AntiFacebook
Member
How can I increase the maximum number of supplies I can have? so far I can only have 2.
How can I increase the maximum number of supplies I can have? so far I can only have 2.
I don't think the level cap is too low. Completionists that do everything as soon as it's available and make sure to 100% every single sidequest can not complain about hitting the cap early, imo.
I do explore every location, but only engage in the sidequests that are engaging/interesting and, more importantly, make sense for my character. I've finished Act 2 and I'm close to level 8 and fully upgraded the stronghold - most encounters are challenging enough at my difficulty level and the balancing seems absolutely fine.
If you min/max, you reap what you sow.
The class seems fairly straightforward to me (though a bitch to micro), but I suppose this is about it being viable at higher levels of difficulty.oh, and I just checked the Obsidian forum and apparently I'm not the only one who doesn't know how you make the monk class work
I'm not taking them to task, it's a completely valid way to play of course. Still, it's weird to hear the complaints that they can't do everything and still expect to not hit the cap earlier than other players. Can't have your cake and eat it, too.That's not min/maxing though. It's just playing the entire game. Min/maxing would be abusing respawn points (if they existed) to power level early. Just actually playing the available content is vastly different. Not that I have any complaints about the difficulty level or anything, but taking people to task for exploring every available quest of an open RPG is sort of odd. Kind of like being upset that people keep passing the ball in Madden or something.
I'm not taking them to task, it's a completely valid way to play of course. Still, it's weird to hear the complaints that they can't do everything and still expect to not hit the cap earlier than other players. Can't have your cake and eat it, too.
If you put yourself in the shoes of the game designer, it's clear that a game with this sort of leveling system must be balanced around some sort of median player, not the extremes of the player who only does the main story or the player who does 100%.
I'm sure its exacerbated by party composition and being low level, but not super enthused at the spell system being a return to the "5 minute workday" for most casters
I think on higher difficulty where you can't just rest whenever you want (unless you like taking detours) the system forces you to manage your spells properly. That said, even beyond their spells casters are useful, though obviously not mindblowing.
I keep reading that wizard's spells level 1&2 are free once you're max level, I went back to the game and that is defnitely not the case for me even post patch.
They're not "free". At level 9, your level 1 spells go from being "per rest" to "per encounter". The same happens with level 2 spells when you hit level 11.
The count will still go down with each use, but it restores when the encounter is over.
If he's your main tank and specced for defense I'd put him in the best armor you have. You don't need a second chance if you're always the last character to go down.Should I Plate-up Eder or leave him with his starting armor? (dat second chance)
There are other ways to get second chance, and I ultimately felt it was better that he never go down in the first place, so I've gone with elaborate platemail. That starting armor is pretty great, though, and you can enchant it to make it even better.Should I Plate-up Eder or leave him with his starting armor? (dat second chance)
Currently in Act 3 and I am assuming approaching the end game. A few questions:
1. How many bounties are there in the game? I wrapped up the first batch and have been assigned another four. Are there any more after that? If I am at max level are they worth it and drop interesting items or should I call it a day?
2. How do you conclude Durance's personal quest? My journal just recommends to keep on talking to him. Is there a specific trigger to wrap it up?
3. In the waterfall area north of Twin Elmsis there a quest tied to the hunter at the base of the waterfall? I found his spirit and the tiger's but nothing came up.
I don't know why CRPGs keeps chasing strongholds to begin with. I mean, sure, NWN2, DAI, and even DAO: Awakening did interesting stuff with their strongholds, but even then it was lacklustre and completely contrary to the game at large. They're the antithesis of "roving band of adventurers" and are always so meaningless to the overall plot and gameplay that they'd hardly be missed were they cut entirely. Only by designing the entire game around it (like Dragon Age 2 but not hot garbage) could they possibly make it something wonderful.
NWN2's Stronghold is awesome and still the gold standard CRPG stronghold as far as I'm concerned. Though, to be fair, I played BG2 as a Ranger so my "stronghold" was a cabin and not very interesting.
Question regarding the later half of the game :
Will I be able to return to Defiance Bay at some point? cause some quests that didn't ''fail'' still needs me to get back there.
You will, just get to Twin Elms first.
Currently in Act 3 and I am assuming approaching the end game. A few questions:
1. How many bounties are there in the game? I wrapped up the first batch and have been assigned another four. Are there any more after that? If I am at max level are they worth it and drop interesting items or should I call it a day?
2. How do you conclude Durance's personal quest? My journal just recommends to keep on talking to him. Is there a specific trigger to wrap it up?
3. In the waterfall area north of Twin Elmsis there a quest tied to the hunter at the base of the waterfall? I found his spirit and the tiger's but nothing came up.
