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The only real issue I see is that battlemagos is really weak, both because fire magic is pretty awful and his spec doesnt give him any real survivability. But thats just this one subclass thats really bad, NOT the whole "caster" archetype, like the hyperbolic thread title suggests.
And its a very limited resource that you use for CROWD CONTROL and setting up other party members. Same as you use the mage in Skald. Analyze the spells (especially summons) and figure out how you can make encounter-altering use of them.
You can like your character, that's fine feel passionately about your perspective I do too but it doesnt change some base facts you can test this. Also I appreciate that you separated the two classes because guild magos (in theory) should serve a different role but the battle magos implementation currently just sucks, but objectively you can do without a mage they ad nothing necessary that other classes can't do better except for a few niche spells and the summons are good at higher levels, though havent seen any arguments against that just that attunemet cost is too high and other gimped mechanics.
I am playing battle magos btw and I tried the different classes except ranger;the magos classes just lags behind. For e.g you need heals so armsmaster self heal, I think ranger migth have one and of course clerics, for cc clerics have stun and other stuff already, including decent buffs and debuffs and rogues are dps kings and queens, so what does the Magos bring that ads value the other classes cant?
Try any class combination magos aren't in the same category. I am playing a battle magos on custom hard difficulty with upped sliders for increased challenge and there is fun there its a good game, doesn't change the fact that magos (but especially battlemagos lag behind in nearly every peformance metric when compared to other classes. Apart from personal preference (again I still like the idea of the magos) they are objectively and unecessarily worse in their efficacy denying that doesn't change the facts of what most ppl are recognizing in their review and analysis of the class. If their is hyperbole sure call it out (you are right that its not ALL casters as I pointed out in my post just above yours).
Certainly the guild magos can more than meet expectations if you had relatively low expectations to begin with (not meant as an insult to your sensibilities just that others had different expectations) or perhaps you just dont care that they do piddly damage unlike a DnD mage but don't blanket dismiss criticisms merely because it doesn't personally bother you.
Sure you don't need to care that they feel a certain away about those facts about higher comparative power costs and numerically lower damage and while It's not gonna start or stop WW3 (in the end this is just a game) it still based on facts.
Hilariously tone deaf response. A couple of the issues with Skald are that you can't see a spell list to plan ahead, and that spell information is woefully inadequate. So players can't "analyze" anything.
Then you talk about fireball spamming (which you brought up out of nowhere). That's just you projecting and/or making incorrect assumptions.
And then you say fire magic is weak in Skald while claiming that you've not encountered any of the issues described here... even though the weakness of fire magic is a main concern in this thread.
Basically, you're just talking out of your butt and nothing you say could possibly be taken seriously.
This game is fantastic and I see no issue with spellcasters.
Yep, spellcasters in SKALD are really strong.
I'd strongly advise playing more proper CRPGs (Baldur's Gate 3 doesn't count) and then reevaluate whether statements like "needs a general rework" are particularly helpful when criticising a system people have been working on for ~40 years now.
dnd 5 wizards is a many many years of iterations of balance between utility and enjoyment. waving it off like it's nothing is arrogant at best.
You're misunderstanding. He's not saying new D&D is necessarily bad, but that Skald is based off older rpgs, so mages work a bit differently. If you haven't played older rpgs, you might expect things to work differently from what the developers intended.
Yes, that does suck, but people have already posted a spell list in the guide section.
So now that you have the option of adequately planning a character, are their any substantial issues?
The casters in those genre defining titles I mentioned were arguably well designed and well implemented, always liked the spell slots system and the resource management that came with it, after all the spells were usually very powerful, clever or just fun compared to what fighters could do they were often unique or plain superior as well. The implementation in this game could use some work....
I have a run of Baldur's Gate active. Enemies get a save against Sleep. I am deeply worried the second Wolf will wake up before I kill it. There's a bear over there and Im out of Sleeps. Gibberlings can survive Magic Missile. Meanwhile my darts keep missing. I will gladly give up Sleep (no I wont) for better weapon skills.
The thing is, spell casters were ridiculously overpowered in both Baldur's Gate 1 & 2, so it's kind of funny to see someone dismiss the 3rd game as not being a proper CRPG, lol.
As for Skald, I don't think the Magos are as bad as some people are saying in this thread but they could definitely use tweaking. They're some spells that cost way too much for what they do and there's not enough ways to improve magical aptitude. Another thing is intelligence is so bad compared to any other stat...
Reread this entire thread for your answer, as you've ignored almost everything mentioned. There's another discussion about class balance going in another thread you should probably look at too.