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Zgłoś problem z tłumaczeniem
you don't have to agree with me you know..., thats what a discussion forum is for btw. discussing stuff. We don't have to agree about everything, this is not the Imperium^^
The game doesnt railroad you into only playing the most OP min-maxed things and it doesnt give you useless options either. It gives you options for EVERYTHING. You cant get tricked into picking a useless path, you can build poorly and pick talents that dont synergise with what you are doing that makes it a bad choice. Thus a bad build.
To spell it out further. If you are building a dodge tank blade dancer, stacking all talents that give you high dodge. However you then pick heavy armour talent and then use it. It cuts your dodge by 50% which means your build can no longer dodge and likely doesnt have the other talents required to support armour stacking so you have made a bad build. That doesnt mean those choices are unplayble, if you had gone warrior taking all the heavy armour and damage mitigation then heavy armour is good.
Ive put over 500 hours into the game from August to December because there are so many options with each homeworld and origin changing the roleplay which is even further changed by the dialogue path. The skills you choose also impact what options you have in dialogue which can lead to non combat solutions. It is a good system that you seem to have missed the point with.
what you describe is somehting different and not at all about what i was pointing out. read again.
Exacatly, ie its a good design not bad. Its very nearly all things to all players, the options in game are that so many and varied.
The new icons really helped the mnemonics though.
What I would really like is the ability to pre-select traits for upcoming levels you haven't reached as you please.
So you can plan ahead and not risk forgetting what specific combinations you were gunning for.
I know that's what "favourite" tagging is for, but its so easy to overlook what exactly you were thinking with so many characters.
And when you reached a level you can fast track to lock in your pre-selection.
He is not the one, with comprehension issues.
I came into Rogue Trader a massive 40k fan, but completely new to the ruleset.. This is pretty good, but not as deep as Pathfinder, or even Pillars of Eternity.. But its definitely one of the better ones. i waited a long time to grab it, because I wasnt convinced it would translate well to a crpg, having come from Pathfinder, and while its not AS good, Im still thoroughly enjoying my time.. Not without its typical Owlcat issues
If character build depth is not your thing, you should try Baldurs Gate 3 instead.. Maybe Wasteland 2 and 3, if you prefer pew pew
Having played lots of crpgs, extensively, I can say without a doubt, that there are ALWAYS builds that feel far better than others, or "broken", as you say.. They fill different roles.. If youre just measuring damage, then sure, there are clear cut winners.. But you having buffing, debuffing, crowd control, tanking, bartering, skill monkeys etc.. I dont expect my Abelard, to put out the damage that my Argenta does, and I dont think Argent will soak the hits that Abelard does. Cassia can maniupulate the entire field of combat, but Kibella can manuever in between all the enemies, picking off individual key targets.. Kibella has High, single target damage, as opposed to Argenta, who has high aoe damage. This is the case for every game..
In Dragon Age Origins, as your example, Morrigan does amazing aoe dmg, and crown control, but sucks at single target, and cant survive anything.. Zevran does amazing single target damage, but also dies instantly.. he removes the big threats to the arty, in a single attack.. Allister sucks at any damage, but keeps aggro, and rarely takes damage. Wynne sucks at nearly everything, but no one is going down with her in party, and she keeps the mana/stamina flowing. So which one is broken? Depends on the task
Even stuff like backdraft may be meh on a staff build but shine for forgeworld melee builds.
break through is actually very strong. Shearing strikes is what is bugged as it consumes all MP regardless of rigorous training. On an Arch-Militant or when you using daring breach it doesnt matter. They are aware and working on a fix.
Some talents might be useless on one build but like you said, they are very good on others. Some arch-types might be vastly weaker than the others but all of them can win on unfair.
You're 100% right OP. In addition the system has far too many active skills that have no downside, but you need to manually activate every turn in combat. Click to improve my stats, click on the character, click to lower their armour, click on the enemy, click to increase my damage, click on the character, click to increase my range, click on the character, click to cause bleed effect, click on the enemy, finally click to fire the actual gun *miss*.
So in summary the skill system is :-
Needlessly complex and time consuming
Completely unbalanced in regard to the outcomes it creates
A chore to use in combat
Which is all a shame, as under all the mess is the soul of a great game. Sadly when some people like a game, they dig in and defended every aspect of it, even the parts that could be really improved.
Here's a good set of guides for each build, the author wrote a section that agrees with with pretty much everything you said:
"This mean owlcat RPGS are not hard. Ever. They are tedious."
Guide
The lessons of why tabletop RPG rules are best changed when moved to a computer game was learned by most developers long ago, which is why most RPGs do that. Hopefully, Owlcat will catch on one day :).