For The King II

For The King II

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Puppy Nov 10, 2023 @ 3:58pm
Speed / Luck Should Give More Combat Effects
I'd like to write a review, but I'm still kinda enjoying the game. But I feel like they missed the mark on a bunch of different things.

Unless there's some really rare items, there aren't things that influence burn/bleed damage (Or in the case of bleed, I hardly ever see bleed actually proc) Maybe Luck could increase the chance for bleed to occur. Maybe Luck could increase the chance that you gain focus or find herb/alcohol/scroll. If there is something that influences that stuff, it's unclear what that stat is. Luck appears to be a useless stat for combat and it really could have been used for a lot more things.

My biggest gripe is with Speed. I thought it'd be kind of fun to go heavy on speed and use a dagger. Daggers usually inflict bleed. My issue with Bleed is still there: it hardly ever procs. It says Speed increases attack frequency but it really doesn't. It's misleading. You still only attack once per turn even at max speed.

Also, when you go to attack, you should be able to activate a tooltip to see what the attack does. It's hard to memorize all the symbols, and I think in one or two cases, the symbols aren't even listed in the encyclopedia.
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Showing 1-8 of 8 comments
Soul Nov 10, 2023 @ 4:02pm 
Doesn't luck increase the chance to find herb/alcohol/bomb/scroll tho?
Puppy Nov 10, 2023 @ 4:28pm 
Originally posted by Soul:
Doesn't luck increase the chance to find herb/alcohol/bomb/scroll tho?
I hope it does. It doesn't say though.
Soul Nov 10, 2023 @ 4:30pm 
Originally posted by Puppy:
Originally posted by Soul:
Doesn't luck increase the chance to find herb/alcohol/bomb/scroll tho?
I hope it does. It doesn't say though.

I got told it does. Hopefully som1 can clarify
Puppy Nov 10, 2023 @ 4:30pm 
Also a thing that all games need if you add things that muddy your item pool with stuff you may not want in the future (The Chakras/Whips/Etc) You need the option to disable them. I reluctantly just purchased them to see what they're all about, but I may not want them in my pool later. I guess I will find out :3
Gilmoy Nov 10, 2023 @ 5:57pm 
In FtK I, Speed really was frequency.
Some monsters could 4-for-3 your slowest guy.
Fergus the Mad could 2-for-1 your whole party.

~~~~

In FtK II, Speed seems to be only Initiative, and only part of it.
I also haven't seen any monster gain (or lose) an extra attack out of sequence.

Anyways, since Speed is a weapon stat, I don't mind that it does nothing most of the time.
All other stats also do nothing if you're not using their weapon.

Initiative also has a random component to it.
Your highest-Speed guy might be #3 in Init order, for any given fight.
I think of it as (Speed + 1d10), shrug, and win anyways. It doesn't really change anything.
Cloudef Nov 10, 2023 @ 11:44pm 
Status effects get applied when you success doing a full roll. Bleed procs every turn after next one.
Jack Nov 11, 2023 @ 7:18am 
Honestly I think speed is already a bit overtuned.
Don't get me wrong, it is indeed a fun stat.

But Speed and Luck are the most inpactful map bonuses, one for movement and one for rare rewards.

If they where top tire in combat as well it woulden't really be a point to play anything else.
VolOpt Nov 11, 2023 @ 8:34am 
Luck could probably use a few more weapons, I think the only two it has are the bonk hammers. At least the only two I've run into.

Speed as is seems solid since it effects turn order/initiative yes? which is kinda huge on it's own. Especially when the groups of enemies start getting larger.
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Date Posted: Nov 10, 2023 @ 3:58pm
Posts: 8