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It's basically just more active skills or more passive skills?
This is nothing compared to Pathfinders for example.
And you get stronger and stronger.
Lack of color coding between talent and common-talent is pain in the ass because you can fill talent slot with common one, and this is completely screw your build...
but yeah i agree.
The interface sucks. The system itself is a mess.
Too manys time you need to be very careful what talents to pick. This is especially so for navigator, officer or psyker.
And I stil do not know what stratagems are and I am on second playthrough on hard difficulty.
Once we have an idea of how to build our characters we'll have a template to work from. Otherwise, yes, leveling takes forever at first
But the best thing imho would be to have Characteristic and Skill increases simply become marked as obtained by turning from grey to green and let us allocate them independently on the character sheet on the right side.
Edit: Having free level-up resets as a difficulty option would take the edge off the compicatedness. But I now there are mods.
I don't really have that big of a problem with it personally.
I earmark talents I want with the favorite function. That helps quite a bit. Strange that you can't use that for the common talents though.
I think. I haven't used the class all that much myself.
^this is 100% correct, you unlock them every 'x' levels on your grand strategist, but if you're like me and like putting grand strategist on Cassia, then they coincide with her navigator powers and you'll rarely pick strategems xD
Yeah, that's pretty much it.
You have three 0 AP zones you can place down with various base effects scaling with both FEL and INT. The zones are shared among all Grand Strategists and the highest attribute bonus is used. So if you have a high FEL MC and Pasqal both as GS you would use the FEL of your MC and the INT from Pasqal.
Frontline zone gives armor to allies and increased damage taken to enemies.
Backline gives dodge and cover efficiency as well as dodge reduction.
Rear gives ranged damage and critical hit chance as well as overpenetration.
All of these scale with either INT or FEL or both.
You can then use other 1 AP abilities called Strategems on those areas, giving them additional bonus or effects. There are a ton of different effects:
Forcing enemies to reroll dodge or parries, killing any damaged enemy below a hp threshold, give -WS -BS and rate of Fire debuffs, more armor, immunity to prone, no injuries on damage taken, free movement to the zone, cover effectiveness, reroll on fail for characteristics and damage immunity for cover.
You then have various talents that either cause a zone to get additional base effects or additional effects if they are targeted by a Strategem.
It's a very versatile system with a ton of options, the only real problem is that putting the zones down is a bit fiddly. They rotate based on your characters position, so you might have to move a bit to put the zone down in the orientation you want.
Thank you captain hindsight
Took me 5 minutes to even manage to use the levelup Wheel of Fate ^^
Game should give more info beforehand on how leveling works and where you're heading (WotR did that very nicely), sort more clearly the talents you got from archetype and origins, and maybe railroad you towards builds type (eg melee fighter, sniper, burst soldier, pyro psyker...) that could be like soft "subclasses"