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But it is as you say: normal fights sometimes give a couple hundred EXP/gold and take a few minutes, when the quest itself takes just as long and could give ten thousand EXP and gold.
You do get a small amount of misc items/crafting materials like leather and vampire dust though, that's something at least.
It would be amazing if you unlocked some kind of permanent buffs from say, killing 25/50/100 undead on that specific character.
I like that idea, there are already achievements for each character e.g. kill a troll for +1 strength so the system is already in place. Also thanks for letting me know the issue continues until end-game.
But!
If you play with the doom clock enabled, and on high difficulty, leveling your S-Team to keep pace with the enemies in the hard story fights becomes very important, especially with the downtime introduced by switching classes, getting personal training or participating in team exercises. So you may want to double those quest rewards by hunting down every single trash mob. This only gets more pronounced when you play on harder-than-hard, with seriously lowered quest rewards, when any penny counts.
Interesting so fights are more important in harder difficulties, i'll have to try that out at some point once i'm done with my current run :)
So im guessing exp increasing accessories are pretty much mandatory then?
Speaking for my current run: the ranger gets a boost from all the traps, debris and chests challenges (it does add up) The knight and the Quack(saint) are using their slots for better things, the bard needs no experience, and the paladin and assassin are trying to catch up by using the 50% experience boosters.
For story missions, the paladin and assassin wear more useful items. The reason that they are trailing behind is that I held them at low levels for way too long, so that I could get the best stat growth for them.
This[i.imgur.com] is my paladin before his first level up. The level up results have been pasted in the center top.
In those games you can recruit the enemies, steal gear from them, your characters train job points or get tiny permanent stat changes and can even find hidden treasure on certain tiles in the battle map. The rewards are pretty hefty.
Damn he is stacked haha, I've got one i've been raising but nowhere near as good yet
Yeah the gameplay loop for this game is extremely satisfying but I do think it would be nice to see more depth put into what can be obtained in or from combat. You bring up a really good point, something that is definitely missing is more in-combat objectives like:
-Treasure chests/loot of some kind like corpse piles you can rummage through
-Merchants with unique shops
-Hostage/rescue situations such as liberating a captive from bandits or cutting someone out of spider webs etc.
-Event squares with unique storylines e.g. you find an egg at some-point and need to place it on a lava square during combat to hatch it.
-Could even move some map events into in-combat ones like Ferdinand the sword in the stone, having a tile you need to approach and then initiate the removal might be better placed?
Just a few examples, I do think this sort of addition is more elegant then my initial thought process of just pumping up combat rewards and would ultimately make combats more enticing to enter, rewarding and add a bit more spice, reducing a bit of the samey-ness that many encounters have by adding side objectives.