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But I think it would have shined even more if magic was a no-thing and they'd ditched D&D cliché even more. Just a world where suddenly all hell breaks lose and everybody struggles to understand what is going on -- making it even bigger of a contrast in between the game world and what's happening to it.
Basic rule of the thumb: If everything is magical and special, nothing eventually is. Which is why the darker aspects in pirate comedy such as Monkey Island 2 also work so well. It's a light-hearted comedy adventure at heart, full of pirate shenanigans, spitting contests and the character you play being called Guybrush of all things. But then on the occasion, there's actual torture, dark voodoo arts and limbs being torn off. And every time that happens, it's like "Ooooof!" None of the other games in the series have replicated this, mind you, mostly going for the laugh all through.
But clearly they have been overselling the Magos, with all the "cool" ♥♥♥♥ they can apparently do on the mainland while being utterly useless in the real game.
It has to make sense in that universe's setting.
When it comes to survival why would someone go through the arduous training and exhaustive learning to cast magic missle when learning how to use a sling and shooting people with stones is way more effective?
It could be some esoteric hobby of some fancy noble who wants to impress the ladies or something, but then it would be a side feat or something, not a major class choice with huge and here underwhelming rammifications.
Yeah, the only advantage of Magic Missile is the cascade chance but that just makes the higher cost even worse when you're casting 3+ of them. Maybe they could have it do more damage with each cascade?
I think the latest aptitude change should really help the damage spells perform better by making the damage much more reliable.
Now I think they should look at some of the spells' attunement costs and/or maybe tweak how cascade works, maybe have it so if you cast the same spell that triggered cascade the cost is cheaper? This way chaining the tier 2+ damage spells multiple times wouldn't drain so much of your attunement and it would help casters contribute more to the damage when needed instead of mostly being there just to support with buffs, debuffs & CC.
If you're running out of attunement that fast you may need to restart / rebuild your character.
Max out Intellect (obviously) then put a couple points in either agility or fortitude. Or even presence if you really want to boost your diplomacy.
Acolyte Background gives +5 attunement. Take it.
For feats max out the Arcane font initiate for the two +5 bonuses to attunement.
You'll have just enough starting development points left to take tier one in a school of magic: Earth Magic is recommended for the reasons Count von bunnyhoppen stated.
You'll start out with 35 max attunement. So you could cast 7 magic missiles or 11 swarm of gnats before needing to rest or drink an attunement potion. Should get a few level ups in before you start running out of magic.
For example Daveyd's starting build suggestions wont work for the BM as they start with less DP and get fairly underwhelming feats for that loss.
One specific build that is working isn't good enough to rebuy the game.
I had a super intelligent Magos who had 25 Attunement or something, with noble background and high diplomacy skill and he struggled dealing with the rat-men on the ship and with everything else forward.
I had the feeling my magic missle missed, or maybe I clicked next to the rat men, I've lost interest to check.
Air Magic seemed fine.
Maybe my experience would have incredibly improved if I had been able to summon mosquitos instead, but if you need one specific build to have fun the illusion of choices dissolves quicker than our Earth's ozone layer.
any chance you could tell me what class to start with if i wanted to make a magic knight, not a battlemagos, a full on heavy armor battle mage. And what console commands to use to make them one from there