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The stretch to level 4 is noticeably longer.
Though some people think it's not all that great since you can dip weapons to give them extra damage for a short bit, I honestly forget that is even a mechanic most of the time, and a lot like any barrels any time I do notice it, I choose not to use it since it's not a mechanic I care about all that much, so the sword you get from him is pretty great and the earliest moment you can get a 2hander weapon for a fighter or barbarian.
Even if you get XP and a sword now, the amount of time it takes you to smack them down is so ridiculous you could've just been playing normally and acquired far more exp and loot.
i'm all for clearing zones of everything but for me, these dudes are a time-reward sink. Sure maybe they updated the loot tables but unless they drop 1000 xp and a legendary sword its not worth my time, you could clear the entire next dungeon in the time it takes you to kill all these demons and the mind flayer.
Though wouldn't it be interesting if there was a way to establish an allegiance here for later. Like if you side with the mindflayer and kill the cambions then the dead mindflayer doesnt out you to the hobgoblin if you fail the checks or if you side with the cambians and kill the mindflayer then his goons dont attack you and im sure we'll be seeing more of these guys later too. Just sayin would be nice to give this fight some extra meaning aside from lets spend 10 minutes killing these guys to get negligible xp and loot.
The point is he's worth extra xp if you're willing to put in the effort to take him down, and you get a 2handed weapon earlier before you normally would that does extra fire damage for a fighter or barbarian if you have one. He's worth killing imho, but it's your choice to choose not to and continue on. Nobody has said he's a must kill target, just a bonus that you can get bonuses from before leaving the tutorial.
Idk if it was just that or because I also kill all the cultists for their stuff and the brain-dogs.
From a narrative perspective, choosing two urgently time-sensitive plots for the start of the game was so ducking stupid. Sometimes it’s like a bunch of DND nerds in a closet wrote this thing without consulting a video game developer or an actual writer.
Oh, the ship is getting torn apart We Have to Hurry! Ok lemme spend the next 25 minutes meticulously checking every dead body for garbage I can sell at the next town, because I know that isn’t going to happen.
Oh, the mcguffin that started the story and brings our party together is going to kill us in a few days?!?!? Yeah, for sure dog. Let me long rest 35 times while wander through these weird meandering levels.
Time has no function in the cRPG+DnD game they made. Did no one consider that?
But as for the tadpole infection, it makes total sense for initially everyone to say hurry up. Only after a while, and a series of revelations, does it become apparent otherwise.
i wouldn't plan on abundant camp supplies either in the released game. Pandira the lame tiefling guard guards a severely depleted communal storeroom with an inventory manifest showing imminent starvation.
Personally, I hope fresh food has a perishable timer and supply packs rare - at least until the roads are made safe again.
Did you miss the part where the game tells you that the thing is in the magical stasis?
Good. I want to enjoy the world of the game instead of being rushed through the game.
If you don't like the choice in the writing to do things that way, that's fine, but at least do your research and have a full understanding of the thing you are trying to critique. Actually given this forum using the word critique is a bit much...