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jag

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Everything posted by jag

  1. Happy to see that there is so much disagreement about this. That means that I might be wrong that some things are underpowered. Maybe I am just using them wrong.
  2. These kinds of threads always require context. I haven't finished the game. (Most of the time, I find I most enjoy talking about a game while I'm playing it, so this is sort of a necessary evil.) I'm playing on veteran. At this point, I've worked my way up all the skill trees to the top. I've started branching my characters into trees I didn't start them in to grab the bonuses cross-class bonuses. I'd like to discuss which abilities seem good and which don't. (I haven't used all abilities yet. Those I've italicized are ones I haven't personally used yet.) Best Fast Feint (Combat T2) 1en: Haste and Bless self for 4-5 turns is extremely useful before Battle Frenzy. Still efficient in smaller fights afterward. Battle Frenzy (Support T4) 2en: Haste and Bless everyone for nine turns using only two energy is very efficient. (On a support w/ stacked blessing bonuses.) Inspiring Cry (Support T1) 1en: Efficient way to bless everyone until you get to T4. You will also buy this on all PCs to stack blessings later on. Haven's Command (Royal) pas: +8 damage (at level 9) if standing within six spaces of princess? Ultra efficient. Good Steelskin (Combat T2) pas: Reduce the likelihood of a plethora of negative effects passively. Very efficient. Magery (Magic T1) pas: 20% bonus to healing, blessing and curses. Must-have on your main support character. Raw Power (Magic T3) pas: increases energy 1/5lv. Energy is life. A must have for support and mage PCs. Call Bones (Magic T2) 1en: summon a skeleton. He's not too strong, but he'll eat two or three hits. In the early game, this is worth two or three heals. Efficient. Useless later. Build Construct (Magic T4) 2en: Provides a reasonably tough summon that can inflict statuses and hold choke-points, giving your PCs a chance to dakka with bows and arrows. Hide in Shadow (Support T1) pas: Good to reduce aggro on support and mage so you can stack bonuses via robes. Haste (Support T3) pas: 1/4 of the haste spell effect passively is very efficient. Healing Wave (Support T3) 1en: Heal everyone for two energy. Use after a fight where the support is still at full energy. Mediocre Hardiness (Combat T3) pas: 10%/lv health bonus. Would be absurdly efficient if it worked as advertised, but my combat PCs only have +10 health compared to the PCs without this ability. Brutal Blow (Combat T1) 1en: 25% damage bonus and bleeding. Can be helpful in difficult fights with big baddies. Shock (Magic T1) 1en: "strong" damage, but it barely seems to do any more than a regular attack with a wand. Weakness (Magic T2) 1en: AOE weaken. Can be useful against some crowds, but very unreliable when you actually need it. Time Warp (Magic T3) 2en: AOE slow. Unreliable when most needed. 2en cost is stiff. Speed (Support T2) 1en: 12 turns of haste on one target sounds good. But it's only 3.8 net turns (over the next 12 turns), in exchange for one turn now. Inefficient. Healing (Support T1) 1en: Healing is not very efficient in this game. Can be good to top up someone when you're about to get energy restored and you're already full. Curing (Support T2) 1en: I've only needed to cast this three or four times so far in this play-through. Normally best to let the DOT tick out. Restoring Rain (Support T4) 2en: Might be good except I spent all this tier's points on Battle Frenzy, and filling in Magic tiers is more efficient than getting this ability. Disruption (Support T3) 1en: Enemies don't usually buff, and even if they do, Haste and Healing Wave are very good. Bad All combat abilities not mentioned above (T1-T4) 1-2en: Combat abilities are too unreliable, considering many of the big bads have a high chance to resist the statuses you would otherwise inflict. Terror (Magic T1) 1en: Single target CC is useless when it's so unreliable against big bads. Icy Wave (Magic T2) 2en: Too expensive, seems to get evaded a lot, doesn't really do that much damage. Poison Rain (Magic T3) 2en: Too expensive, and resisted by many classes of enemies. Teleport (Support T2) 1en: I've never felt like I'd obtain a significant advantage from teleporting, except in battles I was going to lose anyway. Silence (Support T4) 2en: I mean, I haven't tried it, but I'm guessing it doesn't work on big baddies given the pattern of other curses, which means it's useless. Even