I want to start this post off by mentioning that I'm well aware that devs change lore on the fly to suit particular game mechanics. I've begrudgingly come to accept this as a norm in game development although I wish it didn't happen as often as it does. My main beef with the invisibility ability is that it is now a Source ability. I'll state my reasons why I think it shouldn't be and my overall gripes with the ability below.
1) Invisibility in DOS came in 2 forms: the scoundrel and aerotheurge ability. This was great IMO because it didn't force characters down a particular skill set in order to access it. In the current state of DOS 2, it is a scoundrel ability only. Not a huge deal, but a step backward in terms of options available to players.
2) To me, source abilities should have multiple functions and/or conditions. For example: Overpower will completely destroy an opponents armor and cause a KD if the user's armor score is higher than the character on the receiving end. So, in addition to doing good damage, it destroys armor and causes KD depending on conditions. This ability can completely swing the fight in your favor against bosses and is complete overkill against any other type of hostile NPC. Invisibility or "Walk in Shadows" as it's called in game, simply makes you invisible with no other benefit unless you have the Guerrilla perk. The problem I have is that such an ability is countered by pretty much any AOE or damage tick. For an ability that takes up 3 memory slots and costs 1 source point to activate, this has officially become a source ability that I do not feel is worth the source/memory to use/slot.
3) I have come across 2 different NPCs who were both wearing Source Collars that were able to use this skill. The characters I'm referring to are the child who introduces you to Ser Withermoore and the assassin who Griff sends after Stingtail if you rat him out. This particular problem definitely expands beyond just the simple use of the invisibility skill and branches out into other features I take issue with; which is player characters and NPCs not following the same rule set. This is made more obvious when you use loremaster to examine an NPC and you realize that almost all NPCs have stats that dwarf your characters. One example is the NPC Windego who you meet on the northern beach after you escape the fort. At level 5, her stats are at a point that would be completely unattainable for a level 5 Sebille, Red Prince, Ifan or Lohse. My wish is that at release, the stats of NPCs are closer to what they would be if they were player characters, bosses be exempt for obvious reasons.
Agree? Disagree? I welcome any sort of discussion on the topic. Thanks for reading.
Last edited by Uriseph; 01/10/16 07:56 PM.