SKALD: Against the Black Priory

SKALD: Against the Black Priory

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These oozes are making the game less fun to play.
https://steamcommunity.com/sharedfiles/filedetails/?id=3262629873

I'm getting really sick of this. I don't like having 90% of my damage output just thrown out the window, so that I'm left with a really agonizingly slow process killing them basic auto attacks.
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Showing 1-9 of 9 comments
Rufert Jun 6, 2024 @ 7:39pm 
Yeah I don't mind enemies like that but they shouldn't only appear in the later parts of the game where most people have likely already hit the level cap and are unable to adapt.

Slap them in earlier along with more crit resistant enemies so players will know what to prepare for.
BeerdedPhantom Jun 6, 2024 @ 8:46pm 
I found those frustrating too. To fight those efficiently you have to either have weapons enchanted to do exactly the right kind of elemental damage (unlikely), or rely on arcane spellcasters, which you're realistically only going to have one or two of, having the right spells. Or you just slog through the overly long fights doing severely hampered damage like I did, which is definitely less fun. But it's not really a novel thing either, lots of games have pulled this same trick with the same class of enemies before.

On a related note, here's a tip for later: You will eventually come across a select few enemies late in the game that are immune to "nonmagic damage". I saw that and almost rage-quit, thinking I HAD to use magic damage types from spells and elemental weapons. But they still took blunt, slashing, and piercing damage, so it seems to just mean they won't take damage from unenchanted weapons, and by the time you see them you most likely won't be using unenchanted weapons.
Caaaameron Jun 7, 2024 @ 5:03am 
Get Embla to Summon An Ooze - Acid damage is more than doubled.
Originally posted by Caaaameron:
Get Embla to Summon An Ooze - Acid damage is more than doubled.

I went all in on fire magic and air magic.
Rufert Jun 7, 2024 @ 1:59pm 
Originally posted by GRVTSFat Bastard:
Originally posted by Caaaameron:
Get Embla to Summon An Ooze - Acid damage is more than doubled.

I went all in on fire magic and air magic.
And at that point you're at or near level cap so you can't "fix" that.
BeerdedPhantom Jun 7, 2024 @ 2:20pm 
It's OK to vent, but in the end there's only a handful of fights like this in the game. And contrary to how you might feel, it's GOOD encounter design for a game like this. You either go in prepared and mop the floor with them, or you don't and you muddle through. There are examples of this kind of thing in nearly every CRPG (and worse, sometimes they make enemies totally immune to physical damage etc.). Like I said, I wasn't prepared, and I got through those fights just fine... it just took longer.
Rufert Jun 7, 2024 @ 3:38pm 
Originally posted by BeerdedPhantom:
It's OK to vent, but in the end there's only a handful of fights like this in the game. And contrary to how you might feel, it's GOOD encounter design for a game like this. You either go in prepared and mop the floor with them, or you don't and you muddle through. There are examples of this kind of thing in nearly every CRPG (and worse, sometimes they make enemies totally immune to physical damage etc.). Like I said, I wasn't prepared, and I got through those fights just fine... it just took longer.
Good encounter design would be to "tease" these types of enemies in smaller more manageable numbers earlier in the game. So the player has an idea of what's in story for later and can build/gear appropriately.

It'd be the same for crit immune enemies which also only really shows up in the last third where you're likely to have hit the level cap already. If not for the fact the Thief doesn't really have any real way of adapting to those build wise and has to rely 100% on gear for it.
BeerdedPhantom Jun 7, 2024 @ 4:05pm 
Originally posted by Rufert:
Good encounter design would be to "tease" these types of enemies in smaller more manageable numbers earlier in the game. So the player has an idea of what's in story for later and can build/gear appropriately.

That's a fair argument, but I'm not sure this game really has enough total encounters to do this for every such consideration, and I don't think this instance is egregious enough to warrant that anyway. They're not immune, after all, just resistant. It's not a wall, it's a speed bump.

Originally posted by Rufert:
It'd be the same for crit immune enemies which also only really shows up in the last third where you're likely to have hit the level cap already. If not for the fact the Thief doesn't really have any real way of adapting to those build wise and has to rely 100% on gear for it.

I don't know if you meant to say "backstab immune", because I don't think the thief (or anyone) is really that dependent on crits. Either way, it's a good thing this is a party-based CRPG where you have six slots for varied characters in your party so you don't have to rely on a thief to get you through those encounters... and it's a good thing those enemies are limited in number.

You have to expect there to be some variety and some surprise involved in the enemies' strengths and weaknesses, and that you'll have to strategize to some extent and adapt to them. It's not really fair to expect a game to meet some arbitrary standard of how much it allows all your characters to operate at 100% efficiency. If you never had to change up your tactics you might complain that that's too boring.
Originally posted by BeerdedPhantom:
If you never had to change up your tactics you might complain that that's too boring.


To be fair I got through an entire Dominating Underrail run with one tactic. Shooting spree sniper kill enemies then run and hide in stealth. Never deviated from the plan, and it was always tense.
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Date Posted: Jun 6, 2024 @ 5:54pm
Posts: 9