Sword Coast Legends

Sword Coast Legends

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momodig Dec 12, 2015 @ 6:56pm
Haven't really played
Bought the game from launch, but everyone complained so I waited, and just started to play again. Wondering how the MOD community is doing, and how everyone feels about the state of the game? Not sure if I should invest time in it or not, on the fence.
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Showing 1-11 of 11 comments
TheStoryteller01 Dec 12, 2015 @ 7:11pm 
You bought it so what have you got to loose playing it?

Start playing the campaign and if it's fun, continue. If it bores you, try out some community made adventures. If that still bores you, play something else and come back later. The next big update is due in January.
momodig Dec 12, 2015 @ 10:08pm 
I'm just curious - can I switch back and forth with the same character for mods? like will my exp and gear carry over?
toroks Dec 13, 2015 @ 2:19am 
The MOD community is hanging out here: https://forums.swordcoast.com/index.php?/forum/63-modding-corner/

The story campaign is a great ride, definitely reccomend if you're in for a nice mix between Dragon Age Origins and Neverwinter Nights 2.

Many are eagerly awaiting the big Community Pack 3 update coming late december, with official introduction of mod support, tile based level editor, branching dialog editor, adjustable game systems, ex: round timer, loot tables, etc.
Check out the official "State of the game"-update:
https://forums.swordcoast.com/index.php?/topic/8042-sword-coast-legends-state-of-the-game/

"Community Pack 3: December

Official introduction of mod support, including
Tile based level editor
Branching dialog editor
Adjustable game systems, ex: round timer, loot tables, etc.
Community facing development of these features to begin immediately
Option to disable monster level scaling in DM campaigns"
Dorok Dec 13, 2015 @ 4:59am 
Originally posted by momodig:
Bought the game from launch, but everyone complained so I waited, and just started to play again. Wondering how the MOD community is doing, and how everyone feels about the state of the game? Not sure if I should invest time in it or not, on the fence.
Not yet mod time, not only because the mod engine is too incomplete but anyway it wouldn't be enough time for really good mod campaign if the game ever allow it really.

The beginning is a bit less fun/good than past those introduction parts, so be sure reach the town and then you can decide. At this point you'll get a better idea of the game and would have level up enough characters to get better combats less overleaded by healing.

At this point I think you can decide well if you have fun or not with the game and how much fun, so decide if it's lost of time for you or not.
Dorok Dec 13, 2015 @ 5:26am 
Originally posted by toroks:
The story campaign is a great ride, definitely reccomend if you're in for a nice mix between Dragon Age Origins and Neverwinter Nights 2.
I think SCL get influenced by more CRPG than those two, I mean the single player point of view, not the MP/coop/DM/mod point of view. For sure cooldown skills can evokes DAO but there's two important shift:
- DAO combats quality was a lot because of a tuned design of each combat for one half and the combat system for the other half, the result is for example PoE or NWN2 are far to have the same combats quality. But also SCL combats can't compare. But a major difference is you don't have the same companion AI adjusting like in DAO. It means in SCL that you have two choices, either let companions AI do a lot of the job but without any any customization like in DAO, either and in my opinion it's the best option just disable companions AI and try play combats a bit like in PoE. The surprise for me is it seems combats work better than in PoE despite the insane speed and the constant use of pauses, I still figure why.

On other points SCL will hardly remind anything from DAO:
- There's perhaps a light camp gameplay but it's more related to Blackguards 2 attempt than to DAO.
- The companions aren't managed at all like in DAO. In DAO it's mostly dead puppets and joke machines out of camp and insane depth in camp. That's not at all the same blueprint in SCL, again it's more like in Blackguards with few companions particpitating constantly to the adventure and with some added optional elements through camp.
- The items/equipements approach is totally different, precise design with no random or almost in DAO, when in SCL it's a system with more random with influences from Diablo but also differerent and for equipements it seems often based on trade off with positive and negative.
- The areas and dungeons desing is just better in SCL than in DAO/NWN2, which is a core weakness of Bioware since long, and a core weakness of the whole NWN series. Overall SCL feels it provide larger and less linear dungeons and areas, much better filled in general from the amount perspective.
- The character building is rather different.
- SCL can't compate on writing overall quality with DAO and not much with NWN2, for now the main story seems better but more from a plot point of view and eventually as the main story progress this won't be as positive.

EDIT: Another more general element is if DAO focused in part on a smart streamlining to please to more, it also focused a lot on trying setup a dense and deep CRPG to try be a spiritual successor of BG2 (failed goal), not always successfully like for areas design and exploration, but it's still a strong focus. At reverse SCL didn't hide at all a focus on designing a light fluid CRPG with eventually an amount of contents and depth, but a focus on gameplay fludity. The typical example is the quest list to right that feels more like an action CRPG than a more classic party CRPG. On that aspect there's definitely a shared spirit with Dungeon Siege 1.
Last edited by Dorok; Dec 13, 2015 @ 5:38am
momodig Dec 13, 2015 @ 10:39am 
Curious what's the best technique to use stealth? right now I'm rogue, using two handed weapons, would range be better?
TheStoryteller01 Dec 13, 2015 @ 10:47am 
Man, at times like these I realize how old I actually am.

Originally posted by momodig:
....right now I'm rogue, using two handed weapons....

Because the first 15 years I played D&D, that remark would have made everybody at the table burst out laughing.

I still chuckled.

I feel so old.
Last edited by TheStoryteller01; Dec 13, 2015 @ 10:47am
Rexie77 Dec 13, 2015 @ 12:29pm 
Dual wield for rogues is probably better. Lots of weapon choices that will pile on the damage even on easy mode.
wendigo211 Dec 13, 2015 @ 12:41pm 
Early on keep an eye out for the red tiger gloves and guerilla armor. Dual wielding hand-axes or scimitars with a +10 to slashing is pretty powerful for a rogue (or any character really) for the first 1/2 of the game. The red tiger boots and highway bandit's brace (+8 to piercing) also works.

Get a fighter companion with Rally III (+3 to AC and you gain combat advantage to all your attacks) and a mage companion with Haste III (+6 to AC and +100% action speed), once you get those buffs on your rogue your survivability and damage output will skyrocket.
toroks Dec 13, 2015 @ 1:18pm 
Originally posted by wendigo211:
Get a fighter companion with Rally III (+3 to AC and you gain combat advantage to all your attacks) and a mage companion with Haste III (+6 to AC and +100% action speed), once you get those buffs on your rogue your survivability and damage output will skyrocket.
I would actually say no don't get Rally :) It's too powerful ( a mistake imo), should have been nerfed, and makes combat less fun. I used to play with it, but respecced to remove it...
tsukiouji Oct 25, 2016 @ 12:34pm 
Originally posted by TheStoryteller01:
Man, at times like these I realize how old I actually am.

Originally posted by momodig:
....right now I'm rogue, using two handed weapons....

Because the first 15 years I played D&D, that remark would have made everybody at the table burst out laughing.

I still chuckled.

I feel so old.

Yeah, I'm ASSUMING he meant dual-wielding. I don't know about 4e or 5e, but I just started playing a few years ago (mainly 3.5 and stuff based on it), and it's still a fairly ludicrous idea. But I've seen some AMAZING characters based off of silly, stupid things. Like a conjuror who was usually drunk. And a gnome illusionist whose goal was to make a city be eternally on fire. He succeeded.
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Date Posted: Dec 12, 2015 @ 6:56pm
Posts: 11