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I picked maybe 2 understandable "Class" Talents for each character and then went to pick Common Talents instead when I could pick Class Talents. Stat +5 is understandable, almost all of the Class Talents are not.
Adding to this, ALL Abilities are restricted to 1 Round. Rather, Abilities should last several Rounds and Cooldowns should be many Rounds too. This way, each time you click on something, that click did something meaningful. The current game is a clickfest and I hate it.
Ideally, Talents should come with Ranks, so half the # of Talents but with 2x the Ranks immediately leads to half the clutter we have now.
That's just not going to happen.
Pick all of the standard, simple and basic stuff first, like you've been doing.
When you've exhausted the obvious, take a quick look at the recommended ones at the top.
Then scroll down to the very bottom and look at those.
That's it.
The middle I only look at if I want to specialize in something. Like a melta gun or something.
If every talent /skill would have a video of what it does and have good tooltip the complexity wouldn't even exist...
I got good news to you then, cause it isn't balanced to begin with. Not crying over difficulty or anything, just saying balancing is not something that was done in the first place so THAT in particular definitely won't be the reason a rework is out of the question.
It seems like a non issue but I really dislike the fact that because of this I have to scroll through a LONG list to find and either pick a new talent or check an existing one in battle in case I forget what my characters can do.
Also: why the hell are tooltips for base skills not updated with new effect info once they get upgraded on level ups? Why do I have to either remember or check which particular talent in a very fast growing list is beneficial to a skill I'm using? It's absurd.
I was managing more or less OK until level 16 but with the tier 2 archetypes ♥♥♥♥ is getting bonkers. It's just too much to keep track of. I tink they are needlessly overcomplicated and force you to waste too much time to buff/set up zones/distribute exploits/whatever, especially considering how much combat there is in the game.
This could have been much simpler and enjoyable without losing any of the depth. Is it how the tabletop Rouge Trader works too? Were they forced to keep all those systems because of licensing or someting?
After you read several times the list of features (skills and talents), you kinda learn them and their dependencies. And then think about on what path you want to send your characters.
I love the versatility of builds, even though RT has a complex system and it seems that not all of them are viable (yet). If the system would be simpler, then we would have fewer ways to build them, and then all the same it could be automatic. I hope with all my heart that their games will remain complex and a big part of playing their games will be to think a lot before finding a way to build your optimal party of heroes with their synergies and combat strategy.
This. Pathfinder was far worse with its min maxing and various requirements. You can even plan ahead far more easily in this game. But tooltips on this are horrid, and several talents do not work at all.
That said, I do think the skill system could have been portrayed to the user in a better manner.