hand
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old hand
Joined: Jan 2011
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The answer to your question is yes, there is more than that. The AI is allowed more things that were considered unfair to new players and many enemies have new skills and usable items. I'm not sure about the amount of enemies because I haven't played classic enough to know the difference. The stat changes are just there to make mistakes more punishing and reward good choices but it's not the main thing that will change how you approach things. Thanks, that is what I expected, but it seemed some were making it sound like it was only a stat boost and thinking Larian took steps backwards. So if AI has more things at its disposal in Tactical, then I totally can see no stat boost necessary for a different experience vs Classic. Will be interesting testing over the coming months.
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addict
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addict
Joined: Dec 2016
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You will need the stat boost. In Act 1 with good gears the moment I start shopping in the Seeker camp and wear full bracchus set, I am able to stand and get focus fired by 5 enemies (Bloodrose cave slane quest) and still not die because I have Mending armor on along with 100 recovery per turn healing.
When the enemies have +50% damage and still can't kill me, it already shows how much of a joke the difficulty will be outside boss fights if you remove that damage bonus.
Even boss fight will outright show you which targets has the most ridiuclous damage that you need to take down first if you have loremaster for examining. Like, for example, the Gheist in Act 1 Final boss fight. Without the Aura, it has 80 damage something. The aura pushes that to like 120 a hit or higher.
Same goes to all the other magisters in that fight. I removed dallis from the fight via teleport (they lose his 50% damage and +2 all stat aura) and their damage dropped into joke level again even with tactician stat boost. (30-35 per hit while I'm dealing 90+!)
The enemies with stat boost are completely fine and are only game-breaking to deal with if you have very bad builds or very bad gears in a mode that is all about playing with the strongest build.
Last edited by Ellezard; 17/09/17 01:17 AM.
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stranger
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stranger
Joined: Sep 2017
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Same goes to all the other magisters in that fight. I removed dallis from the fight via teleport (they lose his 50% damage and +2 all stat aura) and their damage dropped into joke level again even with tactician stat boost. (30-35 per hit while I'm dealing 90+!) Have you encountered NPCs that can use teleport in a fight? I'm curious to see if many of them use it or even have it.
Last edited by vometia; 17/09/17 05:36 AM. Reason: formatting
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veteran
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veteran
Joined: Oct 2016
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The issue was the same with EA Classic. The first few levels were tough, but later on everything got quite easy. Larian really seems to have a problem with evaluating how hard a fight really is. Mainly probably because there are so broken skills like teleport, which can totally take a team apart as shown. If they need stats boost and aura boost in Tactician to be threating, they sound pretty easy in Classic.
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stranger
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stranger
Joined: Oct 2015
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Gotta be honest with you People are just plain wrong on how hard it is and are just undergeared most likely. I've now made it to level 14 in tactician mode and the only enemies I have trouble with are the ones a couple levels above me which is how is should be and this is with a mixed physical and magic with 1 ranger party [img:center] https://imgur.com/a/roEzM[/img]
Last edited by akuratheunseen; 17/09/17 05:38 AM.
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enthusiast
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enthusiast
Joined: Jul 2017
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Has anyone got to act 2 or further on tactician yet? stuff gets ridiculous like you only have 400ish armor on you but your enemies is approaching 2K armor and 3K hp?!????
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addict
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addict
Joined: Dec 2016
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Same goes to all the other magisters in that fight. I removed dallis from the fight via teleport (they lose his 50% damage and +2 all stat aura) and their damage dropped into joke level again even with tactician stat boost. (30-35 per hit while I'm dealing 90+!) Have you encountered NPCs that can use teleport in a fight? I'm curious to see if many of them use it or even have it. I don't recall any on EA. This is the first time I start to see enemies using them. Netherswap and teleport appeared at Dallis fight though enemies kinda suck with Netherswap but will use it with a corpse to get you into their range.
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stranger
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stranger
Joined: Oct 2015
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I've gotten to around halfway through act 2 I think hard to tell and ya they get a lot of armor and hp but so you do when you get to their level
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addict
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addict
Joined: Dec 2016
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It's amazing the magic mirror allow you to respec as much as you want on all of the character. If you want to play mages, you can always just wait until you get there.
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enthusiast
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enthusiast
Joined: Jul 2017
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It's amazing the magic mirror allow you to respec as much as you want on all of the character. If you want to play mages, you can always just wait until you get there. beware i think magic mirror is bugged, if you have a skill thats over the cap (say from equipments) and you respec that skill it wont let you go over the cap again. Though thank the gods they let us respec everything, if anything i really appreciate that.
Last edited by Cyka; 17/09/17 08:11 AM.
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addict
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addict
Joined: Dec 2016
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Nothing like removing the unneeded Pet pal and level 2 to 1 scoundrel and get even more powerboost. They really expect you to have the best of the best build and if fails, just reload on the mirror and redo act 2.
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enthusiast
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enthusiast
Joined: Jul 2017
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Nothing like removing the unneeded Pet pal and level 2 to 1 scoundrel and get even more powerboost. They really expect you to have the best of the best build and if fails, just reload on the mirror and redo act 2. no pet pal means youre missing potential exp and items though I saw a solo tactician on Alexander and it seems only feastable by bugging out the AI. At one point his full equipped level 9 char was at around 3hp so luck saved him pretty much.
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addict
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addict
Joined: Dec 2016
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Nothing like removing the unneeded Pet pal and level 2 to 1 scoundrel and get even more powerboost. They really expect you to have the best of the best build and if fails, just reload on the mirror and redo act 2. no pet pal means youre missing potential exp and items though I saw a solo tactician on Alexander and it seems only feastable by bugging out the AI. At one point his full equipped level 9 char was at around 3hp so luck saved him pretty much. I removed the one I got on Ifan who went Shadowblade. I still have it on my normal char. And I have to say, our gears are so dumb now that we can insert rune. That fight on the ship where they rush your lady was a joke. I just steal a source orb, insert it into a necklace and keep the dodging aura up making me dodge every physical attack they have. Unless the enemies are getting some kind of +100% accuracy, this is going to be hilarious to abuse.
Last edited by Ellezard; 17/09/17 09:48 AM.
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apprentice
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apprentice
Joined: Sep 2017
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It's amazing the magic mirror allow you to respec as much as you want on all of the character. If you want to play mages, you can always just wait until you get there. beware i think magic mirror is bugged, if you have a skill thats over the cap (say from equipments) and you respec that skill it wont let you go over the cap again. Though thank the gods they let us respec everything, if anything i really appreciate that. Did you try taking off all gear before using the mirror?
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Banned
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Banned
Joined: Sep 2016
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Yeah, I must agree, the new tactical mode is pants – but it at least forced me to abandon it, reroll as a custom ‘The Black Prince’ with the warrior voice (to counter the let down that is the The Red Ponce). It’s rushed, which is expected, given everything else they had to do. This is strictly a WIP, as I see it. The enemies have just been turned into the equivalent of bullet sponges, which was just getting really boring as the game went on.