Also, some of the companion quests and their conclusions are pretty depressing, geez:
Eder - Apparently doesn't find out why his brother decided to switch sides
Kana - The wizard he was looking for turns out to be a bit of a nobody and the chant he was looking for doesn't appear to exist
Sagani - Finally find the soul after 5 years, only for it to be a dying deer
Grieving Mother - Was jedi mind tricking a whole village to the point someone ended up dying
Aloth - Is a Leaden Key spy
Damn Obsidian, cold blooded.
2. How do you conclude Durance's personal quest? My journal just recommends to keep on talking to him. Is there a specific trigger to wrap it up?
Regarding the RPG Codex post the only thing that jumps out at me after 40+ hours is the encounter / enemy design piece. I have gotten into the habit of approaching every single encounter the same way: stealth approach, tank bottle neck, AOE debuff / damage like crazy, rinse repeat.
Not the end of the world but more variety would be nice. With the expansion or sequel I would love to see:
More ambushes or non-traditional approaches from enemies
More enemies with super high resistances to certain damage types forcing you to use less popular weapons or skills
swarms of smaller enemies that can bum rush your tanks
giant enemies that can ignore engagement rules
more enemies that use status effects on your party
Stuff like that
Raedric's Keep quest(ion)
I missed Orya (?) the crazy dungeon mage lady and encountered her after I killed Raedric. I guess she was some kind of mini-boss. She was friendly when I found her, but is she worth killing? She was kinda being a grade A bitch, anyway. Will it affect the game later on?
So I accidently join the er, Traditional Knights instead of the Citizen Brigade (I don't recall the names) at Defiance Bay
Is this going to bone me later? Cause RP wise my character is much more Citizens Brigade and I don't want to end up getting an "evil ending" or something.
So I accidently join the er, Traditional Knights instead of the Citizen Brigade (I don't recall the names) at Defiance Bay
Is this going to bone me later? Cause RP wise my character is much more Citizens Brigade and I don't want to end up getting an "evil ending" or something.
So I accidently join the er, Traditional Knights instead of the Citizen Brigade (I don't recall the names) at Defiance Bay
Is this going to bone me later? Cause RP wise my character is much more Citizens Brigade and I don't want to end up getting an "evil ending" or something.
- The Mafia is, well, the freakin' Mafia.
So how many Dragons end up being in the game, for the achievement?
Are there any more beyond? I wouldn't be surprised to see another show up as a bounty.Sky and Adra
The way I saw it and with the way I played my character, they're all just a means to an end and I simply used one of the factions to further my own quest of finding Thaos and finding out more about what happened to me. I didn't feel like my character would truly align herself with any of them.I'm kinda in the same situation, though I don't think I made a final choice yet. Honestly, I think that whatever we choose, we are boned:
- The Dozens are not better than a mob out to kill the first scapegoat they can find (ie. animancers).
- The Knights are playing with things they don't understand, and seems to follow a "the end justifies the means" policy, which I found repulsing.
- The Mafia is, well, the freakin' Mafia.
So, yeah, I kinda don't want to explore those factions any further, because to my eyes they are all assholes.
So I accidently join the er, Traditional Knights instead of the Citizen Brigade (I don't recall the names) at Defiance Bay
Is this going to bone me later? Cause RP wise my character is much more Citizens Brigade and I don't want to end up getting an "evil ending" or something.
I accidentally joined the Dozens. Maybe I'm not reading carefully enough but I do NOT think the game presented this permanent faction decision in the proper way at all. I had no idea I was committing to a faction by accepting a quest. I was pretty unhappy when I learned about it LONG after completing said quest.
I ended up with the Dozens simply because of the order I was completing side quests. Not too happy about it.
I accidentally joined the Dozens. Maybe I'm not reading carefully enough but I do NOT think the game presented this permanent faction decision in the proper way at all. I had no idea I was committing to a faction by accepting a quest. I was pretty unhappy when I learned about it LONG after completing said quest.
I ended up with the Dozens simply because of the order I was completing side quests. Not too happy about it.
Good to hear the Brigade is almost/just as bad. Though the Knights are doing "bad" things with Souls which seem to be of limited supply in this world.
Well...not really.
The game mentions that souls can divide from one great soul which explains population growth. But the souls are less then what they were.
They actually say in the dialogue that you won't be able to work for the other two factions when you accept the second quest, at least for the House and the Knights. It could be made a little clearer that it's accepting not completing the quest that locks you in though.
Oh man. Well, I'm stuck with the Crucible Knights I guess.
They actually say in the dialogue that you won't be able to work for the other two factions when you accept the second quest, at least for the House and the Knights. It could be made a little clearer that it's accepting not completing the quest that locks you in though.