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Kinsume

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Everything posted by Kinsume

  1. My priest has level 2 Mage Skill for that summon as well as Daze. Since I play on torment the extra crowd control and meatshield is essential to survival. Often times it still isn't enough. Regardless I tried her at level 2 on torment and got my ass readily handed to me. After 3-4 attempts I went out and leveled to 3. Came back, tossed on a speed potion, shielding potion, and that scroll that reduces acid/physical damage, casted protect with my Healer, and summoned both of their summons in the back to tank the additional monsters that were going to come. It took maybe 10 rounds and I managed to kill her, in reality it all comes down to if it uses posion cloud on you or double casts that fire attack. Edit : I'm currently level 4 and trying to save the prisoners from the Neph place and taking the secret passage. The Vorpal and Fierce rat over there are the bane of my existence right now. Same reason I couldn't finish the Bat quest as well. These things resist daze pretty much every time I cast it, have a ton of hp and pretty much 1 shot my melee characters.
  2. I'm on him right now in Torment, in Normal and Hard my party breezed through him. I've only made one attempt at it thus far and it ended poorly, originally things started out well with me getting him boxed in but a round came up where both my fighters missed and couldn't kill his summon. With him being massively buffed at this point, he was able to cast 2 fireball things on my tank and basically instant kill him. So as long as you do it right you should be ok. Steps you can follow. 1. Stop right in front of the door before the convo starts and buff. 2. Enter and talk. 3. Immediately send your fighters to next to him, but split up if possible. 4. He will run back into a corner on his next turn and summon a creature. 5. The goal is to keep this creature dead every round, otherwise he will buff and nuke the crap out of you. When his summon dies he makes another one the next round. 6. Meanwhile have your mage and healer both cast their summons in the back row, as well as daze to stop the horde of slimes and such coming from behind. 7. Keep on chipping away at him, keep your members topped off, win. Edit : Oh and if he posions you on Hard/Torment you're better off just reloading because your melee characters are dead.
  3. If I recall correctly, this is the 3rd? remake of the same game. If the engine thats being used is really the thing holding it back, then why not use another engine? Now I understand Jeff is basically a one man team when it comes to coding, but surely there are similar engines out that could be used right?
  4. Get skinnier fingers. I do agree however, while it wouldn't look quite as "pretty" lets face it we're not playing an indie game for its looks.
  5. That would just bring up alot of saving and reloading and wouldn't really alter the difficulty more than it already is. The penalty system was already in the original game, just removed to make this remake easier for the casual players. I'm not sure if it is possible to re implement it in a single difficulty level, but I believe it should be.
  6. With how underpowered sword/board, pole and archery are in comparison to dual wielding, there isn't really another option for Torment. And of course you're right, the game isn't balanced for Torment, however the fact remains that dual wielding is vastly superior in every way compared to other dps classes, with no downside regardless of the difficulty you play on.
  7. Early game (Demo Area) is up to about level 8. You only need 7 Tool Use, 9 Arcane Lore and 4 Cave Lore (CL can be skipped until later in the game as well and you can go back to get them.) Not entirely sure on mid-late game but I know in the end you only need 14 Tool Use, 12 Arcane Lore and 10 Cave Lore. As for luck, its entirely up to you if you want to invest points in it.
  8. I see, that makes a bit more sense (in a completely illogical way mind you). Yeah I opened a chest and stole a couple bars and apparently that was the last straw for the weaponsmith and he attacked me lol.
  9. Note, I walked next door and stole a bronze broadsword from Efram and it was seen as well, still nothing...
  10. So just to mess around I decided to steal a few things from the armorer Anastasia in the second town. I grabbed the 700g armor and 300g armor from the chest right behind her, as well as the 120g armor on the table in front of her. All 3 times it said "Your crime was seen." Yet I talked to her and she did nothing about it, nor did the guards do anything when I walked out of the shop. ??? If it makes any difference, I did talk to her before hand about her sister in the other town. Could that be why she let it slide or whatever? Is it a bug? Or is there a set number of items you can steal from a town while being seen before they will go hostile with you?