So it’s idea time. Personally, I’m in favour of keeping classic-mode stats on enemies, but adding something imaginative that genuinely makes the combat more tactical, rather just more chore-like. I’m a big fan of random events to take care of this. I also think it would be cool if tactical mode introduced a new enemy faction whose motives run parallel to the main story.
I was thinking of a group of source-addicts, whose mutations have forced them to terraform their habitats into source-infused biospheres (or something). They appear in combat as shadowy assassin types, stalking source users for potential harvesting. Like the magisters, they experiment with the source, but they’re focused on transforming plant life etc to create environments that can sustain their mutated physiologies.
In early combat, they’re just scouts reinforcing the ranks of existing enemies. They’d only appear randomly, perhaps flanking your team halfway through battle. They’d have classic-level stats, but the appearance of just 2 of them when you think you’re down to the last enemy should be enough to cause a manageable level of trouble.
As you progress, they bring a few extras with them. Source-mutated plants, like a snapping, dribbling venus flytrap type monstrosity, or a malicious spore spewing entity, or some vines-for-tentacles grotesque. At this stage, they’re also equipped with unique source-drug potions they made from their mutated plants, which grant random status boosts in battle (but never artificially inflate HP or armour). Again, they always appear at random stages during battle, when you least expect it.
Later, you’ll spark the interest of their masters, boss-like characters, who’ll also appear randomly in combat encounters. The source-plants can also randomly go feral, mutate into a much bigger mini-boss, and attack everyone, kind of like the voidworm. This should destabilise the battle, without being unfair.
So yeah, a focus on random battle events, with all enemies having normal classic mode stats.
As to the logic around why enemies like the magisters etc would welcome the aid of a separate faction, this could easily be woven in – as the new faction could sell themselves as ‘hired assassin’ types who don’t need to reveal their true motive. With regard to beast-like enemies, these source assassins could have some source trick that tames the beasts, with the result of them siding with the assassins.
Alternatively, the same idea could be taken, and the random additions to battles could just involve enemies sourced from the enemies already in the game – or even a healthy mix of both regular enemies and enemies from the new faction!
Last edited by smokey; 17/09/17 11:50 AM.
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enthusiast
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enthusiast
Joined: Jul 2014
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Honestly, I'm not sure what people are complaining about, it is supposed to be highest difficulty setting there is which is not hardcore mode. Of course it's supposed to be difficult that's the whole point?
And things having higher armor and vitality so you won't be able to reliably cc and kill them all while laughing, on classic you can build half optimal party and literally sweep through everything so far half asleep.
And yes I started tactician and it seems to be unfair at the beginning, but from classic playthrough I know that eventually you get to the point where you become so retarded strong that only chance to challenge you is some sort of cheese like splitting the party or outright overwhelming level difference. Like my classic playthrough tank can probably kill half a frikkin' spawn by himself no problem with reflection, damage and sheer toughness and wizard can frikkin AoE nuke the faces off if he crits right through magic armor, not even talking about ranger twoshotting shit from across the map.
It's just pure numbers problem the one you solve with gear and stacked skills and powerups. Issues is you don't have it at the start, but as it was first game you start slow but then snowball into ridiculousness if you min max.
Besides it's like week one, I bet in two months when all the broken OP shit builds and cheese tactics are discovered people will roll through tactician, just like in original.
Last edited by Gaidax; 17/09/17 01:06 PM.
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journeyman
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journeyman
Joined: Sep 2017
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[quote=Gaidax]on classic you can build half optimal party and literally sweep through everything so far half asleep.[/quote] The whole Internet would gain a massive improvement on the information-to-noise ratio if people wouldn't engage in such stupid hyperbolic posturing.
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addict
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addict
Joined: Dec 2016
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tbh, the hardest thing about the game is figuring out where to go next, that's all. One moment, the game is so easy because you're fighting foes of the same level or below. The next, you find yourself in a level 12 region with a level 9 group trying to do some quests and enemies have too mcuh stat for you to kill because of that 3 level advantage and lack of leveled gears. Like, starting at Act 2, one of the earlier quest level 9 - 10 is to search for a place "East" of town in "Reaper's Bluff". However, if you go east according to the world map, you're at Reaper coast and later, some level 12 area. You actually have to go the left side to start finding level 10 stuffs to fight instead of level 11-12. It's amazing they didn't add region name to the world map  Make me want to kill everything just to keep up with the level and purge the town later just to be sure I don't end up underleveled because I'm missing some sort of quest.
Last edited by Ellezard; 17/09/17 01:43 PM.
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enthusiast
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enthusiast
Joined: Jul 2014
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on classic you can build half optimal party and literally sweep through everything so far half asleep. The whole Internet would gain a massive improvement on the information-to-noise ratio if people wouldn't engage in such stupid hyperbolic posturing. I have no idea what are you so triggered about. Reality is people are doing it, it is difficult and maybe dumb kind of difficult, but it's supposed to be a challenge, because ultimately classic mode you become so OP that you can roll that one even not min maxing. And this is the only real challenging alternative to classic, unless you are a total Edgelord. And yes you should be optimizing, be clever and fight dirty there, it's called tactician for a reason. I have a feeling half of the people complaining expected to just waltz in there and mop shit up because they think they are so smart.
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apprentice
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apprentice
Joined: Sep 2017
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This thread became stupid quite quick.
Yes some additional planning should be required, but there is nothing "Tactical" about a single buff that makes all enemies 50% more damage spongey.
If anyone can show that the AI is different between difficulties, that might be something. But people wanted to fight more difficult AI, not just meat mountains.
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addict
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addict
Joined: Apr 2013
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I'm playing on tactician mode and I am enjoying it quite a bit as I love a good challenge. Leveling up and getting some good skills and gear is essential.
I really don't understand why people are complaining that the hardest difficulty setting is too challenging. If you don't like it then play in classic mode.
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enthusiast
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enthusiast
Joined: Jul 2014
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This thread became stupid quite quick.
Yes some additional planning should be required, but there is nothing "Tactical" about a single buff that makes all enemies 50% more damage spongey.
If anyone can show that the AI is different between difficulties, that might be something. But people wanted to fight more difficult AI, not just meat mountains. Of course it's tactical, your usual one size fits all strip armor and CC to death does not work, that's the whole point of it. The AI change is right there in that sentence - it gets a chance to actually act before you shut it down and blow it up to smethereens like you can do with 90% of Classic encounters.
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apprentice
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apprentice
Joined: Sep 2017
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This thread became stupid quite quick.
Yes some additional planning should be required, but there is nothing "Tactical" about a single buff that makes all enemies 50% more damage spongey.
If anyone can show that the AI is different between difficulties, that might be something. But people wanted to fight more difficult AI, not just meat mountains. Of course it's tactical, your usual one size fits all strip armor and CC to death does not work, that's the whole point of it. The AI change is right there in that sentence - it gets a chance to actually act before you shut it down and blow it up to smethereens like you can do with 90% of Classic encounters. "It's tactical because the numbers are higher"
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addict
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addict
Joined: Apr 2013
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Honestly, I'm not sure what people are complaining about, it is supposed to be highest difficulty setting there is which is not hardcore mode. Of course it's supposed to be difficult that's the whole point?
