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If the poison that deals damage only, just heal to cover the damage, u can use lvl 4 heal to offset the DOT since its a HOT.
Hint: most archers have no poison melee weapon.
Personally I love the traps and poisons in this game, goes well with the setting of the game (south of the land, deceiving and mischievious people) and adds an interesting element to fights. So defintely keep them in and don't tone them down.
However, I agree with Imminence that counters to poisoning are not appealing enough in the current state of the game. Right now, it is more intelligent to heal through the fight than cure the poisons in most cases.
And of course, having enemies use it against the party I'm currently playing would suck, and add more challenge to my current playthrough.
Its not a big deal, clarum purum 4 is cheap to get and not too expensive to cast, and heals everyone for 5, but having to listen to Naurim and Zurburan curse out the poison users gets tedious.
Did anyone noticed an effect like this ?
me not
in those others games i could build a kickass dodge fighter, here its not so good, i have the impression my char tries to parry first instead of using the superior dodge number? enemies hit him a lot :(
in other drakensang games you could parry and block only 1 attack, here i think i saw my dwarf block 2 attacks??? wtf
we urgently need a more detailed combat log, and mod tools, game is good but it would be perfect if it was faithful to the ruleset
It is possible to block two times in a row, if the first parry was a masterful parry. If someone parries masterful his parry in this turn doesn't get used. The masterful parry is shown in the battle log. Also, if a new round starts, every parry for every character gets reset.