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So either, it's a bug or it's me not understanding... Just saying I feel you.
What is the logic behind that by the way? I mean: when the caster is dead. Why does the enchantment or spell persists? With summons I can tell for certain: if the caster is dead the summons dissapear. But why not pits e.g.?
As someone who used pits A LOT in the previous game, and who got stuck in them myself due to silly ai charging when I turned off TBM, I do not think it is bad design at all, because I think you'd be saying the opposite if it was your enemies in the pits and not your allies, and that's not a fair judgement!
The only I would agree is the 'waiting it out' after combat has long been over and you're wasting time on precious buffs! I do wish there was a "fast forward time" option in persistent spell effects, which I THINK there is for your OWN spells after combat, but not enemies iirc the options menu.
A pit right in front of a narrow doorway, courtesy of an enemy is also very annoying, but there's -always- work arounds in this system. Freedom of Movement works wonders here!
More annoyingly, i've discovered that the Sphinxes in Enigma can cast Rift at will, and will do so on every new enemy they discover. Particularly after you Repurposed them. Having a bunch of Sphinxes will drag things out considerably, even if your enemies aren't going to be doing a whole lot...
the problem was that the saves for pits did not respect turned base mode. It saved every few seconds regardless of whose turn it was.
During my fight with areshkala or whatever his name is, the end of enigma they targetted my tank every single time with rift of ruin as soon as the caster sphinx thing spawned. So my tank was out of the battle for the rest of combat. I tried everything to dispell it. Tried every type of buff i could think of. Nothing worked. Finally, i beat the fight with one person down. I just summoned a crapload of pets and killed the baddies from range.
I am doing Enigma just now and I am glad the rifts dissapear after battle now. The bad thing there are sometimes enemies trapped in the rift who are immune to the damage but dont pass the saves for getting out (cultist rogues). So the battle can't end because an enemy is alive but I can't kill the enemies to end the fight because they are inside the rift :(. And Timeskip is no option while in battle.
One of the most annoying mechanic I encountered so far. Just behind the nimrod Petrified my friends without stone to flesh scrolls existing in this game because reasons I think?
In the tabletop spells that are not concentration are not dispelled when the caster goes unconscious or dies, so there is a reason why such spells wouldn't disappear in this game. I think that, in WotR, any spell that creates a "ground" effect doesn't dispel on the death of the caster. So pit spells, ice storm, web, entangle, sirocco, etc all stay around until their duration ends.
But those should be dispellable by an area dispel, but for some reason the area version is a bit buggy and won't effect them . I know that trap effects don't seem to be removable by dispel attempts either although I am not sure if that is also because they create a ground effect or if they are supposed to be coded not to be effected. Be interesting to find out that they coded that traps that way and the code ended up getting applied to the spells as well.