If I had to guess I'd say people are insulted that they are having problems with the hardest difficulty setting, i.e. they would be much happier if tactician mode simply did not exist and classic mode was the most difficult setting. Baldur's Gate had a hardcore mode too and it is substantially more brutal than tactician mode in D:OS 2.
Last edited by dlux; 17/09/17 02:37 PM.
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enthusiast
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enthusiast
Joined: Jul 2014
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This thread became stupid quite quick.
Yes some additional planning should be required, but there is nothing "Tactical" about a single buff that makes all enemies 50% more damage spongey.
If anyone can show that the AI is different between difficulties, that might be something. But people wanted to fight more difficult AI, not just meat mountains. Of course it's tactical, your usual one size fits all strip armor and CC to death does not work, that's the whole point of it. The AI change is right there in that sentence - it gets a chance to actually act before you shut it down and blow it up to smethereens like you can do with 90% of Classic encounters. "It's tactical because the numbers are higher" No, it's tactical because usual monkey business does not work and you need to actually be smart. In classic you can win bloody most of encounters in one silly way - put a buffed up reflect tank up front, party way at the back, spread aids on the ground and let shit die in oily fire of CC while it helplessly tries to reach your backline. Apply knockdown and CC at will and port eager ones back to the fire. It works because you can strip armors way too easily and once those are gone the things are as good as dead, there's no AI it has no chance to do anything.
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addict
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addict
Joined: Dec 2016
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Some fights are treated differently if you play on Tactician. The easiest one to find is the Act 2 Executioner fight early into the story that is only level 10.
On Classic, you can probably just sneak and gip-CC her right away to prevent her from calling for help. But on tactical, with the insane armor and the 90% perma dodging aura, you CANNOT do so unless you save scum really hard to get multiple crit + knock down before she can shout and ask for reinforcement. The reinforcement are level 12 and this changes the fight from a level 9 fight on Classic that can end in a single turn to a level 12 fight that is impossible on level 10 because the 2 archers she called can destroy the whole team even without the 90% dodge aura.
Also, the +50% damage buff makes AI react differently because the way the AI works, they have the same movement you do when you tranverse the map out-of-combat (in order to avoid terrain) and will do whatever they can to deal the most damage unless it kills with the AP combo they can do.
This is why the +50% damage is important. Key target, on classic, will just AoE or whatever because they can never kill your squishy in a single turn. On Tactical, because they can kill, they WILL rush you if you misposition at the start of the fight and with enough AP, Gap close in directly for a kill. This is only but one of the small changes that happens because of the tactician buff.
Man, in this mode, I actually have to wait for shop to restock and travel all across to map to buy knockdown arrow over and over. Won't see me doing that in Classic.
Last edited by Ellezard; 17/09/17 02:46 PM.
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veteran
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veteran
Joined: Jan 2009
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If I had to guess I'd say people are insulted that they are having problems with the hardest difficulty setting, i.e. they would be much happier if tactician mode simply did not exist and classic mode was the most difficult setting.
Baldur's Gate had a hardcore mode too and it is substantially more brutal than tactician mode in D:OS 2. You guessed wrong, because like every single other person defending the current Tactician mode, you're not interested in listening to anything which originates outside your own head. People are complaining because D:OS 1 EE set a gold standard for visible changes in difficulty, and Tactician mode was specifically a stretch goal. People were expecting a similar experience, not just the same old "boost enemy stats by a bunch" stuff which is the usual, uninteresting way that games increase the difficulty. When the most visible difference is badly inflated health and armor values, it is not living up to the expectations which Larian set for themselves.
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apprentice
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apprentice
Joined: Sep 2017
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If I had to guess I'd say people are insulted that they are having problems with the hardest difficulty setting, i.e. they would be much happier if tactician mode simply did not exist and classic mode was the most difficult setting.
Baldur's Gate had a hardcore mode too and it is substantially more brutal than tactician mode in D:OS 2. You guessed wrong, because like every single other person defending the current Tactician mode, you're not interested in listening to anything which originates outside your own head. People are complaining because D:OS 1 EE set a gold standard for visible changes in difficulty, and Tactician mode was specifically a stretch goal. People were expecting a similar experience, not just the same old "boost enemy stats by a bunch" stuff which is the usual, uninteresting way that games increase the difficulty. When the most visible difference is badly inflated health and armor values, it is not living up to the expectations which Larian set for themselves. Pretty much. The current state is just silly. The entire concept of difficulty is one global buff on all NPC's. If i'm playing something like Skyrim and I want a challenge, do I change the difficulty slider up to the highest setting so I hit for 25% and the enemies hit for 300%? No. I download mods that tweak enemy AI or allow them more interesting move sets. Higher #'s does not mean better. I can understand some stat padding to prevent players from using certain tactics to nuke a target. But that's the limit of the differences. Stat padding. Heck if all they wanted to do was stat padding they could have made it something a bit less lazy and just made npcs have a small chance of having +1 level when you first enter an area. Even that would be more interesting than what we have because it would at least vary from game to game. BRB, asking the mod forum if that's possible.
Last edited by Ranik; 17/09/17 03:30 PM.
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addict
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addict
Joined: Dec 2016
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Or maybe they didn't set anything and people are just complaining because it's not the kind of mode they want. If they still complain that the mode is just bloated stat, clearly they haven't gotten out of Act 1 yet where key fights can no longer be brute forced like Classic mode because you actually have to think about how to approach them now.
But of course, the people who are doing well are a bunch of min-max cheater who refuse to play fair and just exchange blow for blow so that's clearly a bad mode and it's unfun, unfair and absolutely nothing like the glorious golden age of D OS 1 EE tactician era.
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veteran
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veteran
Joined: Oct 2016
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You were one of the first, talking against this tactician mode and saying that the early phase is only doable with a lot cheesing around? You even invented new cheese tactics for it.
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enthusiast
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enthusiast
Joined: Sep 2016
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I really don't understand why people are complaining that the hardest difficulty setting is too challenging. That's because apparently it's not the only thing you do not understand. The complaint isn't "it's too hard". It is "it achieves it's goal by making the parts of the game that are already bad even worse".
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addict
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addict
Joined: Dec 2016
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You were one of the first, talking against this tactician mode and saying that the early phase is only doable with a lot cheesing around? You even invented new cheese tactics for it. That was my first impression and I will still say that the mode will leave a very bad impression, mainly because mages are absolutely crap on level 1 - 4 with no item support and minimal skill. All the ridiculously useful one are locked behind Tier 2 or Tier 3 on Geo/Hydro that when used well, completely wins all non-boss fights. I gave it a few more hours and I was willing to change and accept that the mode was actually decent and fun compared to classic where I rekted everything with my brain turned off. Also, I never used any of the cheese I found. I was just messing around to find it for the lol because as a programmer, trying to imagine the way other people code their game and certain function and finding loopholes is just another fun of mine. I'm playing the game completely normal with min-max build. Every encounter can be cleared because they are more of a puzzle with very obvious answer.
Last edited by Ellezard; 17/09/17 03:56 PM.
