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But I can definitely see how it will ruin your game experience if you are a first time low level character.
And I bet you would hate just as much the first game's version of the other sorcerer maister skill.
So THAT'S what that was!
I was always impressed with how a random Sorcerer I employed later game would insta-end a combat by doing that. As a Warrior I'd be left standing there thinking, "What jus happened? Oh well, at least we won!"
I don't check their skills. I'm a very traditional old-warrior tank type, "I need a Sorcerer. You a Sorcerer? A good one? You're hired. No, I don't care about the specifics. Still don't care. Let's go!"
And move on. Certainly useful in the `red` world where monsters are super-tough.
p.s. I just look at it as part of traditional Magic-user's lore. In the beginning they're garbage, needing everyone's help. By the end they need no one's help and everything fears them. It's typical Sorcery rpg fantasy lore for decades.
The big sorc spells in DD2 are very overtuned, but they are at least much more difficult to acquire in this one.
- this is NOT a souls-game. And the difficulty is NOT like a souls-game.
- this is a SINGLPL;AYER-game, so who cares about OPness?
- the sorcerer is the supposed magic AoE-Damage-dealer of this game.
- no onw urges you to use this skill neither yourself not on your pawns. If you don't like it, don't use it. Problem solved.
That said, no, you can't equip this skill on level 1-pawns, because you need to unlock it first, and that's quite some efford
The skill has a penalty: it doesn't function in cavers/dungeions! (except there are a lighting in there, maybe. but I didn't test that.)
If you think, this spell is overpowered, wait until you'll get the maister skill of the magic archer...
You clearly didn't play DDDA.... the Meteoron is an old classic. Although it's called Bolide in DDDA. And you can summon up to 12 Meteors, not only 5... and that even works in dungions... As someon already said, the casting time is significantly longer, though. (quickended by linking. Which functions regardles of range in DDDA.)
I understand this is not a souls-game, and I don't think people are asking for souls like difficulty but if NG+ is basically a walk in the park , then something is clearly busted.
this would have been a totally valid point had the game been balanced for difficulty but right now, in NG+ you are so OP that everything melts with few hits. If things didn't die so fast, then something as powerful as Meteoron would have felt so satisfying to use. But yes, I can also just not use those skills at all which would makes things slightly more challenging.
you are wrong. it works inside caves, outside caves, above ground, underground, inside dungeons. it works everywhere. I've tested it in all of the above
Funy
It has to be post-spellound Trysha where she's learned meteoron.
The catch is you need use 3 mods. "Material Shop and Armory" (to get as many phials as you want), "Item Tweaks - Cost 1 Gold" and "Better No Weight Mod" (to be able to carry that many). You can then turn off the first and second mods after getting the phials, but still need the third one active.
The same idea applies to any other NPC's. Myrrdin has Maelstrom (too op and you can't see anything if you're in it), Eini has Celestial Paen (this one is great as she seems to have infinite stamina to keep casting it and never falls over). I don't know what Eino has.
I *think* Trysha sometimes casts Seism, but I can't confirm.
After the fight is over just seal them up again.
As a general rule of thumb only bring NPC's that you have maxed/high affinity with and are mages/sorc as they stay in the rear of fights and not liable to die.
You can increase difficulty like enemy numbers/aggressiveness but tweaking all the variables seems like too much trial and error, but that's the only choice you have if you're already high level - apart from starting over of course.
Okay, then you have other experience, than I.
I never got Meteoron to work in deep dungeon/caves. With one excpetion maybe: If ther is a liighting, it might work (which is quite logical.) And a lot of caves have lightings...
Tha casting will put out. But the meteors never impacted for me...
Well, I will test it again.
But never the less, Meteoron is an old classic, and one of the few sorcerer-spells, that are realy good in part II. DDDA had a lot more interesting and devastating (and even devastating, but boring) spells for sorcerers. I must say, I'm a bit disappointed because of that. I hope definitly, the DLC will make it much better. (and there WILL be a DLC. The caved ins in a lot of dungeions is some hint, that just can't be ignored. I'm, realy looking forward to it.)
https://steamcommunity.com/sharedfiles/filedetails/?id=3290000741
In DD2 you don't even need such devastating spells, game is extremely easy without them still.