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Tavern DLC concept is in the 10%
I wish them all success in the future, wrath is currently my #1 crpg
Was a nice DLC, however, and shows a decent, but not overwhelming, degree of difficulty.
It is definitely more down to earth, lacking all the impressive epic fights, but does carry forth the message that normies would just be screwed in a Daemon invasion.
Thanks for this, as I've been wondering.
So, it seems like even in the Main Campaign, you now need First Aid Kits to use Treat Affliction, thus making it dependent on a limited resource.
I wasn't sure if it was just a DLC thing.
Well, since level 20 is the max level you can reach in tabletop Pathfinder, i don't think there's going to be a max level increase ever ...
And fight new bosses ? We can already defeat a whole bunch of demon lords in the base game (Deskari, Baphomet, that faceless sphinx, ...). I fail to see what could be more epic than laying down demon lords ... I know there is a lot of them, but i fail to see the point of fighting them all, given that only Deskari and Baphomet ever thought that it would be a grand idea to invade the material plane. The other demon lords are well content to be inside the abyss, and are happy to stay in their domains (they already have a ton of "work" to do with theyr little Qlippoth problem, not to mention the regular clash with good aligned outsiders).
This is exactly what the game does for MCs who go Legend and then become lvl 40 characters. (Say a 20 fighter/20 thief, or ... whatever.)
The real trick for continuing any campaign past the endings/epilogues is the finality of them. Your MC could be dead, out of existence, out in the outer planes, or ascended to demigodhood ... I'm really not expecting that.
That said, I don't see why they can't just put a bit of extra adventure into, say, Act 5. (Pretty much like the Act 4 procedural dungeon is being mcguffined into the Abyss in DLC 3.) Something an MC can do *before* setting out for Iz/Threshold/IP. There is unexplored space on the world map. Or just extend it in one or more NSEW directions. And what do you know, there was always a dungeon there, it's just ... oh pick your mcguffin ... in the DLC, the mists have moved away from it and now it's visible whereas it wasn't before. They could do it without raising the lvl cap past 20. Or ... maybe just raise it to 25 for everybody in the party ... you can still balance that.
As for the Cr4 enemies. What you're mistaken for is 4 hit dice (Gelatinous Cube are cr 3 monster but have 4 hit dice (4d8) and the 4 in their level stands for the hitdice. For 5-6 level 2 characters that is about average.
But i personally feel due to the large amount of enemies you face with piercing reduction and immunity you get highly punished for playing any martial ranged unit. I love playing in turn based mode and ended up having to press pass for half my units for 10+ turns while they run away from the monster chasing them. As the monster runs away from my guy with a torch that deals 1 fire damage per hit on a low chance to hit. (i play on higher difficulty) or with the cubes running into the same issue where but also having to lose 3 turns with your melee unit cause they threw badly on 1 saving throw.
So while i can understand the scaveging aspect of this campaign i just feel punished at every turn by non threatning combat that drags on forever due to making most my units do 0 damage due to me picking more than 1 ranged non spellcaster unit
Gelatinous Cubes are an Ooze with a terrible move speed that are stealthy (clear and quiet). They will swallow you whole and you'll have a bad day if you walk into them. But otherwise, they move slow so you back off and unload arrows into them until they die.
These ones that the are calling Gelatinous Cubes are Aberations for whatever reason, are not stealthy at all, and are immune to piercing and slashing. There are other Oozes that they could represent, but they are NOT the humble Gelatinous Cube.
I did like the Door Ooze.
But the cube's stat sheets are really odd: why do mindless blobs have Dexterity 10, Intelligence 10, Charisma 10 and Wisdom 10? That should be Dex 1, Int --, Wis 1 and Cha 1 by all accounts.
3rd playthrough now and I always reach the level cap way before the finale - not very satisfying afterwards.
Level 20 now and I even did not went into the Ivory Sanctum, Enigma yet.
I also skipped many optional bosses fights.
Enigma is too late anyway ( rather annoying anyway that Nenio`s quest is drawn out in such a length - not to mention the puzzles).
No use for the money anymore you get out of all the stuff you pick up there and the special equipment would have been better earlier as well.
Now that I think about it more, part of the reason for Solo runs is to get to lvl 20 ASAP so that you can deal with the rest of the game challenges more easily. Plus, then you can turn exp sharing back on and have your cake and eat it too.