Plumpbiscuit
Member
Just got my KS Collector's Edition.
I am having the worst time picking a "class" for my characters. I can only have 4 ppl at a time and just don't see a way to fit all i want. I've got a fire/geomancy wizard and hydro/air whatever, then a warrior type 2H, and a dual dagger rogue. I cant find any way to take things like summoning,polymorph, the entire ranger/bow lines, necromancy etc. Is this just the way it is? Stuff sounds amazing and i hate the thought of not ever using any of it. Another thing i keep reading is that hybrids are not a good idea - hybrid here means a character that has skills that depend on more than 1 stat. Is it true that if i have to raise 2 stats on someone they will end up meh at everythng? it would make my life easier if i could just tack the missing things on to my 4 peeps.
Just got my KS Collector's Edition.
Sorry for re-posting, but for those who have made it out of fort joy, do all the companions remain available after leaving or do I need to take the party I want to continue with?
I love the armor system. Best addition to combat. It can work in your favor too you know. The armor part is whats challenging, once you've depleted an enemy's armor he's done because the amount of CC ar your disposal.
You can get Bull's Rush and then you can take other skills to make it easier, 1pt Polymorph gives you Bull's Horns(gives you a 2nd charge, that bleeds instead of knockdown), 2pt polymorph gives you Wings(1ap 1turn cd flight move skill, excelent stuff for moving around and lasts for like 3 or 4 turns, also makes you take no surface damage when moving around, sadly not when you're standing still though), 1pt Scoundrel gives you Backslash or whatever which teleports you behind the enemy, 2pt Scoundrel Cloak and Dagger 1ap teleport, 2pt Huntsman Tactical Retreat which moves you around AND gives haste(forgot the AP cost though). Can also use Blitz in Warfare which will jump to an enemy, attack, then jump to another close and attack, leaving you there. The destination can't be controlled easily if there's a bunch of stuff together, but used on a single mob it'll just move you behind it like Backslash.
If you're pure warfare your options are a bit limited but having 1pt poly mostly fixed my issues with Bull's Horns tbh, once you have 2movement skills it tends to be fine. Also use teleport from mages to move stuff closer to you, works fine that way.
Provoke should definitely go through armor, it kinda sucks since it only lasts one turn and has a shitty aoe. I did learn it on my tank cause I found a book for free and I got to use it on a really high health mini boss encounter thing since I ripped his physical armor very quickly but still wasn't that great especially with the huge cooldown. I'm not too bothered with the tank efficiency though, double knockdown and cripple are pretty solid right now.
Btw is there a "town" other than Fort Joy in act1? I killed one of the book vendors fairly early on as part of origin quests and it's really hurting my mages' progression. On the other hand I also want to kill the others to get some free books cause all these spells are expensive as hell.
I hate the armor, I'll switch to explorer now.
Shame considering how much I adored OS1s combat
I don't mind the "not being able to CC" part. I hate that magic armor and physical armor is separate. Full physical team or full magic team is much better in this system than a mix team of let's say 2+2.
Just defeated W. What's the point of getting theindegoface-ripper if she just drops the fully-crafted mask?
Some enemies are easier to take down by magic because they have less magical armor than physical though. Or the other way around. That makes strategy more important.
This. Single pool would make it less strategic. Now I attack casters with my shadowblade, have my tank absorb the dmg fron the melee mobs while my mages wittle down their magic armor.
Provoke not working on armor is bs though. I expect Larian to patch provoke.
Some enemies are easier to take down by magic because they have less magical armor than physical though. Or the other way around. That makes strategy more important.
The armor difference might become bigger in later game but at least based on this early game the difference doesn't really mean much. A full physical team that I'm currently running (I restarted after a mix team) is still crushing physical armor enemies quickly.
Full physical team or full magic team is much better in this system than a mix team of let's say 2+2.
Is this really the case? I feel like 2+2 is a much better setup, at least on the hardest (tactician) difficulty I'm playing. Playing all-physical party vs a melee-heavy group of enemies sounds frustrating, if not boring. You'd be losing on so much life-saving magic CC which do wonder vs armor-heavy enemies while you are disposing of archers and mages. With 2+2 I'm shredding through BOTH physical and magical armor pretty quick and don't really feel powerless or frustrated. So far the balance has been great for a wide-spread (in terms of skills and abilities) party.
