Originally Posted by geala
In my opinion having only one save in this game is a bad thing. I did not reload saves in my first normal playthrough wether I liked the outcome or not. If you cannot control yourself, ok, that's bad. But there are some very bad design ideas at some points of the game, in my opinion, totally unimmersive and artificial, where being able to reload is a good thing. I still wonder how many of the Isobel incident enthusiasts actually played further after failure. In my current Honour mode playthrough I have to accept the one-save feature. I'm not very interested in such ironman stuff, I'm interested in the additional abilities.
For many people one save is great to enjoy random (and D&D how it supposed to be), it adds more to replay value, instead of boring "clear everything" thing.

Originally Posted by geala
Respeccing does not have such a big influence.
Seriously? Having party of 4 same OP builds and then changing them to 4 other OP builds is not a big influence? Also, for example, a lot of people switching the strength to 8 in the strength-based builds, because they can use elixirs every day and gloves later.

Originally Posted by geala
Before we removed it from Honour mode, several other things had to be done, like removing 90% of scrolls, changing stealth, making shove an action, removing the ability from Haste to give a second cast or removing the vulnerability from wet.
It's nothing comparing to mentioned above, at least it's not that much against role-playing, and I'm pretty sure that you only have second cast from Haste in Tactician and below, but not the Honour mode, there are no additional actions from haste in the Honour mode.

Originally Posted by geala
Not all quests are bad, the bad stuff is mainly in the third act. And there are quests with no hints or very misleading hints. Quest markers are bad, but if you don't have them the hints cannot be "it's near the water" and then it's far away from the water. How did you find Ferg Drogher, for example? Or, another example, if you need to find a hidden room, the clue cannot depend on a perception check you can totally fail, so quest over.
If to talk with Shadowheart in the beginning of act 3 she says something like that there are probably the Shar's spies nearby and we have to check the crowded places for them, as that's how she would do it on their place. When you come close to Ferg Drogher he says something and it's obvious that you have to talk with him. So there is a good hint and you can find him simply by scouting area, not even clearing everything, that's how I find him. Why he even significant? As far as I can see it changes nothing if to not speak with him, it's just some bonus dialogues to SH story. And, imo, it's great if you can miss some side quest because of a failed perception check, that's exactly what I would want from honour mode in D&D game. Also, you do know that every new character will roll a perception check, so if 4 characters from your party failed it you still have a ton of mercenaries in camp, right? So actually you can't fail quest because of it if you really want to complete it.

Last edited by Delivor; 30/01/24 05:31 PM.