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Intentionally Left Bank

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Posts posted by Intentionally Left Bank

  1. 28 minutes ago, alhoon said:

    Basically, except for some fights (including some tough Vlish), my strategy is: Use the creation's (Cryoas and roamer) most powerful ranged attack and then spam attack till the creation can do so again.


    So, basically, "mash attack button."


    I mean, I do that sometimes too, it's fun :) but maybe not very good for assessing which areas are truly too hard to deal with.

  2. Oof, fair enough on the Daze misses!


    If Daze is truly missing numerous enemies 3 or 4 times in a row, because your hit chance is low enough that that's a normal outcome -- sounds like you're punching above your weight.  Geneforge gives you a lot of flexibility in what order you go through areas in, but the enemies aren't equally tough in all areas.  On Normal you might not have to worry so much about the enemies getting harder.  On Torment, extremely low hit chance may be a sign that you should come back later, when you're stronger.  Either higher levels, for hit chance, or better spells/creations/equipment, for better options period.

  3. Yeah.


    3 hours ago, E-Rose said:

    When getting surrounded by enemies (some not letting you escape) the only way out is crowd control.


    The other way out is to not get surrounded by enemies in the first place.  It's almost always possible to avoid this.  The game does present Agents as needing to be more tactical, and less charge-in-guns-drawn, than Shapers can afford to be.


    These kinds of tactics are crucial on Torment.  Whether it means changing your geographic approach, approaching slowly, sending weak sacrificial creations ahead as cannon fodder, or simply beginning your crowd control before the crowd coalesces... there are options.  The leaping definitely makes those options less tactically straightforward than they were in previous games, but it's still possible to make them work.

  4. 16 hours ago, Mechalibur said:

    Fire Creations don't appear to have any resists at all. The scripts show the drayk as having 50% resistance to "resist 3" but I'm not able to figure out what that is in-game. Curse Resistance, maybe?


    It's been a long time, but in OG1 that was used for Discipline Wand damage.  No idea if that's still the case.

  5. Joining the Anima also gave you access to an extremely cheap source of magic lockpicks.


    You can also play Avadon with a party where no one has a lockpicking skill.  Spoiler alert: this is even worse than playing Geneforge and not raising your Mechanics at all, heh heh heh.

  6. 6 hours ago, mikeprichard said:

    Sorry to continue this tangent, but how were lockpicks "infinitely renewable" in Exile? Was there an infinite supply in merchants, or did they not get used up? Again, don't remember that far back.

    In addition to what ADOS said, the Unlock spell by itself did everything lockpicks did -- you didn't need lockpicks on top of it, and in fact couldn't combine them.  So even if money was finite (it wasn't), you could handle doors entirely with SP (which regenerated on its own).

  7. SW games have definitely been receiving finer-tuned balance recently, which I think is awesome.  The result is that Torment feels different.  It used to be that it was punishing and terrible for casual players, but if you could exploit the right aspects of game balance -- Vlish, Divinely Touched, Adrenaline Rush, etc. -- it became pretty easy.


    The fact that Torment is now tormenting, period, is great.  IMHO.  Do appreciate how thoughtfully everyone's been talking about this -- it's nice to hear different perspectives on this, and it's some real food for thought.  I can really see how "Geneforged Shaper getting 2-shot" could feel either thematically appropriate, or not, depending on how you look at it.  (I'm not sure, though, that Augmented Sholai can fairly be called "run-of-the-mill" anything.)


    But at the end of the day, there are multiple difficulty settings for a reason.  If someone finds the highest setting too easy -- or, worse, they find the lowest setting too hard -- then I can understand the complaint.  But if the highest setting is too hard (or simply too frustrating, as it's sometimes felt to me), there's an easy option.


    I've made that choice, sometimes, with a few past SW games, and turned down the sleep number.  Not that Torment was unbeatable, but just that I found I had more fun on a lower setting.  And i remember that feeling of, ugh, I've always done Torment, do I really have to swallow my pride?


    For me, at least, that was easier to swallow than a finite-quantity consumable item 😉  My min-maxing runs deep, but it turns out my achievement-seeking doesn't.

  8. I didn't hate them, but I didn't find them very immersive, I think because the character movement was always on a separate screen from the dialogue (except for the little floaty five-word bits).  It just ended up feeling stilted to me.


    That said, it may just be that I found the subject matter of the text-based cutscenes (e.g., the Olgai Council scene in E/A2) more compelling than the ones that happened to get a real visual (Litalia, Litalia, Litalia, Litalia, and Litalia).

  9. Given that, it looks like the easy answer for you would be to simply remap the Razer keys using Razer software (or any generic key remapping software).  I know some of them by default map to "keys" that are not normally desired for gaming use, like "browser back" and "browser forward" buttons, so they might not have made it into SW's key logic.


    (I'm surprised numbers don't work, though.  These are regular top row numbers, not keypad numbers?)

  10. 1 hour ago, Invisible Glove said:

    Not really since the beginning.  It's just Geneforge and Avadon that have had this system.  I can't really think of any equivalent manage-this-non-renewable-resource-in-order-to-access-stuff mechanic in Exile, Nethergate, or Avernum.


    14 minutes ago, mikeprichard said:

    OK, so I guess I was right in that this kind of thing has been around since the beginning, without really remembering for sure, lol.


    No.  The resources that unlock doors in Exile -- lockpicks and SP -- are infinitely renewable.  SP, in particular, are very easy to renew, and are so much better at unlocking doors that many (most?) people didn't bother with lockpicks at all.  (This was especially true since lockpicking required its own investment of skill points, whereas Unlock was investment-free functionality for every magic-user.)


    What makes the Geneforge/Avadon system actual resource management (however mild) is the fact that living tools are finite.  If you don't manage them at all, it will permanently limit your ability to open doors -- which is why the OP was forced to "guess" when to open doors and when to conserve his resources.  There is nothing like that in Exile, Nethergate, or Avernum.

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