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They do not necessarily do so.
I actually played without long rests. (Allthough the game forced me a few times in order to advance.)
I literally used like 7 spells(of which one was daylight in Shadow Cursed lands:D) till act 3. Considering every fight and every character.
I could manage without using the special abilities of weapons and i used Laezal's action surge like twice?
Planning and experimentating on tactics can replace the useage of spells almost completely.
Those 12 long rest wont be remotely enough.
Nah, it only is that bad because certain things do not function as they should. Like Grease's and WEB's DC being stuck on 12. No matter how much int/cha you have. (Unless they patched it out.)
There are also many players completely unaware of how CRPG-s let alone DnD works. And for them the game does not really tell much about the system. I know 3.5 not extensively but i get by, but even i had to look up a few things like advantage and disadvantage, and i made a mistake regarding my character.(Though it is not such a huge mistake to restart or reload from that point.)
edit: the end fight of WoTR-s prologue boss is a harder fight than any of the fights you encounter in the act 1, if you know what you are doing.
In such a environment its impossible to balance food. So the problem is not the resting system. The problem is that combat is not classic DND combat.
Not even Larian cheese is needed. I've done a non barrelmancy Larian cheese in EA, showed me how easy fights are that way, so i delibaretly went with a different route. Which is an acceptable DnD solution. (Sneak+scout, notice enemies set up your party in certain ways to make killzones:D)
I think it's stupid to allow rests based on food, can you rest 3 times a day because your fridge is full lol ?
To tell you the truth, even if I'm having fun in the battles (because you have to rack your brains a bit to come out of them with as little damage as possible), and even if the story, characters and side quests are really cool, there's not much pressure to survive...
The only way I've found to make the game a bit more exciting is to do a challenge with my kids: at each level change we measure a score made up of (gold+food+items for sale). The best score wins the round.
We have set a rule based on game's datas :
1 gold = 1 point
1 food item = 2.7 points (the average price when you want to buy it)
1 gold item for sale = 0.37 points (the average rate at which merchants buy).
In this way, we're aiming for the best possible performance - something we'd be obliged to do if the game were so difficult that you risked dying permanently after consuming all the items, food, gold, etc.
If you want a hard game there's numerous things you can do to nerf yourself with so much player liberty.
Food is not unbalanced in this game. This game doesn't have player versus player. There's no balance needed. Food is just something to add another RPG element to the game and make sure you're at least paying attention in the world. It also gives you some modicum of pacing between fights.
If you want to make food part of your difficulty, drop your food somewhere.
There was another thread that had the right of it. Less than 2% of people have even completed the game on Tactician. That's a good enough metric to say the difficulty is fine. They shouldn't reorient core systems around 2% or less players.
Make a mod if you want higher difficulty. I'm sure they are coming.