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The pnp version of rogue trader doesn't have levels. It's a perk buy system. Every skill, ability and stat advancement has an xp cost and you pick whatever you want when you're on your ship by spending your XP.
The only limitation is that perks belong to a tier (which is your archetype rank) and you need to pick a certain number of perks of your current tier to be able to choose a perk of the next tier (so it's like a skill tree, to get the more powerful perks you need to get some lower ones).
And when you get to the highest rank of your archetype, you can choose a more advanced archetype.
So owlcat thought that would confuse players (I hate when devs think players too stupid to learn a mechanic and dumb it down, that exactly how you make stupid players) and instead has you pick the perks at a regular interval.
It's as if they tried to make leveling as annoying as pssible.
I wonder if the game was originally supposed to be longer but got cut down, so they had to condense progression to compensate.
Oh really now? Gee i must be playinf a different game then you brcause every 3rd level or whatever it is where im picking lesser perks like weapon and armour unlocks there are no suggested options lol.
And then like every 10th level you get the same perk selection list but it has a bunch of options you dont normally see for the more common selection level ups. The entire system is a bit over complicated for little to no reason lol. I can follow the system, im not having troubles with the system....Im just moderately annoyed i have to stop the flow of the game for 10 minutes to choose perks....every 20 minutes of play. Lol
I got 2 levels at once in that fight lol.
Naw i dont think they cut it down and condensed, i think someone just opted to not consolidate the options and pace it out better. You get 3 or 4 perks for a single ability sometimes, could probably of rolled them into 1 upgrade and dropped 1-3 of your level ups to spend. Upgrade a stat by 5 points? Why not by 10 points, half as often lol.
Almost a case of too much customization (which in itself is ironic because of the archtype overlaps lol)
Part of the problem is some options are insanely strong but many have almost no effect. So a level up can feel impactful or completely void of progress. Where as in most crpgs based around fantasy, the impact of your enhanced power is instantly obvious. I picked a single talent for my sister that boosted her per round dps by like 25%, which is massive. The level afted that she got 2 movement square more per round. Lol. Its a bit all over the place
The BBEG fight in chapter 1 is supposed to unlock the second tier archetype for you after earning it. Seems like a good reward to me to beating it.
Great, thanks for the spoiler.
I wouldn't say annoying but it IS a bit fiddly. I've played the 40k RPGs, and I was designing Excel documents for this same reason.
Now, having said that, there IS a flow to things. I found it on my second startup. My first had a bad Psyker build, until I picked up a talent that pretty much removed Veil increases, and stabilized their damage output without invoking Perils of the Warp. The hard part, is all the required reading. You need to read the talents, and then make sure to keep note of the keywords you want to work with for a character. If you wanna go bolter-crazy, anything with "Bolt" or "attacks" is a fairly safe bet. For defense, you want like Deflections and Dodge/Parry. The safest bets as far as leveling, deal with either removing any NEGATIVE effects from power or skill usages, before going into buffing. A Psyker who can only fire lightning two or three times, then has to sit out, is wayyyy less powerful than a psyker who maybe doens't blow out damage, but can KEEP hitting multiple targets across the whole fight.
There are like half a dozen threads about it already and the game has been out for nearly a week. Sorry, lol