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Dexterity determines Initiative, the higher your Dexterity the more likely your character is to get to go before an enemy.
it should also be noted that you, as a team, are functionally designed to take out multiple fights of more then 4 enemies "per day".
which i mean: is kinda normal in video games anyway, is there any game where you don't have to fight dozens of enemies alone/with your smalller team?
On top of that some weaker/smaller enemies can be packed in a 'group' to move
together.
Like small spiders or small goblins or any other D&D creatures. Usually those are predetermined to act together since they are not only opposing less threat but also naturally would most likely move so in terms of realism and whatever other details + to save your time, so you wouldn't wait for a separate turn of every small spider from a pack of 10.
So that's why they move together in 1 turn. But they also roll the dice to see when they will be moving together, earlier or sooner.
How do I change this? Feels like ♥♥♥♥ have 5 enemies attack in one turn and I get 1 of my party members to attack during a turn.
cause if its the former: they are commonly using class/monster features to boost their attacks, such as a frenzy state.
if its 5 enemies attack you: you gotta kill them.
I don't think you understand my point. I am trying to fight the party that is in the crypt with 4 party members. I can only use 1 party member per turn but the enemy gets like 5 per turn.
Also if there are some weaker targets with small hp pools - try using AoE (area of effect) spells that target multiple of them at once, so you'll be outnumbering enemies as fast as possible or have a fair numbers at least.
The party in the crypt , as exact example - try hiding behind a door. And let enemies come to you, so you would hit them 1 by 1. Or blow a barrel near them with a fire arrow or fire bolt. You can also close the door to the room where you wait for them each round. So their range characters can't attack you through it and need to come in melee range.
you can too, if your inits roll similarly, but with a standard adventuring party, your gonna be all over the turn order (as some of you will have higher init then others)
its better to be spread out in turn order, imo, as you can pick off enemies before their turns and just negate their entire actions.
Top of the HUD shows the order of the attack sequence. At the start of the game unless you specifically roll a high initiative custom character, you're unlikely to start early.
Initiative is the stat to increase your attack sequence, ALERT is a feat that gives you +5 initiative atop of whatever amount you have (check your character details and tool tip), feat can be chosen at level 4, 8 and 12.
By the end of the game most enemies on Balanced are with initiative of +3 ~ +5 with Boss and named enemies possibly at initiative of +5 ~ +6
Put it in layman's term, the higher of your initiative, the further left your characters will be on the attack sequence. Each character have their own initiatives, they are not shared.
the problem is they are basically just insta killing one of my party members per turn aha
Here's an example of how to approach it tactically
https://youtu.be/N4f8iw3EK4U?si=6xlI2V3M7ehIVszc&t=287
He could wait for more of enemies to come to the door or barrels for even better effect. Also can use Greese near the door to slow them even more. Or shoot the barrel itself with a fire bolt for a bigger boom.
Or instead of blocking it with a table you could wait near the door with your melee characters and close it each round with your tank as well. Or you can also enter from another side of the crypt and another door - even further from enemies. Slow them, attack with range, and hide behind that another door, closing it each round or not.
Experiment and try what you think can work.
spread out your team a little bit when you know fights are coming, use the terrain (if your in the crypt im thinking off, there is some explosive barrels you can obtain/use, depending on which encounter you are in)
stuff like that, and short rest when you need to.
it can suck if you get dealt a bad init, i wont deny that, but it gets easier