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SacredPath_82

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Seasoned Roamer

Seasoned Roamer (5/17)

  1. there is no music in Avernum. It's a damp, moldy place, so I guess this explains things. Also, accoustics tend to be f*ked up in this huge cavern. And water dripping from the ceiling can become quite the music to your ears if you listen to it long enough... long enough... long enough... long... and never mind the minstrel in New Harston. She's an illusion/ fake/ one of those guys who just sit there strumming their instruments all day to rip off bypassers
  2. Originally Posted By: Rockpaper Intelligent hybridizing is actually very useful in A5. You can't spread one character among ALL offensive skills. that's not my idea of a non-hybrid character anyways. Rather, it means you have to specialize even more. I'm beginning to think that even having a defensive and an offensive tank is a good idea (if you're going to go the low magic/high combat route) where the offensive tank would boost DEX among others, not only for archery but also to unlock Quick Strike, maybe also boosting Parry later on for some defense, whereas the defensive tank would go the Endurance/ hardiness route.
  3. yes, the mighty hybird finally sucks ass in A5. In my new game (started on Hard), I have a nephil spreading his points between bows, mage spells, dex, Int, Tool Use and some melee (I figured I'd put the Tool Use on him since he's lagging behind in power anyways). He seems sort of a wasted slot right now and I'm pretty sure that's not just because of Tool Use (also bows rather suck on the higher difficulties as far as damage goes). But in the end this might be better than in the old games where you could have characters who excelled at everything (mage spells, priest spells, and combat)
  4. very nice, another valuable (if utterly expensive) skill but "lethal" here means... what? You inflicted just enough damage to kill the character with that hit (i.e. it is intended to be lethal) or did you just inflict random surplus damage that was enough to kill?
  5. Originally Posted By: fractalnavel The bonding knife is helpful for this. A tank role seems unavoidable unless you are one-shot'ing everything. nope, not at all. See the various "two melee tanks two archers" party set ups (wether we're talking about full time archers or secondary spellcasting archers)
  6. A1 wasn't much of a game to speak of. A3 was well done (or should I say redone), the world was huge, nice side quests, etc. Still my vote goes to A5, because for the first time, it introduces real play on factions. I think this is a huge bonus to any RPG... heck, it's something that's not even found in every high budget RPG. Also, the game system now allows for more customization of characters (even though that's also true due to lack of skill points). Torment is really hard compared to every other Avernum game. So A5 it is (since I'm not sure I can predict the future. A6 has the potential to be the crown of the whole series though)
  7. Originally Posted By: Untamed Banana Slug As to your build, haste, quick strike and fast on feet* would all benefit bows as well. Quick action is the only skill which gives swords the edge. But this is counteracted by the ability to strike an enemy from anywhere on the screen with a bow, the decreased chance to parry, the ability to stay outside the range of aura attacks, and being able to completely avoid all those harmful effects you receive when you strike an opponent in combat. * Fast on feet is a relatively lousy trait, by the way. FOF is crucial in this build though since it is built around Action Points and double strikes, and FOF multiplies in some way with Quick Strike (has been tested for A4 at least). Archers would have to invest in a melee skill to unlock Quick Strike, which may or may not be a waste (battle disciplines). Also, archery is good, if you have 1 or better two tanks in the front already to soak up the damage. As for archers tanking... I don't think the idea is great. If you keep them in the back, you can invest in Dex, Bows/Throws, and Sharpshooter to the exclusion of pretty much everything else, which is much better than putting points in hardiness/ parry/ Endurance so you can put them in the front.
  8. Originally Posted By: Komemnoration Come up with a reasonable explanation for the mechanics of levels and an explanation for Thick Skin and Good Constitution shouldn't be too hard. It's the first part that's a challenge. —Alorael, who thinks the traits are just supposed to scale with level because, apparently, adventurers scale with levels in most ways. Because. I don't think levels is that hard to explain. The more you adventure (work out), the stronger, tougher (endurance) and faster (dexterity) you become. Also, skills do improve with practice in rl. I think the thing that's hardest to explain about RPGs (besides magic) is HP (life energy). Oh, I just got stabbed in the guts with an iron lance repeatedly... but never mind I still have 4 HP left so let's get going O_o
  9. Originally Posted By: avatar42 getting beat up makes a tough hide tougher, not less tough? it can at least make you less receptible to shock from being beaten (you can see that in a professional boxer vs. beginning boxer). Also, your bones may have become thicker during adventuring due to mineralization, because you're carrying/ swinging heavy stuff. Weight training has that effect too. Quote: growing in level makes a humanoid with good constitution have better constitution due to extreme exposure to poisons and toxins for example not that I see the need to "explain" things like this (or how being "divinely touched" makes you an ever better archer, fighter and mage)
  10. I didn't really see a reference to my build in there though, only generic things like "30 points of QA give one extra swing 1/3" which isn't exactly true since at least Haste and probably some other things also influence QA.
  11. Originally Posted By: Untamed Banana Slug Why would a swordsman be any more effective than an archer? Longbows use the *same* damage multiplier as swords, except the enemy is less likely to parry them and you don't need to be next to an enemy to connect. Furthermore, you can get the Blessed Longbow and Farsight Band real early in the game. Waveblade vs Blessed Longbow and +3 to Sharpshooter = No contest! because Quick Action. And yes I know Quick Action has been nerfed, but in A4 there was a killer combination that still works pretty well: Fast On Feet + Quick Action + Quick Strike + Haste. These definitely influence each other in A4, and to some degree in A5. And since battle disciplines are applied to both swings, it's still pretty nice. Not as overpowered as in A4 where my two hasted Elite Warrior+FOF guys wipe out everything, but still good.
  12. Originally Posted By: Guided:Voices :: Expected:Nobody There are traits they would be inferior to, even if none of the traits increased by level. they could have been worthwhile if they, too, gave increases though. A5 on Torment really has shown me what aggressive min-maxing means. I thought I was already pretty good at it from previous games, but I've never been that stingy with point/trait allocation before.
  13. do the benefits of Thick Skin and Good Constitution increase with levels? The bonuses seem to be pretty marginal in the beginning. I think I had a TS+GC tank in A4 once and he was nigh invulnerable no matter what the attack, but since A4 isn't as hard I prefer I high offense in that game. A5 on the other hand has monsters that pack a punch, so I'd like to use a heavy defense tank there.
  14. necropost, but the subject's good. I miss arrows, too. They add variety to archery. But actually, I miss crossbows just as well. And two-handed swords (they made it up to A2 I think). And all the other melee weapons from Exile. Seriously, how hard can it be to come up with an axe icon? There are even hammers in the game, you just can't use them as weapons. Seems like Avernum's arms industry is developing backwards.
  15. Originally Posted By: Thuryl Bladeshield provides excellent protection from physical damage, and Adrenaline Rush is useful in all kinds of situations. I was talking about defensive spells actually (Enduring Shield, Protection, Mass Heal). The mage/priest himself will stay out of melee as best he can.
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