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If you focus the boss, combat will end without killing the other goblins.
Stealth doesn't give you 1st turn if you enter combat before doing anything. It allows you to 1st strike if out of combat. You can put other team members far away, and let them come after combat starts, to deal their 1st strike. (But as said above, it's turn based, gobs react when you starts combat)
You can do this over and over again (walk to a spot where you can do ranged attacks, then go outside of sight, and hide) and can grind down large enemy groups with just one character.
It does not matter if they have initiative, as they cant figure out where you are, and just keep standing there.
Make a testrun with a single character that is good in ranged combat and hiding. (rouge for example)
You can't hide in combat anymore if you are too close from an enemy (but we'll have to see how "too close" is).
But that is almost exploiting the game , so stealth is basicly badly thought out considering how it works? It also makes no sense when you focus on the boss that they will eventually give up considering the numbers they have. Eah , i expected more this is a big part off the game and it feels like a afterthought.
Just nerfing the hidden attacks by making it harder to hide, it not a good solution.
Making better AI is.
They should try to walk towards the location where the attacker is, in the hopes of detecting the attacker. The player then needs to be more thoughtful with moving between different cover spots.
Also, hide will be an action for most classes
And i think making it harder to hide is a solution. In real life, if you taking fire, you don't just walk around searching the going.
You hide (agreed that npcs don't do that), and look from distance everywhere to find him, which can be seen as "making harder to hide".
https://youtu.be/Rz90AMvpM64?t=267
You then use one character to initiate combat but you have to make sure they are not spotted trying to approach the enemy, a ranged attacked works best for this but also approaching from behind works well.
Once you attack, the combat starts and the enemy should be surprised. You should also see that in the turn order at the top of the screen, your other party members are not yet engaged. This is very important, do not finish your initiating characters turn.
You need to either use the function buttons or click a portrait of a different party member on the left to take control of them, you then should be able to attack using them which will enter them into the combat. Be careful not to run into line of sight of enemy otherwise the character won't complete the attack and will just be added to combat to await their turn.
Repeat this with the remaining party members and any summons/pets and you should now be at a massive advantage for the fight.
The problem can also be solved with better AI reactions, not taking out a whole combat-loop mechanic.
They should really add a pause for single player , especially when you need to take hold character from multiple angles that are not even in combat. I selected someone out off combat and within 6 seconds they are already fighting and moving around while i literally thought i could take a second to see my options. Turned out i was wrong and both characters who where in combat just insta got downed while i just had someone selected to plan my next move.
And not such a hard one to solve.