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번역 관련 문제 보고
Ah, ok. I think the dragons were what was missing then. Though to be honest, that would have made the fight more fun.
That is just a possible ending that you ended up with because of the choices you made.
I prefer to choose the ending where my party fights everyone else, and kills them all, including the dragon. The game ends when my party members are the only ones left standing.
Yeah, I used more healing potions in the fights LEADING UP TO the final fight than in the final fight itself.
Now I am gonna take a break for a while and then try it again, making my own characters this time... mixing it up a bit. I used the classic 4 premade characters (Cleric, Fighter, Mage and Rogue) and when I had the chance to choose specializations, I kept them pretty straight up. I expected that would make it more difficult, but it actually made the game pretty easy. I am not the world's greatest D&D or tactical CRPG player, but I cruised through with no deaths and no need to save-scum.
As usual, I had all those high level spells on my Mage and Cleric, but I pretty much never used them. My mage cast mostly low level "single" target damage spells... and those higher level spell slots were just used to cast stronger versions of the same low level "single" target damage spells. The same with my Cleric, who just became another front line plate-wearing fighter that can cast healing spells at the end of each turn. Of course, once I had them, I did open most fights with a lvl 3 fireball from my mage and the big AOE light spell from my cleric, but that was it for high level spells. I tried most of the others at one point or another, but they just didn't provide enough bang for my buck when compared to a higher level magic missle or the multiple firebolt spell. And my cleric pretty much saved all her spell slots to be used for healing, either the single target or multi-target heals. By the end I had bags full of healing potions that I never used because my cleric just healed through pretty much everything with no problem.
The only two design decisions I didn't like were the attunement requirement and the frequency of the surprise mechanic on random encounters. First, why was I limited to 3 miscellaneous magic items per character? I understand it was possible to switch back and forth as necessary since it only required a short rest to attune a different item, but since I wasn't save-scumming, I never knew I needed a different item until I had already come up with a different work-around and moved on. It basically meant that half my magic items ended up sitting in a chest or my bags collecting dust. Second, I know I increased the chance of being surprised by moving around on Normal, but seriously... being surprised in almost every random encounter got kinda old and felt like a contrived attempt to increase difficulty level.
Anyway, it was fun enough that I will give it another run through, and I will look forward to any more released content.
1) It was probably the most anti-climatic ending of any crpg I have played. Battles with Aksha and Razan were much more difficult than the final battle but the disappointment lies not only in the fact that it was easy, but also in the fact that I had barely anything to do it. I stack up the potions, buffed my party, saved the aoe spells as much as possible through the earlier fights, trying to preserve all the spell slots... then my party gave little inspiring phrases out and ran into battle... only to witness 2 dragons wiping the floor with the soraks pretty much without my help. Same with the next phase. I thought: Aha... so that's where I am in trouble and at first it seemed that waves of soraks would be the problem, but then... I somehow got a cutscene and that was it. No going back, no sense of fullfilment, no answers on countless questions left.
2) Seems like the Solasta story tellers have problems with finishing the story threads which were initially very interesting. For example: a) What about Arwin? the game built up for him to play some major role in final events. First he's that old-timer/drunkard/veteran/indiana jones, then he appears to be cool guy who helps us and refuses the spoils... then he helps us again and disaapears, saying he needs to meet someone... and then... he briefly appears at princess side and nothing. b) What about Halman Summer? Story just made him the villain out of the blue and then we don't hear from him ever again. c) What happened in the city while we were closing the rift?
3) Another issue with the game is that it is too railroaded for an RPG. Characters barely ever have to make any significant choice (there are a couple of instances where you, as a player choose the course of action, but they are very rare) and then there are some instances where dice decide your dialogue. It was still an overall ok experience in those cases but the lack of choice in some points in the story made no sense.
4) This is a very minor issue and simply an aesthetic one. Character models (especially for females) look really bad. Elves are somewhat better, but them too. They are sometimes close to uncanny volley territory and I simply don't understand why. Monster models and animations are decent, buildings design and details are very good and the overall atmosphere was more than satisfying for small company, so why they couldn't manage to do a better character creation tool, I don't know (BUT as I said, this is a very minor issue, as the graphics are not so important for me, if core things are good. I am Baldur's Gate 1&2 and Neverwinter Nights fan afterall)
They just announced that the ending battle will be changed in the next patch.
That means you messed it up dude. There are multiple ending for DOSII dude. Stop blaming the game when you are the one who messed it up
I would have been better if I focused on the Arcaneum for crafting. I was able to get the crafted weapons, but did not put in enough for the crafted armors which. The crafted materials are better than the other weapons and armor. At Level 11 fighter champion, you get three attacks per round, with fighter champion, there are a lot of crits.
There was a rather odd acknowledgement in the ending which basically says the dragon graveyard housed dragon wizards from the Arcaneum. This basically indicates that the Arcaneum is the most powerful faction in the game. That and the princess.
I also probably should have gotten a shock arcanist. More damage.
The other thing I noticed was that the halfling thief with the medusa bow, stacks of poisoned arrows, and bracers of archery made for a better sniper than a thief. Again with better relations with the Arcaneum, I could have ended up with an elf thief with a lightning longbow and flash bolt arrows or acid arrows.
The other thing I noticed was that the final fight was a mix of greater healing stacking and scroll stacking. Heal and Area of effect scrolls. Taking away the crown and giving a lot of money gives the opportunity to buy and make lots of potions and scrolls. If you plan carefully, you can make the final fight pretty easy because of this.
Everything about this is bad stroytelling and bad game design. The final fight is essentially reusing a mechanic that we ran into in the first hour of gameplay except it's preceded by such a tedious slog of elemental fights. The fact that the final fight is tuned so poorly and that their solution was to make my AI dragons spread their damage around to every available enemy or just kill my own party members while the enemy AI focus fires targets is ridiculous. So many story threads just left hanging, just a really poor ending to what had been a fun and enjoyable game.