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Mogatsu

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Fledgling Fyora

Fledgling Fyora (1/17)

  1. This is my number one gripe with the 3rd iteration of the series (as well as Avernum 6), it really takes the fun out of the games for me. I'm currently a third of the way through Ruined World and it's really disheartening to see 60-70% of your damage just being flat out resisted by monsters that are significantly weaker to you. It feels like as you level and get stronger you get less and less power for your levelling as the resistances seem to take larger chunks out of your damage. Currently have a party of level 15's, 2 warriors and 2 spellcasters and around 7 or 8 i started to hit my stride and drop 70-90 damage on some mobs (either sword or spell) and I'm still sitting around that now 7 levels or so later, just with about 120 damage resisted on top. Granted, in Avernum 3 it was far too easy to hit the damage cap but even on torment, especially if you played a singleton it made it challenging enough for me, I love Av3 and played it to death and while I can't go back to squinting at a tiny screen or losing the junk bag or being able to click to move around the map, there are a few things I will miss about it (like I missed things from Exile 3 before it) but the resistance mechanics just make combat feel sloggish and at times tedious. Sorry if this is a necro, it's only a few weeks old.
  2. Forgive me if this is a dumb question of sorts, I played far too much Avernum and not a lot of the re-remakes. I'm currently playing avernum 3:ruined world and have a question about how the level 3 spells work. If I'm not mistaken in avernum 6? you could level spells up to level 8 or something instead of the usual 3, in the orignal avernum trilogy you needed to know the spell at level 1 or 2 before you could learn the level 3 version, but in the re-remake how does this work exactly? Is the cap level 3 for each spell? Does it matter whether you buy the spell from a trainer first or use the level 3 book? I'm just worried I might be gimping myself by not doing what you can do with skills and pointing to max and then training for extra levels afterwards.
  3. I definately felt the hit cap thing and I also agree that it feels like there is either a bug or more to it than the 90% it's showing. I'm not that great with numbers, but the chance of successively missing 4 or 5 times in a row with a 90% hit chance should be pretty low, but I've seen chain misses like that happen more a few times already and I've barely started playing. (and now, as far as I can remember, the things I was hitting weren't blessed or shielded or things like that) Also the magic missing is jarring as well, I don't remember if it could miss in AEFTP but I"m pretty certain it couldn't miss in previous games. I don't know if its feasible or something even worth considering in regards to damage resistance but I wouldn't mind seeing 2 types of melee damage being used as an alternative to flat damage resist especially on monsters that are supposed to be heavily armored like empire soldiers, golems and things like that. A blunt or piercing type that works better on armored monsters and your normal bladed type working better on unarmored types. I know exile 1 (maybe 2 and even 3) had at least 2 skills for different weapon types but I i don't think they did different sorts of damage. All that being said, loving the revamped avernum series and Ruined World can't get here soon enough.
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