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You can also use TP or fly skills and or accessories if you have any to get your melee adventurers and archers on high ground.
I'd guess your characters are under built or you spread the exp too thin across your roster such that they are under leveled. Accuracy wasn't a problem for me. You can ofc use high accuracy skills such as lightning, bow stance etc. You can also use aura to increase your accuracy from either item or skill.
But it sounds like you can just hold onto that quest for a little longer while your characters level up elsewhere.
No, the first of the three witch disciplines who have the homing beacon thingie you need to find the witch herself.
The first disciple is accompanied by a greater demon of Belphegor, demon lord of Sloth, as well as rabbit-people snipers on very high cliffs surrounding you. That makes it one of the trickier battles in the game, at least for melee-heavy parties.
Ah I see. I remember those even less. (Zero impression.) Those quests were trivial because it was so late in the game and you have all the tools in your disposal. Your +2 + 3 characters all have really high stats too.
Don't rabbit ppl sit on 2-tile platform? Jump/tp onto those? If it's all knight comp, welp, the struggle wouldn't just stop with the disciple quest.
Dragon fight was the one that made repeat, fail, lvl up and prepare and do it again.
But why are people sad there is a hard encounter?!
Let's not reverse the burden of proof here. If you can feel RNG is rigged, please provide your proof instead of asking it the other way around.
I've streamed hundred of hours of OAG on my end, never felt cheated.
Nonetheless, the story missions can be VERY abusive in their difficulty for beginners OR a first time.
I played a lot of tacticals so, I'm not, even without your guide, doing chaotic builds for my adventurers. Could it be better ? Sure. Do I want to min max like the guide can teach me ? No, coz' I'm not a doofus in tactical games and I know what I'm doing and I don't want to spoil the fun of the game.
But seriously, some story missions are the very definitions of "unfair".
When you truly are a beginner, you HAVE TO do the mission at least 1 time and then, probably, do it AGAIN after the fail of the 1st time because you do not know what to expect or what the terrain configuration will be and the 1st try wil likely destroy you.
Also, the dev' LOVE to make us at height disavdvantage in almost every story missions and that, really, is SUS as... in terms of mission design.
I did a few chaotic builds, absolutely loved my arcane knight. He also can help you turn the height situation in a blink ;)
Some people like to min/max, even without guides...usually people who play difficult games and know there is a path of least resistance if you do it. I agree, farming the forest map to get the arm wrestling buff on every melee character before you lvl them above lvl 5 is boring and tedious.... but in the end game those same characters will 2 shot any disciple.
Dont rush trough the game thinking there wont be hardships later on.
Story missions are not timed (besides the very first one), so take your time. Build up your team. DO TRY chaotic combinations. See what fits you better. I ended up not using the reaper in my team, (considered one of the most op classes). Instead i had arcane knights and a paladin. Said paladin was often times my main healer due to my saint be a wreaking ball of holy NUKES.
Few fights made me change my "basic" strategy, tank and spank. but once i changed a bit to deal with it, it made me a better player. troll fight was a pain, i only found about acid later, Dragon was a huge pain in the ass, Having to drastically change position and focus on support, The ticking time bomb that was cleansing Misasa of her mark... that was a fight i struggle the most, but it was before i learned a lot of the real game mechanics.
Enjoy bud, good luck.
When I played the game for the first time on normal difficulty, I managed to complete all story missions the first time.
But some missions DID throw nasty curve-balls, and there were times where a bit worse luck could have made me lose.
The bandit king fight comes to mind, where at the end of a long slog against many enemies and a tough boss fight you are hit the with "Suddenly demons!" surprise.
By the time of the disciple fights, though, the player should have become pretty familiar with the way the game works and how to deal with terrain stacked against you (as yes, the game does like to use high ground against you a LOT.)
So personally I am a lot more sympathetic to complains about the early game difficulty or the sudden difficulty spike in missions like the Bandit King. Anyone who has survived those should be able to deal with a rabbit on a cliff.
But I'm not sure whether it is bad design to have missions that spring nasty surprises on the player. Being predictable does a game no favours, and winning despite the odds is a pretty great experience, even if there also is the occasional rage-quit after a mission pulls a fast one on you.
I think it's mostly fine, but I would have appreciated at least a few missions where the PLAYER had the height advantage. For example, when we are defending the fortress near the end, why aren't there some neat killzones to funnel the enemies in? Surely a fortress would be designed to favour the defender?
Changing it up a bit more for future games would be a good idea, i.m.o.