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journeyman
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journeyman
Joined: Sep 2016
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I just finished my first playthrough, with 2 physical dps lonewolfs.
Now i plan my next playthrough with a 4 man team any suggestions?
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banned
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banned
Joined: May 2015
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This is something someone posted on Steam:
To all players saying 'Git good' or other stupid things like that: the tactician difficulty IS problematic.
- Its a simple +50% to all stats and damage of ennemies. Far from the better AI / better skills / new ennemies that was promised
- There seems to be a difficulty spike before you complete Fort Joy. If you are unlucky on your gear drops, and complete quests pacifically, you can get at a point where you are stuck at level 3, with only unbeatable level 4 fights. At this point, the only choices you have are to the extreme cheese way (game breaking exploits like the flee/unlimited turn bug), or restart the game in classic..
- The 50% boost to armour means that cc's are worthless for a long period of time at the start of a fight. Meanwhile, the 50% damage boost means that YOUR armor is worthless as anti-cc since any cc attack will just wreck it.. It's not good design, and its juste frustrating.
- The fact that you cannot reduce difficulty is simply stupid. Since you can play more than a dozen hours wefore hitting a wall, you can justifiably be♥♥♥♥♥♥♥♥if you have to start over to be able to enjoy the game. Not being able to reduce the difficulty only create frustrated players and negative opinions.
This is so true seriously.
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old hand
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old hand
Joined: Jan 2011
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Gotta be honest with you People are just plain wrong on how hard it is and are just undergeared most likely. I've now made it to level 14 in tactician mode and the only enemies I have trouble with are the ones a couple levels above me which is how is should be and this is with a mixed physical and magic with 1 ranger party [img:center] https://imgur.com/a/roEzM[/img] To add to this, that is how DOS works to. You have to look at the level of your enemies in comparison to your level. If they are above you, that is telling you, there is somewhere else for you to go first and get exp there then comeback. That is very old-school and it does tax the gamer to use mind/patience. If you are under-leveled that is a big penalty in this game.
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old hand
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old hand
Joined: Jan 2011
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This is something someone posted on Steam:
- Its a simple +50% to all stats and damage of ennemies. Far from the better AI / better skills / new ennemies that was promised Is it possible to get an official response on this? I'm getting conflicted user takes. I'd like to know.
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addict
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addict
Joined: Dec 2016
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To add to this, that is how DOS works to. You have to look at the level of your enemies in comparison to your level. If they are above you, that is telling you, there is somewhere else for you to go first and get exp there then comeback. That is very old-school and it does tax the gamer to use mind/patience. If you are under-leveled that is a big penalty in this game.
Even with underlevel, you can still beat hard encounter too if you know what skills are ridiculous and can be abused as a mean of hard counter. Here's one, Evasive Aura. Slot a source orb into your necklace (Get it from the guy in the ship. HE sells it for 10k something but it's actually worth only 2.5k as its actual price so it's not hard to steal multiple copies of it) Every situation so far has an answer to them. The Evasive aura or Dallis aura? Teleport them so far away they can't rejoin Enemy has too many heavy physical damage with huge health? Evasive aura. Enemies have mage? Their damage will never be ridiculous because they still obey our rule of magic scaling so keep that Soothing Cold up at all time and they can barely hit you. Also CC immunity necklace is nice. The earliest one you can get is a unique "Immunity: Stunned" so you are guaranteed to find it in Act 1.
Last edited by Ellezard; 17/09/17 05:16 PM.
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old hand
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old hand
Joined: Jan 2011
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Yeah, I must agree, the new tactical mode is pants – but it at least forced me to abandon it, reroll as a custom ‘The Black Prince’ with the warrior voice (to counter the let down that is the The Red Ponce). It’s rushed, which is expected, given everything else they had to do. This is strictly a WIP, as I see it. The enemies have just been turned into the equivalent of bullet sponges, which was just getting really boring as the game went on.
So it’s idea time. Personally, I’m in favour of keeping classic-mode stats on enemies, but adding something imaginative that genuinely makes the combat more tactical, rather just more chore-like. I’m a big fan of random events to take care of this. I also think it would be cool if tactical mode introduced a new enemy faction whose motives run parallel to the main story.
One thing that is easy to do is drop the boost stats to armor/damage/hp and give the NPC more AP something like +2 - +4 to start and/or turn AP. That gives them the ability to use more skills per round for something different vs classic. But they aren't meat mountains as someone said and your game still feels good against them. So the same idea I shared with the txt files, just add in the AP field names instead. I do assume AI has a tree of skills they can use, so more AP will make them use greater skills potentially. Boom better AI!:)
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apprentice
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apprentice
Joined: Sep 2017
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Is evasive aura so strong? i didn't tried yet but the in-game description tells that it cost 2ap, 1sp, and last for one turn.
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addict
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addict
Joined: Dec 2016
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Is evasive aura so strong? i didn't tried yet but the in-game description tells that it cost 2ap, 1sp, and last for one turn. 90% dodge rate on everyone for 1 turn is almost complete invul. I was chaining it and the "You must lose" enemy whiffed their attacks like 30 times in a row. It was fun beating a group of 4 super bloated level 11 enemies with a group of 10 heavily under geared in armor since I only buy weapons. Had to reload though because the quest has to do with losing. Good that I get to see my prince complain about people for being weak for getting dragged by the void woken.
Last edited by Ellezard; 17/09/17 05:28 PM.
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old hand
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old hand
Joined: Jan 2011
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To add to this, that is how DOS works to. You have to look at the level of your enemies in comparison to your level. If they are above you, that is telling you, there is somewhere else for you to go first and get exp there then comeback. That is very old-school and it does tax the gamer to use mind/patience. If you are under-leveled that is a big penalty in this game.
Even with underlevel, you can still beat hard encounter too if you know what skills are ridiculous and can be abused as a mean of hard counter. Here's one, Evasive Aura. Slot a source orb into your necklace (Get it from the guy in the ship. HE sells it for 10k something but it's actually worth only 2.5k as its actual price so it's not hard to steal multiple copies of it) Every situation so far has an answer to them. Understood, but it is a general DOS 1 and 2 tip, if you find yourself under leveled, you most likely missed something, go there first... OR... try something new and learn a new trick! DOS's give you a CRAZY amount options per round, probably too many. My guess is they can't balance it because of this, so that is why lower difficulty levels can become very easy to beat. They have to A. make sure people of all types can beat the game and B. as you get better, the gap between you vs AI grows to the point it is comical. The mod potential for both games for a Master Balanced version is large and some have attempted it with good results.
Last edited by Horrorscope; 17/09/17 06:18 PM.
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stranger
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stranger
Joined: Sep 2016
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I absolutely love tactician difficulty. In first game it was pretty easy, here you really need to use tactics and think alot about every turn. I spent so many hours reloading failed battles and its so satisfying when you finally beat them. Only level 6, but loving it.
I also enjoy new mechanics with physical/magic shields. I think it adds plenty of depth to combat.
Last edited by mindw0rk; 17/09/17 05:45 PM.
