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Is it worse than... The House?
It's not about the difficulty it's about QOL improvements.
We got Mythic paths so it's to be expected that the game won't go easy after a certain level.
There is a difficutly slide if I really cannot get trough certain battles I can play on story mode. :D
Difficulty sliders don't affect bugs.
Ooh. Are still bugs preventing the game to be played? I thoight that with all the patches all major bugs were solved
You are absolutely right that the QoL stuff in this is improved over KM several-fold, but they also found some new ways to make the game unnecessarily difficult in places, to the point that it basically requires a degree of metagaming and/ or munchikin'ing to beat on even the easier difficulties.
For example in KM, the early game swarms are basically invulnerable, unless you picked alchemist or kineticist as your starting class. Late game, there are certain spells that are flat-out required, and no way to know that they would be important. So if you just don't happen to pick that spell, or don't have a character who has it prepared... you simply can't proceed with the game. Period.
WotR eases up on some of those things: swarms are still dangerous, but they can at least be damaged somewhat; a single swarm [probably] cannot kill your entire party. It's unlikely that your game becomes unplayable because you neglected to take one particular spell at level 3 that-- in any other game-- would have been a complete waste of time. (I'm referring to Glitterdust, which is the most powerful spell in KM. It's still very helpful here, but not a 100% necessity.)
At the same time, you will find enemies in WotR that have AC in the 70s, and others that are functionally immune to all magic. So there are certain ability types you HAVE to have in your party, and it is not negotiable.
You HAVE to have strong melee fighters who are not reliant on resources. You HAVE to have certain divine and arcane buffs. You HAVE to have a consistent, on-demand way to dealing large amount of touch attacks (NOT standard melee weapon attacks). If you don't have these things in your party, you will not be able to finish this game.
These stipulations do technically limit your party building options (a lot, in some cases), but they're still wider than they were in KM.
But for most players, having a full arcane caster + a full divine caster (with domains if possible) + 1 full bab melee character is probably mandatory.
I like to use mercenaries or the respec mod with story companions but anybody can beat the game with Nenio+Sosiel/Daearon/Lann (if you make him a Zen Archer 3/Cleric 17)+Camellia/Ember (for hexes+protective luck)+Seelah+2 any companions you like but it would probably be easier if you don't take Regill/Greybor/Woljif/Trevor.
And since Clerics get all of their spells and Wizards can learn all of them through scrolls, Seelah always gets Mark of Justice and always has full bab. You can make "wrong" choices and still beat the game with those 3 + Ember or Camellia.
Thank you.
For now, playing at normal, I find story companions suit the role perfectly.
I guess you are talking about higher difficutlies. But I can't play those difficutlies yet, first because I don't know the rules very well and so can't min/max, second I don't know what to expect.
Know that I am still at 2nd chapter with an oracle. For now the difficulty is perfect for me, sometimes I die, but only in certain battles.
For you considerations, this game got mythic paths that make your party much much stronger than normal, so I expect difficult battles, but I am sure that none of them will be impossible else none could get to the end.
I got this feeling too.
I am loving the gameplay, the characters, the story, the music, the graphic, the dialogs, the battles. Even loading times are improved since KM.
I've heard people advocate for installing Toybox in case something bugs out so that they can use it to resolve potential bugs from ruining a playthrough.