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Shove and Hide for example. Same with a lot of the ground effects of certain spells.
Quaff Potion Bonus Action
Hide Bonus Action
Shove Bonus Action
Special Weapon Actions/Attacks
The Bad
Explosive Barrels!
Surfaces Everywhere!
Excessive Quantities of Consumables - Grenades, Arrows, Potions, Scrolls
Too Many Magic Items
Anyone Can Use a Scroll
Wizards Can Learn Any Spell
AI doesn't intelligently search for hidden characters.
The Questionable
Every Encounter Balanced as Deadly+ to TPK
Long Rest Meaningless
Magic Fingers
Some Spells Still Not Working RAW
Fast Travel
Weapon Swap
This pretty much sums up what I think too.
I’ll add, I hate the resource management for camp supplies. It’s too cumbersome, like I don’t mind the idea of camp supplies and using them to rest… But organizing 250 different items in barrels I had to bring to camp to stash all of these freaking ham steaks, fish, carrots, etc. is really really time consuming and frustrating. They need to add some kind of quick sorting/stashing for camp supplies, like a barrel it just says camp supplies and an option when you pick up items up that says “send to camp supplies”, and the ability to select from that barrel when you long rest
There is way way to much food cos of that it's just busywork even for people who like food as concept, to start with.
Too many freaking items in the game including arrows bombs grenades. Im ok with alchemist fire but thats about it.
Stealth too good at times.
Think camp supplies is enough as a way to rest. All the food wine etc is just so uneeded stuff in the bags.
The only reason it's 'broken' is because the AI never searches for you.
But I mean, that if they fixed the AI so that it actively searches for hidden characters, it wouldn't really be an issue. Dumb AI is the problem, not Hide bonus action.
Oh ya you might be right - you can’t use them from there though can you? You have to go pick them up
*The encounter design winds up feeling like a bi-polar yo-yo at times, even in DOS2 this was a mild problem without ruthless abuse of the surface system and coming from Solasta it still leaves something to be desired, but overall I don't think it's not salvageable by any means, just...rough in a few spots.
*Fast Travel is a QoL feature and just kind of a video game thing, I don't find this questionable simply because the alternative option is just "Click the spot and go make a sandwich while the autopathing does the work".
*If this were an inventory action like in Solasta (you can do one inventory related change per turn, swapping a weapon out, changing a stack of arrows, etc) then I think it would be otherwise fine.
The vision cone system needs to be reworked - every npc should have at least a small circle of perception around them to represent hearing and situational awareness, maybe different sides of the radius will have different penalties to sneak - like, if you approach from directly behind someone, and you are already sneaking, then there's no penalty, but if you try to Hide while standing in their perception circle, you roll a sneak check at -5 or something.
Additionally, npc's need some kind of 'memory', particularly when it comes to 'last known location' markers. I think attacking someone should place a new 'last known location' marker if you are within their line of sight when you attack. Intelligent enemies need to more aggressively pursue these markers.