if not, Battle Frenzy! Haven's Might (Royal) 3en: Same effect as Battle Frenzy, but costs one more energy. Entirely useless. Haven's Mercy (Royal) 3en: Heal and cure nearby allies. Other cures suck, so I'm assuming this one does too. Considering casting costs, damage would have to be well balanced for this to be efficient. Undecided Shockwave, Fireball (Magic T4) 2en, 3en: Casting costs steep, other direct damage spells seem inefficient, so I haven't tried these. Looking back at my feelings for all the abilities, a few main themes stand out. For CC to be and debuffs to be useful, they need to be reliable. Abilities that don't work on big bads are kinda silly. Gradual immunity should be implemented (e.g. can't stun more often than once per four turns, slow has chance to fail on second application, etc.) Healing is so bad that it is only useful if the energy would otherwise be wasted. I understand it was meant to be nerfed but this seems like too much. Blessing and haste are extremely efficient. I'm not sure the game would be playable without them. Bows and arrows are very strong. I kite most non-boss trash encounters. It's still fun, but I'm not sure it would be if this continues to be the pattern. Support bonuses (+15 evasion, +10% speed) are better than magic bonuses (+3 en +1 magic damage). Both are far, far better than combat bonuses, which are very bad (+6hp, +1 physical damage). Everything in the bad and mediocre categories could stand to be buffed. I say buffed because it seems like the content is balanced around heavy use of the good and best abilities. It's challenging despite using those and carefully stewarding energy and flasks. If this thread proves to yield an interesting discussion (and maybe even if it doesn't), I will also post my thoughts on augments and runes. Spoiler: like abilities, there are only a few that are good. Most are very inefficient.
  3. Reloading is an option, but it would be better if the just reverted, the same way as the dungeons do. My reasoning is: That's how the game advertises itself as behaving and If you reload, you might lose progress since the last auto-save, whereas relying on the game's magic protection mechanic, you don't have to worry about that. Just some thoughts. It's not a big deal, but it is a small one.
  4. Right, but I'm specifically thinking about cases where I didn't successfully clear the battle. For example, I got stomped on that battle outside the tower, but when I came back I could speak to the tinker without fighting it.
  5. I've been playing on hard and getting my butt kicked a fair amount. I've noticed that after dying in some battles, the battle no longer triggers if I go back to the same place. It doesn't seem to happen always. Two examples are: . Is this intended? It feels kinda bad to lose and then be rewarded for it (since I'm not even missing out on XP).
  6. The problem does not seem to repeat. The download must have gotten truncated somewhere in the process. Although it is odd that the installer doesn't complain that more than half of its data is cut off.
  7. Nevermind, I don't need an md5 sum. The installer downloaded through Chrome is only 1/3 the size of the one I downloaded through Firefox. I'm going to try redownloading to see if the problem repeats.
  8. How odd. I've redownloaded the game through Firefox (instead of Chrome) and the installers are now working. The only possible culprits seem to be 1. Chrome doing something funky to the installers on the way in. If someone can post an md5 sum of the installer, I can check that the one I downloaded through Chrome is the same. 2. Corrupted installer temporary data? In any case, it's now working. Maybe this will help someone.
  9. Clarification: this issue appears with each of the Avernum demo installers, 1-3. The only difference is the name of the file asked for.
  10. Hello, I'm trying to install the Avernum demos on my Windows Vista x86 machine. The installer apparently copies some files, then asks for me to insert disk #2. Since this is a downloaded exe installer, I'm at a loss for what to do. The installer asks for a file like this: "Averdemo.2" This happens whether compatibility mode is set to XP SP 2 or unset. Searching for this file finds nothing in my entire hard drive. One workaround that has succeeded elsewhere -- installing to a user folder instead of Program Files -- has been unsuccessful. I'm going to restart the computer and try again, but in the meantime, I'm starting this forum topic. Does anyone know what the issue is here?
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