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apprentice
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apprentice
Joined: Sep 2017
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Hi, just wanted to say I'm still loving Tactician and don't think it should get nerfed at all. In my opinion, it is easier than EA because of the buffs to players:
>Rogues actually got buffed due to the Ruptured Tendons + Chicken Claw combo. >Also, Summoner was buffed to ridiculous degrees.
And, the new turn order mechanics mean you can stealth characters and they get a turn when they enter combat.
And if you get certain tools, such as the Warfare + Hydro skill, you can nearly one-shot Undead enemies by casting heal spells.
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Banned
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Banned
Joined: Sep 2016
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I’ve played tactician mode and worked my way through it like it was a 9-5 job, and nearly fell asleep. At no point was I challenged, or did I encounter an obstacle to my progress. I just encountered work after work. Drudge, basically. No battle was too difficult – that never came into play. The battles were just boring, because they increased stats and prolonged the length of the fights. It’s donkey work going through that. No challenge, no difficulty – just a longer fight. That’s not ‘tactical’.
I never lost one fight, but I near feel asleep at the computer through one of them. At least in classic mode, there’s a pace. There was a pace in D:OS1 tactician as well, because it wasn’t just ‘inflate their stats’.
There are plenty of more imaginative options. I’ve suggested a few. If you like prolonging fights by 10-15min, where there’s still no challenge, maybe that should be a checkbox option for you. And you can keep this thing, where you’re beating the proverbial dead horse, again, and again.
I want something more creative.
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veteran
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veteran
Joined: Oct 2016
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It's the core problem with the armor system. There is now less randomness, but on the other hand it turned into a pure grindfest in armorpeeling.
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stranger
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stranger
Joined: Sep 2017
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Ok, I've moved out of the Fort Joy, beating the badass magister bishop. On tactician it was rather challenging. But for now, my characters are equipped... just fine. So what am I really afraid of are the numbers that another guy pointed in his thread here on the forum. He told that mobs will have 3-4k armor and hp. And now on my level 8 I can't imagine dealing with it. Does someone have anything to say? Need to mention, that Fort Joy was not as hard as you guys pointed on the first pages. Yes, armor is imbalanced af, but with some tricky postitioning it is all manageable.
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old hand
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old hand
Joined: Mar 2014
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Ive been playing Classic and Tactician with removed bloat whole day.
The differences are either non existent or minimal.
Crocs are completely same in both, Turtles are the same, Poisoned frogs in the cave are the same and the fight in Prison is completely the same. Same numbers of enemies, same level, same stats, same skills and the same Ai behavior. The only difference are those buffed stats of armor, damage and HP. Im just about to go fight the guardians in Withermore soul jar tomb on Classic to see if there is any difference there compared to Tactician (with bloat removed), but ive been at it all day so i need to take a break, maybe even sleep.
Ive only noticed that the first two voidwoken on the beach have an additional "vampiric" ability, which of course doesnt mean anything in that case because they just life steal a point or two.
The rare differences seem to be just those additional abilities, usually just one. I presume i will see those in other fights further on, but it isnt applied to every enemy group or encounter. Even when it is, most likely its a single ability or "aura" that just buffs the same basic three stats even more, or something that doesnt make a big difference.
I guess it was a quick and easy way to create an apparent difference.
Its a shame because the Ai is really good and capable of providing diverse reactions and gameplay. There are other ways to achieve a true difference and make fights properly harder and much more interesting instead of this forced slow chipping away at HP - Armor bloated numbers. There could have been enemy groups with fighters of different and higher levels, which would allow some (commanders) to have different and more spells or abilities to use, better equipment and appropriately higher HP and Armor values that relate to their levels and equipment... and so on. Even with the exact same Ai capabilities.
For those who enjoy this kind of dumb "hardness" someone should make a mod that bloats enemy HP and armors by 2000%. They will love it.
btw, teleport is a total gimmick because you get it at the start while no enemies have it, and all characters can use that skill through the gloves or scrolls regardless if they have any points in Aero or not. It should be nerfed so only Aerothurges can use it and it should be available only with two or three points in the skill. The gloves should have limited charges of it at the start so you cant abuse it.
But... that some other kind of a game.
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veteran
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veteran
Joined: Jan 2009
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Ive been playing Classic and Tactician with removed bloat whole day.
The differences are either non existent or minimal.
(snip)
For those who enjoy this kind of dumb "hardness" someone should make a mod that bloats enemy HP and armors by 2000%. They will love it. Yeah, exactly. There's already a mod out which removes the HP bloat, so if Tactician is "ruined" by removing it and adding in more enemies, additional enemy skills/Talents and other visible differences, there's nothing stopping people who liked the HP bloat from using the same kind of mod you're using now, but in reverse to add the bloat back in. btw, teleport is a total gimmick because you get it at the start while no enemies have it, and all characters can use that skill through the gloves or scrolls regardless if they have any points in Aero or not. It should be nerfed so only Aerothurges can use it and it should be available only with two or three points in the skill. The gloves should have limited charges of it at the start so you cant abuse it.
Nope, I cannot agree with that idea, the game has put in a lot of non-combat uses for it. I just used the gloves to teleport up some mushrooms from an unreachable ledge, for instance. But I'm not worried that Larian will do as you suggest, so I'm not going to argue about it. It was already nerfed in combat to require Aerothurge 2 and cost 2 AP (they could have gone up to 4 AP, but at least it was something).
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old hand
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old hand
Joined: Mar 2014
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Yeah... i dont really think anyone will do it. I was just saying. Non combat uses of it should be given to telekinesis instead. Which would make it much more valuable and needed then it is now.
With the gloves and a lot of scrolls for it i havent even noticed it requires 2 levels in aerothurge.
It just makes a lot of fights much, much easier at the start, while enemies dont have it. So it could be done (theoretically speaking) for a true harder difficulty. Of course it wont be, but just that one change would substantially change the difficulty in a right way.
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addict
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addict
Joined: Dec 2016
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It's the core problem with the armor system. There is now less randomness, but on the other hand it turned into a pure grindfest in armorpeeling. Act 2 tactician actually made use of this and made the armor system decent again. The easiest example is the evasiave aura battle that was mentioned early. Some people go for the convo option to clear it because it seems unclearable as they can never hit the char with that +90% dodge rate (the silent monk has like 110% dodge rate) The trick is that the magister only has 150 magic armor. Even the silent monk nearby has 150 physical instead of the usual magic armor. The game actually wants you to beat the fight with a magic damage CC and apply something like frozen or cripple+slow. I actually used my frozen grenade for once just to help apply the frozen on her for 100% hit rate. And this is used many times through out Act 2 where the armor system is finally used to give enemy actual weakness unlike Act 1 where everything just have high physical and magical armor. The only mobs that break this rule are the Voidwoken but they are kinda intended to be ridiculously op and appear in very limited number with clear method to beat them outside that one specific encounter so far at level 10-11 cave quest.
Last edited by Ellezard; 18/09/17 02:16 AM.
