• Announcements

    • but conjugation declined

      Logging in   05/10/2017

      If you had an account and can't log in as of 5/9/17, this may be because of a change in logins with new forum software. You can log in using your publicly displayed name (not your username) or your email address and the password you used before.   If you have problems with this, please ask any of the mods or admins. 


Global Moderator
  • Content count

  • Joined

  • Last visited

About Lilith

  • Rank
    in before the apocalypse
  • Birthday 07/01/1986

Profile Information

  • Gender
  • Location
    Melbourne, Australia
  • Interests
    ʎɐɓ ɯı
  1. I believe it's a 33% chance, yes. Which still means your potential damage output in fights where you use it is increased by nearly one-third on average.
  2. Even just comparing melee vs. batons, melee does, at best, comparable damage to high-end missiles and is much less convenient. As a melee character, you're painting a gigantic target on yourself by having to charge into melee while your creations attack from range (because creation melee attacks are even worse than your own). So it's not that having the strength to wear more armour is an advantage, it's that it's a necessity just to survive the extra damage you're taking. A ranged character played by someone who can properly manipulate enemy AI can practically pick and choose which attacks go to themselves and which to their creations; a melee character is far more limited in their options. In the context of a solo character who's going to end up taking any and all enemy attacks anyway, melee can be worthwhile. But for a character relying heavily on creation support (and remember, my comments about melee vs. ranged were originally in the context of the Shock Trooper, who is shaping primary, combat secondary), ranged is the clear winner from a tactical perspective.
  3. Yes, melee attacks are worse. Yes, really. Really really. Really truly. Keep in mind that nearly all enemies also have significant resistance to physical damage, while there are a number of important enemies with zero resistance to elemental damage types (notably, Unbound are completely vulnerable to energy damage, and quite a few enemies are completely vulnerable to cold). So the numbers look even worse if you compare melee vs. magic rather than melee vs. missile. And that's before you take into account that it isn't always easy or safe to get into melee range in the first place.
  4. To be honest, I kinda miss the Geneforge 1 system where melee did about twice as much damage as it does in later games; if you were playing as a Guardian and you needed a single specific enemy dead immediately, you could walk up to it and kill it in a turn or two no matter what it was. It was a freewheeling white-knuckle kind of balance, since enemies could kill you almost as quickly, but it worked to give melee characters a niche all the same.
  5. I've done a no-magic Shock Trooper run of G4, and it worked better than I expected it to; there are enough buffing items in the game that you should be fine as long as you don't sell any and you're not completely reckless in how you use them. For what it's worth, I never felt like more HP would have helped much, either: a small investment in Endurance is enough to put your survivability on par with your creations, which is all you really need. (You'll probably have less HP than they do, but you'll have better resistance to most damage types thanks to armour.) I'd suggest focusing on missile weapons rather than melee, since high-end batons hit harder than swords and you'll be less of a target if you're not charging headlong into the middle of enemy groups. Having said that, a Shock Trooper is still flat-out worse than a Lifecrafter in 90% of situations and I'm not sure how to fix that without fundamentally rebalancing physical combat. But it's at least not so much worse as to make it non-viable for playing through the game, even on Torment; I personally found a no-magic Shock Trooper easier to use overall than a magic-using solo Servile.
  6. Yeah, in the new trilogy, linear skill point costs and the existence of skill trees mean that specialization is encouraged rather than discouraged, and there's really only enough points available for each character to do one thing well; a few points in priest spells for basic healing can be viable on any character, and spellcasters can pick up a few points in weapon skills purely for the battle disciplines, but that's about the limit of how far it's worth going with generalization.
  7. Unfortunately, YouTube embedding has had to be disabled for now due to some issues with it in the new forum software.
  8. Note that the last post in this thread before yours was in 2006. The ship may have sailed at this point.
  9. Jeff's said in the past that the genders associated with the playable classes shouldn't be taken as a reflection of the Geneforge setting's "actual" demographics but simply as a consequence of limited art assets, for what it's worth.
  10. I think some icon adjustments don't work if fast graphic settings are turned on in the game's preferences. I remember that being an issue for other SW games of around the same era as well.
  11. The main factors are their level and their magic resistance. Higher-level enemies are harder to land status effects on. Magic-resistant enemies seem less likely to be affected and magic-immune enemies are, well, immune.
  12. Does Taygen strike you as a person who makes good life decisions?
  13. I guess if one creation is as bad as any other to you, might as well make use of the strongest ones as long as you're using any at all.
  14. Do you still experience these errors if you start a new game? Unfortunately, at this point it's possible that your saved game itself is also corrupted and you may have to either start afresh or start from a save before the errors began.
  15. There's a different enemy wizard who shows up in place of Garzahd. Other than that, the sequence is the same.