I mean. Ok so lets say we remove armor system and you can always apply status effect and CC then the game difficulty is trivial. We could instead make cc and status effect have less % chances to hit and add more hp to mobs but whats honestly more fustrating? Missing a 85% chance to knockdown or get an almost garantueed one once armor is gone? It's an easy answer. People who have played xcom knows what I'm talking abt.
The armor difference might become bigger in later game but at least based on this early game the difference doesn't really mean much. A full physical team that I'm currently running (I restarted after a mix team) is still crushing physical armor enemies quickly. Game feels way way easier than it did with the mixed team (because you can make all your 4 members attack one enemy at a time -> enemies die faster because you only have to go through one style of armor --> easier fights overall). Just out of interest I might also try a full magic team later.
I mean. Ok so lets say we remove armor system and you can always apply status effect and CC then the game difficulty is trivial. We could instead make cc and status effect have less % chances to hit and add more hp to mobs but whats honestly more fustrating? Missing a 85% chance to knockdown or get an almost garantueed one once armor is gone? It's an easy answer. People who have played xcom knows what I'm talking abt.
I don't have a problem with the system if there are enemies later in the game with like let's say 1000 magic armor, 0 physical armor. And other way around. I really hope there are but just based on act 1 this isn't really a case (the armor difference isn't big enough to force you to have both types of damage).
Ta, appreciatedThey're still available for recruiting at Fort Joy.
But in any case I agree with a post above, having 4 characters attack a single enemy is a bad tactic
*must... stop.. playing*
*must.. go to .. bed..*
Monsters/animals usually have 0 physical armor or 0 magical armor in Act 1 at least. This fact made lv 3 party tactician encounter vs 3 frogs doable early.I don't have a problem with the system if there are enemies later in the game with like let's say 1000 magic armor, 0 physical armor. And other way around. I really hope there are but just based on act 1 this isn't really a case (the armor difference isn't big enough to force you to have both types of damage).
Based on act 1 alone, it's the tactic that makes fights go through faster in my experience (= easier).
But, this discussion is based on early game alone so I'm just going to let it go. Like mentioned, it might change later on in the game. And I really hope it does.
Based on act 1 alone, it's the tactic that makes fights go through faster in my experience (= easier).
But, this discussion is based on early game alone so I'm just going to let it go. Like mentioned, it might change later on in the game. And I really hope it does.
Jealous. I got a shipping notice for my non-KS collector's edition on Thursday evening, but according to DHL's tracking service they haven't even picked it up yet...
Everywhere I go mobs are wrecking me.
I am level 3 and so are they
The crocodiles
The fire blobs in the caves
The houndmaster in the dungeons
I dont have anywhere else to go.
Is there avway to reach the door next to the fort main gate? I got the key from the magister whose dad was turned into a ghost.
I dont have money to buy gear or spells.
I have 2 wizards, fire and lightning but it feels like their aoe hurts me more than them. A necromancer and a useless tank.
I am terrible and need help
Everywhere I go mobs are wrecking me.
I am level 3 and so are they
The crocodiles
The fire blobs in the caves
The houndmaster in the dungeons
I dont have anywhere else to go.
Is there avway to reach the door next to the fort main gate? I got the key from the magister whose dad was turned into a ghost.
I dont have money to buy gear or spells.
I have 2 wizards, fire and lightning but it feels like their aoe hurts me more than them. A necromancer and a useless tank.
I am terrible and need help
This is probably my issue huh, a memory leak?
I found it rather funny that everyone in Fort Joy keep saying there is no escape, and then I found like 5 different ways to gtfo and kept reloading everytime because I felt it was too soon or not the way I wanted, lol
Haha indeed.
I made sure that I've opened every possible exit paths there are so I wouldn't miss even a single exp points.
Not even miss a single exp, eh?
But did you Edit: Just noticed you said you were in the middle of act 1, disregard this.