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old hand
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old hand
Joined: Oct 2015
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It's the core problem with the armor system. There is now less randomness, but on the other hand it turned into a pure grindfest in armorpeeling. There are games with no randomness but that are tactical. The issue is that the game doesn't really shift in the situation. In DOS1 for example an enemy not falling for your CC, being immune to it, or being able to move over your obstacles required you to approach things in a relatively different way, and the skills weren't so similar that you could just use a different attack. It is also telling that SOME enemies remained continuous threats within battle. In DOS2 things are relatively straight forward and if you are in danger it is typically because you messed up. Enemies have little-no ability to cause upsets or shift the gameplay. The best example of this are the Gators: They have oil and they have a teleport, but they do it early and you will kill them before then. If they do recharge, well they had it the entire time and your counters are recharged. (Also telling that in spite there being magic and physical armor... ONLY magic gets resistances, immunities, and drains... AND had its cooldowns increased. What a coincidence two of the best magic types are physical) I am not surprised that Tactition mode is both too hard and too easy for some people. If you know the strategy (yes there is a non-exploit strategy) then... well... you just removed the only trick the game had. The armors just sort of ended up weird. Honestly at this point I am thinking hybrid system might have been the better way to do it. Have the armors to prevent "First turn CC I win!", but don't remove the CC chances. Or you know... don't split the armor types and simply have defense AND armor.
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stranger
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stranger
Joined: Sep 2017
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I have found that enemies having more armors and more hp forces me to approach the fights in a different way.
With the armor system preventing most CC, some skills are stronger in Tactical difficulty - Like Teleport or frozen ground.
Calling it bloat does not change the fact that enemies not being easilly CCed makes the game more tactical. You don't just have to stand there punching them for 50% longer, you have to change up your whole strategy in a lot of fights. The way you have to use more suvival tools on the front liners lowers your damage and again makes it harder to get CC in.
Optimizing numbers are more required to be able to win at all.
Me and a friend play it blind. We don't optimize at all really. We play the archetypes we wanted from the start and since we didn't know what skills we would be able to obtain or how gear works, we haven't been able to use any of that to our advantage either, but we still do fine. We struggle with some fights - some are epic, we remember most (kudos to Larian for making most encounters that good) Finished Act1 yesterday. Tons of fun. If you know the game systems and make a party specifically to be strong, I don't think this mode (at least not act1) poses an incredible amount of challenge, so I am glad we are clueless
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old hand
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old hand
Joined: Oct 2015
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Calling it bloat does not change the fact that enemies not being easilly CCed makes the game more tactical. I have definately 100% played games where that was the case. Where simply buffing an enemy changed the way the entire game was played. For example Freedom Force Vs. The Third Reich... The Gorillas are defeated in one hit with one of your heroes stronger attacks, making it a great opener. Yet they not only survive but their attacks are devastating. So suddenly the winning opening gambit means you have to carefully maneuver around. The ISSUE in DoS2s case is the optimal strategies overwhelmingly still work. A lot of people's trouble with the game on Tactition usually translates to them relying on defense to survive a round.
Last edited by Neonivek; 18/09/17 04:34 AM.
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stranger
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stranger
Joined: May 2017
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So far been doing the game on tactician as a solo character lone wolf and am around level 12 now. Some fights are ridiculous due to gains, especially with boss characters as the stats were already high to begin with. It was ok until I got off Joy, the stat increase wasn't that out of wack but now it has gotten a little silly.
I like many others was expecting a similar thing to EE with new mobs and the occasional skill here/there, hardest AI, etc. If its just a +50% armour/hp/damage boost across the board and nothing more its quite the let down and I would change the difficulty back down if I could.
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old hand
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old hand
Joined: Mar 2014
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You can just lower the bloat through a text based mod Horrorscope made. I havent decided which would be a sweet spot yet, but armor buffs can be removed completely, while leaving some extra HP (10 - 20%) and "chance to hit" could be it.
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addict
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addict
Joined: Dec 2016
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So far been doing the game on tactician as a solo character lone wolf and am around level 12 now. Some fights are ridiculous due to gains, especially with boss characters as the stats were already high to begin with. It was ok until I got off Joy, the stat increase wasn't that out of wack but now it has gotten a little silly.
I like many others was expecting a similar thing to EE with new mobs and the occasional skill here/there, hardest AI, etc. If its just a +50% armour/hp/damage boost across the board and nothing more its quite the let down and I would change the difficulty back down if I could.
I think the extra aura are tactician only since they appear out of nowhere when the fight begins (like the executioner having absolutely no buff but the moment you start the fight, Evasive aura pops up and force you to use AoE magic and CC to kill her) Also the bloated stats aren't that ridiculous when you consider how bloated your stats are going to be with legendary gears you can find from just shopping. The game pretty much scales your enemies stat up as much as you gain from buying items. Most enemies in the level 12-13 zones on non-monster in tactician still get gipped in highground 4 arrows. You're gonna enjoy it even less when a single archer can gip magisters and undead before they even act.
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stranger
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stranger
Joined: Sep 2017
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Just a brief background of my experience: Finished DOSEE tactician and never played DOS2 EA.
I dove straight into tactician considering that my first DOSEE play through was tactician as well. My approach in DOSEE was to play a diverse party which could react to many different situations. This worked pretty well, although it was harder early on than later on. Later it became a little easy.
I thought I'd take a similar approach in DOS2 tactician and I am struggling big time. I can beat a lot of the fights but they are draining resources like crazy and I have to do some crazy positioning before fights. The reason for this struggle is simply armor. In DOSEE you could mostly just CC anyone with a relatively small chance of it failing. In DOS2 tactical you have to get rid of armor first. With my diverse party, I struggle to do any one kind of specific damage well. Just to give an idea, here is my party setup:
Red Prince (Warfare + poly) (ME) Sebille (Ranger) Lohse (Enchanter) Fane (Conjurer)
I can actually use all except Lohse to do physical damage, but the problem is that if you've stripped physical armor you need to have good physical CC to follow up with. Currently only Red Prince has physical CC. Sebille can use knockdown arrows, but she only has so many.
All in all I think summoning is pretty awesome, but it lacks CC. What it lacks in CC it makes up for with totems and incarnate wailing on your enemies constantly. I'm not sure if lacking CC is forgivable in DOS games though. I'll give it a better try in a later play through.
Another learning curve I think is to learn to replenish your own armors.
So I'll be rerolling to something like this:
Red Prince (WAR, POL, maybe GEO) - Melee tank Soak up damage as much as possible and deal as much damage as what can be done with a single 1H weapon.
Lohse (Enchanter with AER, GEO, HYD, WIT) - Support Just heal and buff as much as possible. Maybe switch out for magic oriented offence for fights when required. I like the WIT/GEO combo spells for removing armor which I think will work well in this group. She will most likely be my grenadier as well.
Sebille/Ifane (MAR, AER, some other things maybe) - Ranged damage Basically as much ranged damage as possible. Ellezard mentioned that evasion aura is good so I'll add AER. Also having an extra char with teleport is never a bad thing. I'm leaning towards Sebille because of her having that whole cannibalism thing going. Quite a laugh with her in the party as Red Prince so far though. Good times.
