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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.
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"
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.
- 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.
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.
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.
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.