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2. I think there is a filter for supporting spells in the Rift search option.
solves your problem in one foul shot.
but be forewarned, i am not planning on leveling her for a bit, i have 6 mages I am working on all at once, this mage will never exceed level 30, ever, it is intentional.
low level mages cause your XP to increase once they are 25 levels lower than you.
enjoy.
It's contextual (works differen in battle and in travel) and strongly relies on Pawn AI, yes, but you can manage to get the most of your orders done.
But this is the reason, why my pawn is a mage usually. I can set the skills myself. There is no other class, which is so situation-depended as a mage imho.
No you can't even the very basics. Controller is no problem - 3 orders are more than enough to to tactics. The problem is with how its done. They could have done like all others console games did:
1)"Charge" - If in battle, pawns charging forward and battling foes until none left or they are given other order. If not, works same as "Go".
2)"Stand you ground" - Pawns will stand still, only battling foes that come to them.
3)"At will" - resets all pawn orders.
Instead, what we have in DD:
1)useless command "go", since pawns are unable to go far from hero anyway.
2) "come". Instead of giving order to stand ground 1 times, I have to repedately press f2 like im a babysitter in the kindergarten. ffs
3)"Help" is not needed at all, since magical pawns will cast heal and wep enchantment spells at their earliest convenience, so using this is also no effect.
So you cant really into any conscious tactics. All you can is charge forward and hope for the best.
Also, pawn personalities, combat-wise mean little - even Scyther-Pioneer types longbows cant stand on at least average range, always charging melee or uselessly running from boss to player.
BTW Why wasting a button for a simple reset? Why not "use one time to reset, use again for stand ground"?
My take on controlls is a bit different:
"Go" mean "go and search for stuff" and in battle "go and attack". I use it to clean rooms of loot fast or to trigger maneaters/traps aso. Also helps with hard to spot item drops. A bit bugged as Pawns tend to stand ground in tight environment and go nuts in multi story locations.
"Come" means literally "cease whatever you're doing and come to me". Works... modertely.
"Help" activates curative options and enchantments. It's a manual call for these as Pawns may prioritize other stuff. Also, and sadly, it helps when Pawns refuse to use curatives too.
The only thing that'd improve current situation woud be to replace "Go" with manual target pointer.
"Go" directs a Pawn to a location and orders to search stuff to gather or enemies. I use this to trigger maneaters or traps, or to simply clean loot faster. It also helps with hard to notice loot.
"Come" makes Pawn to cease what he's currently doing and come to the Arisen. It works... moderately.
"Help" is a manual call for enchantment or curative, it helps when Pawns have different priorities, and, sadly, also make them use curatives if they refuse to do so.
Actually, Scather SUPPOSE TO make pawns maintain melee distance. So, it works ;)
But if you'd play ranged, you'll see the difference - like:
-Melee and even mage pawns running back to you because even magick bow range (shortest of all bows) is too far for them (again Scather+Pioneer - the MOST outgoing combination, still...).
-Sometimes you need not charge boss, but stick explosives to it, or use narrow passages to your advatage to dispose of huge foe with relative ease. And you want your pawn alive cause after that there will a lot of common mob to clear.
No, you can't do that. Instead of having 1 button to hold position for pawns, you have to expend you weekly supply of curatives to keep them alive trough this...so convenient for sure.
Thus may not be an issue in the original game, but in BBI it matters ,cause battles are hard, and sometimes "charge up front without plan or formation" is simply not enough against monster designed for characters dozens of levels and tons of gear above you.
And also, if you would actually look around, then you will see - that if you do not give any order, your pawns act 90% the SAME as if you would have given them an order.
In fact, this means that melee characters randomly running between MC and the boss, cause they want to maintain close distance to boss while limit how far a Pawn in theory can go from MC is restricted to distance shorter than the least projectile shoot distance.
And I do see the limitations. Just your idea won't solve those as the order system strongly relies on AI - which is both the coolest and most infuriating part of the game. The system is set up so the Pawns had some dose of autonomy, otherwise the Pawn knowledge and Inclinations would have no purpose.
The game requires a Pawn AI improvements as what you're texting about are bugs.
Oh, don't get me started on BBI ;)
It's a ton copypasta, missed ideas (no wonder, they're from Dark Souls) and a huge pile of glitches. The Midnight Helix itself is a Pawn management nightmare the size of Chomolungma...
Aww, you see only negatives I see. Well, actually if you want your Pawn to keep the distance there's Pioneer for this. And no, without it Pawns don't go constantly in and out of combat, that's the Guardian+Scather's job.
Are you sure you could pass the Turing test?
Well, if we already got to summary:
1. Your ideas are misguided, at best.
2. BBI stuff is not the argument on Dragon's Dogma systems.
3. Your game's order system objections are based on bugs/glitches.
Also: You know s#it about Pawn distance limits - I literally look right now as my Lola fights Drake, I stand and look from the max Shortbow effective range (I barely see a heart). She's a Challenger/Utilitarian/Mitigator btw. And somehow she doesn't run back and forth, amazing right?