Fane/Beast (WAR, HYD, GEO) - Melee damage slightly support I just want a few points in HYD and GEO for cleanse wounds and of course more armor regen. Otherwise it'll be focusing on 2H dps. I like Fane, but not sure if I want him around considering that regen kills him.
Strategy will be very physical approach and outlast my enemies. Anyone with high phys armor can maybe be dealt with using special arrows and my Lohse. I think once I've done a first play through, then I can get a little more creative on subsequent ones.
On a general note, I think it is an unrealistic expectation to think you can oneshot tactician on your first play through playing whatever comp you want to. Being able to play any comp will come with time and much game knowledge. I oneshotted DOSEE tactician and it left me feeling a little cheated.
As for increasing difficulty by bloating stats, I don't think that's the only thing they did. In developer updates they mentioned the improved AI and extra abilities. I don't have a point of reference given that I don't play classic, but I trust them that the AI is smarter in tactician than classic if they say it is. Bloating the stats just adds an endurance dynamic to it. For WoW players, nailing the tactic one or twice isn't enough to beat that raid boss. You have to consistently do everything well over time in order to beat the boss. The way I see it, it's the same here. I can see how people are frustrated by it though. If Larian come up with some novel way to make it harder I will be surprised and impressed. AI can only be so smart without going down a very deep rabbit hole with incredibly specialized skillsets. They've done a decent job so far and I think with updates it will only improve.
Last edited by Aryah; 18/09/17 12:18 PM.
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stranger
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stranger
Joined: Sep 2017
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The game is already easy as it is, removing the added stats will makes it ridiculously easy just like in DoS1. This is a type of game where when you know how to probably gear up your characters and take advantage of the environments then everything becomes easy, no matter how good the AI is.
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addict
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addict
Joined: Dec 2016
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Just gonna be honest and say that if the players complain about stats being bloated, chances are, they either have very weak builds or heavily undergeared. People talk about 4k health and 4k shield while dealing 250-300 damage a hit. This is my char with at level 13. 9 in Huntsman and 12 in warfare inclufing all the gear bonus. https://i.imgur.com/a9flMXC.jpg378 damage normal shot with a purple weapon. And my 2H red prince does even more than that! If I have a legendary crossbow with rune slot and crit, that's already something like 700+ per hit. At level 13. Enemies need those +50% stat so they can actually compete with super bloated player stat.
Last edited by Ellezard; 18/09/17 12:38 PM.
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veteran
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veteran
Joined: Jan 2009
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The excuse you're giving is essentially that the game was poorly balanced for anything after Act 1. This unfortunately is the natural result of a game so large that it's not possible to do a complete playthrough with the same characters before the next build comes down the pipe forcing a restart. Because no one takes one set of characters through the game, they have no idea about an ACTUAL player's equipment situation. It was clearly a mistake for Larian to try to release a Tactician mode on Day 1.
The bottom line is that Larian set their expectations for a Tactician mode which was similar to the D:OS 1 mode. That stretch goal wasn't promoted as "Pledge a little higher, and get the exact same stat bloat that other RPG's throw in and call it a day!" Even if you enjoy the challenge, that cannot be denied.
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stranger
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stranger
Joined: Sep 2017
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[quote="Ellezard"]https://i.imgur.com/a9flMXC.jpg[/quote]
Why is he so witty?
Also lol at lizard party.
Last edited by Aryah; 18/09/17 12:59 PM.
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member
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member
Joined: Nov 2015
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Crit and first turn everytime? 
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addict
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addict
Joined: Dec 2016
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Why is he so witty? Also lol at lizard party. You need 1 high wit char to always go first unless the game forces you to go 2nd with something like 45 ini enemy while your ini is at 25. Going first will cause the rotation to be me-enemy-me and with my 2nd ranger having the 2nd highest ini, I will get to get to use huntsman ranged attack twice and instantly gip an enemy or, if I spread out my shots, knock down half of the enemy team before they get to act and instantly win the battle on turn 1. And lizard party best party. I'm gimping myself so heavily with having Fane and Ifan using shapeshift mask at all time. So many good hats untouched and this will hurt me even more when they start giving 4-5 warfare or something. The excuse you're giving is essentially that the game was poorly balanced for anything after Act 1. This unfortunately is the natural result of a game so large that it's not possible to do a complete playthrough with the same characters before the next build comes down the pipe forcing a restart. Because no one takes one set of characters through the game, they have no idea about an ACTUAL player's equipment situation. It was clearly a mistake for Larian to try to release a Tactician mode on Day 1.
The bottom line is that Larian set their expectations for a Tactician mode which was similar to the D:OS 1 mode. That stretch goal wasn't promoted as "Pledge a little higher, and get the exact same stat bloat that other RPG's throw in and call it a day!" Even if you enjoy the challenge, that cannot be denied. The only real mode that players should never touch on release is the 1-save-file iron man mode. Tactician is fine because even with no knowledge of what you will run into, as long as the players keep their gears updated and try to follow a hidden set of path the game set for them that can be found by looking at the levels of the animals in the area, they should be able to do it. I blamed the stat bloat too when I got stomped at level 1 to 3. Now that I realize how the game works and how they want to guide the players, tactician mode is fun again. The mirror is always there if I want a free reset too so the players are always free to retry and experiment with something new. No longer do I feel like I'm losing a fight because they have bloated stat. Instead, most of the time, if I'm losing a fight, I really did something wrong or chose a wrong approach. atm, as long as you have the right gears, any build will work as long as it's not weird like "Fire and Ice master wizard" even in tactician. And by default, classic mode should have been the go-to if they don't have any idea what the game will contain due to lack of wiki pages for all the quests and loots location. Tactician mode is a choice here and I'm sure that even without the stat bloats, if people go into fight with underleveled gear, they will still complain about that 2.7k armor which is the amount they will meet on classic instead of the 4k ones.
Last edited by Ellezard; 18/09/17 01:31 PM.
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stranger
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stranger
Joined: Sep 2017
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[quote=Ellezard]You need 1 high wit char to always go first unless the game forces you to go 2nd with something like 45 ini enemy while your ini is at 25. Going first will cause the rotation to be me-enemy-me and with my 2nd ranger having the 2nd highest ini, I will get to get to use huntsman ranged attack twice and instantly gip an enemy or, if I spread out my shots, knock down half of the enemy team before they get to act and instantly win the battle on turn 1.[/quote]
I noticed you also didn't bother to get memory. Is four slots okay for the entire game?
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addict
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addict
Joined: Dec 2016
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You need 1 high wit char to always go first unless the game forces you to go 2nd with something like 45 ini enemy while your ini is at 25. Going first will cause the rotation to be me-enemy-me and with my 2nd ranger having the 2nd highest ini, I will get to get to use huntsman ranged attack twice and instantly gip an enemy or, if I spread out my shots, knock down half of the enemy team before they get to act and instantly win the battle on turn 1. I noticed you also didn't bother to get memory. Is four slots okay for the entire game? You get +1 slots even 2 level. Also bloodrose but that thing is so buggy you should never rely on it. The only one I got Mem on is Fane who can do everything from physical damage (shield bounce op with good shield) to magical and inflict all type of CC. Most skills have been heavily nerfed that normal attack deal way more damage and the skills should only be used for utility purpose unless you are forced to use it like Ricochet for multi-target, Barrage because you have 1 extra AP from haste or Skyshot because there's no way to get to the high ground. I mainly spend the AP on knock down arrow to keep enemies permanently down. Revisit every shop that sells it every hour and every level up and you will never run out of them.