  11. If you can't figure out something meaningful to say, humor typically works well. If you're looking to pull in a crowd then that will want to be your main focus. Analyzing a game is all good and fun, but if you don't have humor or something unique about what you do it'll just get lost in the thousands of other commentary videos.
  12. It's a pity that archers don't scale too well. I haven't tried a dedicated archer but I know that my priest with a bow and nothing boosting its damage at all can still hit harder than my tank does with his sword. I can only imagine how effective a dedicated archer would be. While they don't match a dual wielder's dps on a single target, they do get to shoot multiple times at different opponents. However that isn't really as useful in Torment where killing speed is what really matters. I just hope in the future remakes sword/board and poles get some love or that dual wielding is taken down a notch because as it stands it completely outshines all other dps options.
  13. Again it is all just personal preference and of course one could argue "Well just use the dex/QA option if you prefer that one." which is of course true and the reason the option is there. However I feel as though the remakes are babying the players a bit too much. Sure for casual players who run through on easy/normal, or even hard in some cases, play the game for fun. I believe Torment should force the dex/QA option and options like the dying penalties that were taken out. As things stand now it feels like less of an achievement to do well in torment as compared to the past versions of the games. Edit : On the topic of Torment, is First Aid worth investing several points into?
  14. There is a difference between choosing to do so and being forced to do so. That is my point, I do recall Exile and such having the feature to simply wait until others have gone to take their turn, however if I do recall correctly they were never forced to wait.
  15. Yeah that is the best way to do it often times, as people who commentate over something that's already been played/recorded often make it extremely obvious they are doing so. If you're looking for things to add as a filler while not explaining a specific thing taking place in the game, tieing the game to others like it that you've played tends to work. For example if you are in the middle of combat and using spells, comparing the spells and effects they have here to those in other games works pretty well as fillers.
  16. My point is, using your example, there is no logical reason why a PC with 10 Quick Action and dex should be forced to act at the same time as a PC with 0 Quick Action and base dex. Sure it may make things tactically easier to have them all going at the same time, but I feel like it takes away from the gameplay. Again, this is just my opinion on the matter and its probably why both options are there to be chosen from.
  17. That's my entire point, if the option to not use it wasn't even there and the default mode was set to dex/quick action determining the order in which the characters and monsters act. In turn fighters/archers who invested in quick action would act first as expected, but mages/priests who did not would be acting after monsters in general.
  18. The point is to not have everyone acting at the same time.
  19. It wasn't too bad. You have a good voice for commentating but you use alot of um's and such which kind of ruin it
  20. With the default of them all acting at the same time, where the fastest characters are slowed by the slowest one, yes it would be less useful. However if the other option was the default with dex/quick action being the determining factors for when the characters and npcs move, then it would play a larger role in determining whether or not to get it.
  21. I'm speaking from a "challenging" point of view, where rather than being able to plan out what actions you will do with your party's turn you may have your healer/mage acting after some enemy monsters rather than in conjunction with your fighter/fighters. I think it'd add a type of depth to the combat system.
  22. That is what I mean, forcing the dex/quick action move order instead of the default one. Then tossing some points into quick action and dex would be advantageous rather than just skipping out on it them and being just fine.
  23. It seems like it'd make quick action worth investing in if that option was forced rather than a toggle-able option.
  24. Fair enough, would it be too much of a hassle to make it an optional thing like how people can change the dex/quick action or all at once battle option? Also, is there an answer for my... "I will look into that dex/quick action options, however considering I don't actually use any characters that are dex based, would it actually be better or worse for me?" ...question?
  25. Are there plans on changing the engine or graphics type? I recall reading on another thread how it'd be easier to improve graphics if polys were used instead of sprites.
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