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The primary stat systems remain as they did in the past except now you also have to manage Wit, which controls initiative as there is no longer a speed stat to give yourself more AP per turn. Instead, everyone gets 4 AP per turn and only certain spells and skills can give you more action points under certain circumstances. I believe repairing as far as I know is still in the game but it has taken a huge backseat as items almost never break. If I recall correctly repair hammers have become one-time use items. Various abilities scale off either respective stats (eg. lightning bolt scales off int) or based on weapon type now, which is particularly interesting (eg. Whirlwind scales off Str or Dex depending on whether you use a greatsword or spear for example). Armor has been divided into a sort of extra hp pool enemies have to go through and is categorized between Physical Protections and Magical Protections. Other then that they have added new powers called Source Skills that eat up a limited resource pool but can do extreme game changing moves. Finally they have confirmed there will be advanced Skill Combinations in the game xD ( I hope I've managed to answer some of your stat questions without spoiling too much)
I'm not even going to try reading that blob.
Thanks you very much Dr. That was a great explanation. I think it does sound interesting, actually. I am looking forward to the 19th.
Thank you again for taking the time.
But you'd take the time to edit his post and post yourself in a thread that you didn't have to read at all?
Interesting.
What the other Doctor forgot to mention is that (almost) all status effects only trigger once the new physical or magical armor are fully depleted. While this means you have a guaranteed buffer before CC hits you it also means that you need ways to restore it as you can otherwise be chain CC'ed infinitly.
Also, Staffs cause melee weapon abilities to deal magic damage but will not change the saving throw of statuses like crippled from physical to magical.
14th september is the release date in case you mixed it up and aren't intentionally waiting.
crafting is currently not a skill in the game but every character is simply able to craft.
Leadership is less impactful for the early points.
Combat and non combat skillpoints are different categories.
Magic armor and physical armor have been added, theses stats block most forms of status effects (one exception is slow!) and they are infinitely more valuable than health. (this a huge change, armor is god tier)
Enemies will mercylessly stunlock if you dont have armor or the Glass cannon talent.
Sneak is no longer complete ♥♥♥♥. Its back to taking 1 AP
Speed has been removed completely, you can no longer affect AP with attribute points.
You can only have a limited number of skills which is determined by the memory attribute.
Initiative is determined by the wits attribute and you get initiative starting at leadership 4. In my experience it is really really hard to consistently go first (running a character with 18 initiative at level 7).
strength , intelligence and finesse have a large impact on damage (5% per point)
All abilities give stat bonuses in addition to allowing you to use the corresponding skills (e.g. 1 level in scoundrel gives some %crit dmg and %movementspeed)
Thank you for the additional information and yes, I was mistaken. I meant the 14th, which is even better. :)
Forgive my ignorance: 'CC'? As in Crowd Control?
Yes, that's exactly what I meant.
Thank you Chao$$$. I appreciate it.
I have to say, that while I liked the old system, I think I am looking forward to see if this new system will add more depth.
I like the possibility of NOT being first in combat (in EE, I did everything I could to have certain characters in my party go first, via gear, etc). With AI 2.0, I think things will be very interesting.