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old hand
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old hand
Joined: Jan 2011
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Calling it bloat does not change the fact that enemies not being easilly CCed makes the game more tactical. I have definately 100% played games where that was the case. Where simply buffing an enemy changed the way the entire game was played. For example Freedom Force Vs. The Third Reich... The Gorillas are defeated in one hit with one of your heroes stronger attacks, making it a great opener. Yet they not only survive but their attacks are devastating. So suddenly the winning opening gambit means you have to carefully maneuver around. The ISSUE in DoS2s case is the optimal strategies overwhelmingly still work. A lot of people's trouble with the game on Tactition usually translates to them relying on defense to survive a round. I just wanted to agree with this as well, simply boosting stats can change tactics for sure. I want to suggest another possible way of changing AI behavior without boosted stats other than one... Mod in +1 to +4 AP recovery for AI. That will give the AI more AP for more attacks/options for each round, definitely will be harder, change tactics on your end and not have meat mountains each fight. So the same idea I shared with reducing boosts, you can add in AP there as well. Also looking at how to make it a mod that you can just download it from say the Workshop, I hear that is possible now with stats. Hiver that maybe something interesting to test.
Last edited by Horrorscope; 18/09/17 04:34 PM.
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addict
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addict
Joined: Dec 2016
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If you loremaster them, they already get ridiculous amount of AP per round and some of them can move half a map for each point of AP while slowed. Pretty much everything starting at driftwood gets 6 AP per round.
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stranger
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stranger
Joined: Sep 2017
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I slapped everything to 25 and it feels just right early game. Was able to two man the cheater when before I couldn't. Sadly trying to rebump the stats up again will make the npc have missing hp.
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old hand
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old hand
Joined: Oct 2004
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I've been playing tactian mode and it is pia but so far i've manged to make a little progress. However reading this thread I wish i could downgrade it one notch. I'm also tired of the ai cheating. What I mean by cheating is the ai seems able to shoot through towers and over towers that I can't. I just can't figure out what option allows it to cast spells and shoot arrows over towers that block my characters. Also the Ai seem to have further range for spell or bows (i wonder if stats somehow increase range).
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addict
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addict
Joined: Apr 2013
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I made it to chapter 4 in tactician mode and i'm having a blast. 
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stranger
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stranger
Joined: Oct 2015
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Just a quick question for people since they didn't mention it and I don't know if people do know about it? You do realize you get exp for the whole party killing things even when one character is dead right?  I know its different from the first game and I wonder if that's what is making it so much harder for some people cause you only need 1 character to survive and not all 4 lol
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old hand
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old hand
Joined: Mar 2014
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Guess what i found out...
There is now LESS magisters in the Fort Joy courtyard, when you fight them together with that Paladin. At least three or four magisters have been removed from that fight compared to the EA versions of the game.
Probably because they would manage to kill the Paladin sometimes so some "players" were crying about it.
I also think one or two silent monks were removed from the Flenser fight. Im not completely sure but i think there were 4-5 of them in EA, now there are only three.
How tactical of you Larian.
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journeyman
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journeyman
Joined: Dec 2015
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Been playing at my brother house and didnt seem to have any of the problems you mention. Yes some fights were bad early on but that was because I didnt initially understand the armor and shield mechanic. The second I understood that the game was fine. I did have difficulty with a few battles, like the one with the Fort Joy leader (the guy making monks and has 2 elemental magisters with him), but only because I didnt have enough damage output to knock down his defenses quickly enough. The outdoor fight with the bunch of magisters was also tough but manageable (with the help of the paladin). This problem went away when I decided to move forward and leave the castle. I had already found a way out long prior but decided to hang out a bit longer... that was a big mistake because the minute you get out, they give you that insane crossbow which has crazy damage output. Even without a single point into hunter, that thing was nuts in the hands of anyone that can use it.
There are some things I dont like about the game like not passing skill checks early on even though I was heavily invested in certain stats, and how they didnt expand much on talents and skills, or the dumbing down of crafting (no longer requires planning or skills), etc. The game itself is enjoyable so far though I have not gone far yet (just cleared fort job so far and hit level 6 outside in the marsh area.
I did finally realize why there was so much elf hate. Elves are so good that they might as well be broken. That extra AP early in a fight is huge not just for damage but also positioning. Its a hell of a lot more valuable than other racials so far. Hopefully the AP becomes less of any issue later.
Last edited by Marc54; 19/09/17 06:39 AM.
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stranger
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stranger
Joined: Sep 2017
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Also the Ai seem to have further range for spell or bows (i wonder if stats somehow increase range). Higher ground gives you a range bonus. I was also a little confused by this, but then when I got a character onto higher ground I witnessed that sweet, sweet range bonus for myself.
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old hand
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old hand
Joined: Oct 2004
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Also the Ai seem to have further range for spell or bows (i wonder if stats somehow increase range). Higher ground gives you a range bonus. I was also a little confused by this, but then when I got a character onto higher ground I witnessed that sweet, sweet range bonus for myself. i know higher ground helps but even when we are the same height they seem to have much further range; esp the ability to shoot over or through towers that block myself.
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veteran
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veteran
Joined: Jan 2009
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Guess what i found out...
There is now LESS magisters in the Fort Joy courtyard, when you fight them together with that Paladin. At least three or four magisters have been removed from that fight compared to the EA versions of the game.
Probably because they would manage to kill the Paladin sometimes so some "players" were crying about it.
I also think one or two silent monks were removed from the Flenser fight. Im not completely sure but i think there were 4-5 of them in EA, now there are only three.
How tactical of you Larian.
I don't think you're right on this. Right now there are 5-6 Magisters in the fight. There is no way there were more than 6 or 7 in EA, certainly not 10. The Flenser fight in EA only had 3 Meat Golems.
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apprentice
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apprentice
Joined: Sep 2017
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Considering that we're talking about tactcian mod, some suggestion to beat the scarecrow near driftwood? I've 2 character with glass cannon, which is rly good but it's also a tremendous handicap vs the perma-fear aura of the scarecrow. It's really hard to beat that scum with 2 dps perma-feared. Any ideas apart from respecs my guys?
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addict
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addict
Joined: Dec 2016
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Considering that we're talking about tactcian mod, some suggestion to beat the scarecrow near driftwood? I've 2 character with glass cannon, which is rly good but it's also a tremendous handicap vs the perma-fear aura of the scarecrow. It's really hard to beat that scum with 2 dps perma-feared. Any ideas apart from respecs my guys? Remove glass cannons. CC aura is a thing on tactician so don't even touch it.
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apprentice
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apprentice
Joined: Jul 2014
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CC on tactician mode can be a bit more involved than using a skill though
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