Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I love min-maxing :)
Sure, almost every playstyle is viable and it's difficult to mess up a build, but like in every other game of this kind there are stronger and weaker weapons/builds/magic whatsoever.
Just because the game mechanics are so easy to access and understand, the gap between some weapons really stand out. For example the two-handed spear, it has first-strike and can be thrown, these two features are a little bit counterproductive, the former needs to be close to the enemy, the latter needs some space. I couldn't make a build with a two-handed spear work at the same level like dual wielding or at least the other two handed weapons. But it's fun to play nontheless!
Thanks, that would be great!
I think a minor tweak is enough to make two-handed weapons worthwile and more effective. I'm looking forward now to my two-handed hammer-guy smashing heads ;)
Does anyone have suggestions? =]
Cheers!
yes, tweaking the 2 weapons bonuses may be the better approach. I've noticed that enemies wielding 2 weapons, esp. multi attacks, can be devastating. If one of my characters gets knocked down it's mostly by a combination of them.
Is certainly possible, but tweaking weapon damage down results in longer fights and in a game which is so combat heavy like this one long fights might become tedious. I like that fights are fast paced in Endless RPG, with the only things which make fights longer are heavy armored undead, kiting archers - and of course too little damage.
I noticed today that Shield Bash only works for the main attack and not for skills like e.g, Feint. Is this intended? As it is now it makes Shield Bash nearly useless. It may be better if it works with skill attacks, too.
About Shield Bash, it's make to be almost like a second weapon. So the "sacrifice" you made by not having a weapon in the offhand is greatly reduced. Also, it provokes anyone that it hits. But, then again, it's still a shield.
well, you have a point, but I still argue that 2 weapons wielders are OP compared to all others. The AI likes to spam them, esp, the cultists, and 2 of them double wielding axes have no trouble destroying my highly armored and buffed tank. Compared to them any other is just ridiculously harmless.
Perhaps if used against a character equipped with a shield, multiple attacks are blocked for full, without draining guard or shredding armor beyond that first initial hit to land? It'd give shields a bit more value in party building, while a player's dual-wielders can just be directed to avoid enemies equipped with shields, or switch to a different weapon set.
Evasion is based on Guard (up to 20% max) and is countered by Guard Breaker. Reflex Saves are based on Speed and can halve AoE attacks (even Cleave and Fan of Spikes). None of these are granted by wielding two weapons. =]
Also, using two weapons denies the use of a shield or a two-handed weapon, one gives a lot of Guard (which recovers over time) and First Strike (which is king when facing other melee attackers). And maybe the balance is skewed toward dual wielding.
I'm still a bit worried about the amount of raw damage dual wielding has, but if I reduce it, it’ll do almost no damage in the early game. Reducing the damage bonuses might also introduce too many bugs at this stage of development. I'm still thinking though.
Cheers! =]
well, I'm sure you know best how to balance your game :-)
I'm just giving some impressions of my gameplay, over 50 hours already, and I noticed a big difference in the difficulty in dealing with the different base types. Undead and warlords are pretty easy by now, my party is max level with high level equipment, but cultists and bandits are usually much more challenging, mainly due to the damage dual wielders do. It may happen to get one unit knocked down right at combart start if 2 or 3 dual wielders (esp. axes) decide to focus at them. Yes, they are much more frail and easy to kill, but their damage output and high initiative makes them much more dangerous nonetheless.
The thing is, when you've got enough damage to clear the field, then defense doesn't matter. If you don't get attacked because all your enemies are dead, then you take no damage.
Most weapons and combat styles have some sort of hard counter. Swords/Axes don't work well against enemies with armor, for example, whereas maces are the hard counter to armored units.
Dual wielding effectively doubles the strengths of a given weapon, while trivializing its weakness by getting in multiple hits (particularly if one gets the multi-hit skill and masters it to hit 4 times).
It's why I suggested shields being their hard counter, effectively full-blocking all but the first hit. I mean, it only makes sense. If someone is going to throw an axe into your face half a dozen times, and you have a shield, why wouldn't you use it?
"Hit me once, shame on you. Hit me twice, shame on me."