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you can move and attack, attack and move. One doesn't really prevent you from doing the other currently, though if engaged have to disengage(never tried that)
For my encounters the enemies armor was nearly gone after the first engagement. I had all start weapons and gear.
If get to level 3 there are perks that can reduce damage for certain classes and spending of a action point. One of them was like have enemy damage be reduced 50%.
I only had problem with the bandit camp fight, it was like 5v12 or something I don't remember. You need to go there with wolves or bigger squad.
Poison is basically a death sentence if you want to play defensively.
If you get poisoned, you have to finish the fight quickly or risk losing people.
Also the LVL of your enemies means nothing at all. I had a fight with a bandit leader that was LVL1 and he had stats/skills/gear that were way too high for LVL1. He could attack in a circle (with a dagger no less) and would apply 4 poison to those he hit.
In general, the enemies have skills/gear that are too high for their level. A LVL1 poacher has a bow that grants the skill to hit and push away his target. You get that skill at lvl3 if you choose the Hunter class.
The thing is that if you were allowed to loot all the items that an enemy has, you'd stand a better chance. And it doesn't even make sense that you don't loot their weapons. You're not burning them or obliterating them. Why the hell can't I get their bows?
Since they were all melee I just slaughtered them with my archer while everyone else of my team died...
Insanely difficult while also being insanely easy and without challenge. It pretty much is the most unbalanced combat I have seen. I really hope it gets a lot of work.
This is what I experienced as well. The combat wasn't too difficult, for the most part, though it's questionable whether a wolf bite should destroy your entire armor. I had no real issue keeping my team alive during combat, but the inability to loot or earn the money needed to keep food, armor repairs, and medicine on hand, not to mention pay the team, creates a very difficult scenario. The combat seems to have been designed with the idea that you will always be fresh, uninjured, in functional armor, going into it. Without the ability to pay, feed, heal, and repair the team, you are probably headed back to town after combat, and if you get ambushed on the way...RIP.
*edit - As an afterthought, perhaps they can solve this by adding non-bounty jobs, and possibly extending the range of the party, before they're tired and need to camp. If you can, for example, walk from the jail to the stables, without needing to camp/eat/pay wages, you might pick up some money by mucking the stalls. Likewise, you might haul some food for the market, chop some wood for the inn, assist with the lumber mull, or help out at the forge. The blacksmith might, say, offer you a bit of gold for creating basic armors with his materials, but less gold than he might pay you for something you made with your own. When you're out of money but the team needs to eat and be paid, it would be beneficial to be able to pick up odd jobs like that, until you're ready and well-equipped enough to take on another bounty.
Use the random encounters to gather - after you craft take on some bounties
That and to be able to loot more things from the enemies.
I mean it's stupid to defeat a band of raiders and to only get 20 gold and a rope, maybe some food. I mean ffs, a single unit of raw materials costs that much.