Really hoping Torment: Tides of Numenera manages to keep to their promise and only have quality combat encounters.It seems to have the same shortcomings as pillars battle wise. Battles are all the same and go for the quantity over quality approach.
I love how the lore (green) tooltips indicate information your character should already know. I was replaying DA:O recently and there was a lot of really stupid stuff where my human noble (!) could ask stuff like "Who rules Ferelden again? Which one is the capital city?"
Does the first quest have a timer??? Wtf. What are the consequences of going over the time limit? Is the entire game timer based?
Does the first quest have a timer??? Wtf. What are the consequences of going over the time limit? Is the entire game timer based?
I must be being really stupid - - - how do you unstack items to split them between multiple companions?
Did you check if the items went into stash?
He should definitely do that... I have not encountered this bug.
See I think that Tyranny really gets rid of most of the trash encounters- that's why combat feels longer. Each encounter is more of an event.
You don't have a GSync monitor do you? There is a bug with GSync that give you a low framerate unless you disable it.
This game is badly lacking a second companion who can hang in melee in addition to barik.
Verse get's into wound territory every single fight that she has to be engaged with even one enemy, and Kills from shadows has some bug where she refuses to ever attack, at least in my game.
Spell effectiveness is REALLY annoyingly low, on Hard at least. Spells do mediocre damage and crowd control only seems to work about half the time, on average. Maybe that'll improve later when I get better Accent runes, but right now it's brutal.
Verse get's into wound territory every single fight that she has to be engaged with even one enemy, and Kills from shadows has some bug where she refuses to ever attack, at least in my game.
One cool thing that I almost didn't notice is the dynamic biography making its return.
Light armor types like Verse rely heavily on deflection. She's actually got some good talents on her melee talent tree for tanking damage alongside dealing it. She can be an ideal off-tank if you build her that way.
Ehh, I don't agree. Direct damage is pretty poor, but the sheer utility has made them valuable.
Just make sure you're not trying to use them with a non-proficient caster, that will kill their success rate. (I don't mean lore-wise, but spell school-wise.)
I think I might have fucked myself then :/ Tried to go full on Archmage sorta deal, but as a result none my type proficiencies are that great.
The one exception is the healing spells, everyone in the party has the Touch of Vitality spell on them. That one's a winner.
The more I think about it, the more I like the setting; it's almost Shadowrun-level in terms of the lived-in feel it has, and the characters it is occupied by. Like, there's an incredible atmosphere and sense of place that most RPGs, and heck, most games, lack. It's like a portal into another world.
I'm really happy Obsidian took the Pillars template in this direction. It's making me really excited for the presumed Pillars 2.
I think I might have fucked myself then :/ Tried to go full on Archmage sorta deal, but as a result none my type proficiencies are that great.
The one exception is the healing spells, everyone in the party has the Touch of Vitality spell on them. That one's a winner.
I stopped playing PoE somewhere in Act III because I got distracted but this game is making me want to go back and grab the expansion during winter sale and dive back in, especially with the patches and improvements that PoE has gone through..
I wonder what future patches will bring to Tyranny
I decided to spec javelin on my dude just because I never see that as an option in these kind of games. Hopefully doesn't suck.
Is this game really about 20 hours long? I've just about finished the 2nd act at 18 hours and I'm wondering if there are like 10 acts or is the 3rd act super fucking long.
One thing that surprises me compared to other RPGs is the accuracy levels (on hard), outside my main melee dude who usually has about 80% accuracy with his combat skills, the rest of my companions often have like 40-60% accuracy on skills and spells, which considering the cool downs and generally lower damage of it all is kinda of low. Idk, still doing fine on hard difficulty wise with my MC & Barik tanking and Landry & Sirin spelling behind them about 11 hours in.
Yup.
After crafting spells, mobs that I had to split in order to win are easily manageable.
I will have to let Verse go as soon as I find the next companion. She and my MC are kinda redundant right now.
By the way, do subterfuge level up by sneaking around enemies too?
Heh, yet to see a game that had a spellcrafting option that wasnt mad broken at release.
Hmm, you MC is a Duel Wielding/Archer hybrid? She can go either way or do both.
Oh, also, can you get the game to auto-pause when someone discovers a trap? Because I can't find it in the autopause and my party loves to acknowledge a trap right as they are about to run through it :|
Options > Auto-Pause > Hidden object found
The A.I. is bad. I suggest toggling it off when you need to do anything delicate.
Ehh, I don't agree. Direct damage is pretty poor, but the sheer utility has made them valuable.
Just make sure you're not trying to use them with a non-proficient caster, that will kill their success rate. (I don't mean lore-wise, but spell school-wise.)
Spells have save my ass on several occasions on hard. I even have Verse and Barik with a healing spell each.
I think I might have fucked myself then :/ Tried to go full on Archmage sorta deal, but as a result none my type proficiencies are that great.
The one exception is the healing spells, everyone in the party has the Touch of Vitality spell on them. That one's a winner.