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You answered faster than you could possible have read the text, so I forgive the answer that flies straight in the wrong direction. ;-)
For CC you need someone who specializes in that, spell focus and spell penetration feats (+ greater and mythic variants).
Summoning is only good as a distraction for quite a while. Higher level summons, especialy if you specialize in summoning can do some damage too.
For tanks dying to early, you can give them "last stand" mythic ability, so they can stay a bit longer in a fight, it makes it so they can't die for (I think) 2 rounds even if their HP fall bellow 0.
Sadly, it seems to get worse the further I get into the game.
Really treid hard not to look up a min / max build or reduce the difficulty, but it really just gets ridicoulus. Monster that can only be hit by a natural 20 and reduce that crit damage close to zero,... meanwhile +25 fort and +35 spellshield. Nothing sticks but spells that ignore spell resist.
At the same time this same guy just wiped 2 tanks in one round and made the rest of the team fight each other.
Feeling like they went a little overboard here.
I know it is fun to beat these encounters with the right build,... but as a newcomer to the rulebook I don't enjoy this even a tiny bit right now. Just feels like I need to study builds and restart the game / respec my team to advance further.
In turn based its probably the only stat that will make you not die on every single encounter constantly on high end diff.
In rtwp you can kite until youre no longer flatfooted to engage most of the time.
Why are you so hard set against reducing difficulty?
Because some people actually want to overcome a challenge?
Do they...? Do they though? Because if that's true, then they shouldn't be complaining about how challenging the challenge is.
TeII that reaIIy reaIIy Ioud to aII the turnbased zombies.
Oh get off your damn high horse this game is challenging for people who have little experience with the rules and this system. It can be frustrating for new players and I can understand why they are having a hard time considering pathfinder has a massive amount of rules and mechanics.
It's not like he was ♥♥♥♥♥♥♥♥ all over the game like some people do. His complaints are valid and he just needs some guidance.
No idea. Always have been.
I don't mind "medium" difficulty for most games, but for RPGs like this I usually go balls to the wall and do pretty good, even on my first run.
I want the challenge. I want the feeling of beating strong encounters.
For some reason I just don't see that in this game. It does not feel like a strategical issue, but a strikt burst issue.
The fight I just mentioned,... I stomped it after resting and changing buffs to even more damage. Suddenly my paladin was hitting for 30-70 damage per ATTACK, sometimes 150damage a round... when before she was not even doing a single point of damage. Unable to hit....
The sad part is that I don't even know why she suddenly hit it. I just buffed the mythic 2d6 holy added damage on her and nothing else changed. It does not say that it adds attack roll bonus. But the enemy suddenly had 20 armor vs her and not 36. No change in alignment either... the weapon was lawful good before and was lawfull good when she suddenly hit the thing.
Summond 10 things as meat shields and had it down in 3 rounds.
More damage, more alpha always seems to be the answer. If a fight is stretching out, there is just no winning since defences don't seem to help even the slightest. ;-)
So, TLDR:
I want a high difficulty, I am just unhappy with the way the difficulty plays out here I guess. Usually a higher difficulty means you have to use MORE toys and combine MORE strategies. In Pathfinder it just seems backwards. The higher I put the difficulty, the more restricted I am on what I can do. ;-)
Even the paladin can punch higher then 40 AC with a few buffs. When I'm facing a particularly tough opponent like the dragon, I'm dropping protection from evil, my sorcerer's holy aura (celestial bloodline), my druid's bear aspect, my sensei monk throws a mass Barkskin on everyone, my cleric and paladin's angelic aspect, haste, etc. Then when battle is engaged, you can also evil eye the enemy's attack, hit them with ray of exhastion (which will fatigue them for a -2 str/dex even if they save), etc. Likewise, I've also gone in with things like bless etc for buffing attacks already set up as well, and my sensei monk can Mass Truestrike everyone so their first hit each round is nearly guaranteed.
The really hard fights need these multi-layered buffs to make them manegable.