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
It is? Where did you read this?
Figured, jsut disappointed it took me this long to actually realize it. :P
So then, what's the stat hierarchy?
Fin/Str/Int are on top for obvious reasons
Memory doesn't actually DO much, but is damn good to have
And then, I'm not sure where Con and Wit go. Wit is useless 99% of the time, but having 1 high Wit member ensures you go first every time, and secrets are nice. And Con can occasionally save you, maybe?
Wait, Sheilds require Con?
well,wits and savage sortillege is pretty great,especially if you rely on grenades and scrolls
Having a huge health pool in this game is very useful. Too bad that it's called "physical armor" and "magical armor". Vitality should be renamed "seconds remaining to your death".
However I think this is more related to armor restoration being the main issue.
Armor restoring skills grant much, much less armor than the amount of damage one enemy will do to you in a turn thus if you actuallly try to keep your armor up with skills and spells, you will be at an increasing disadvantage in terms of damage done - received. The opposite is not true for enemy combatants because they actually restore meaningful amounts due to AI buffs.
When you spend action points not to damage your enemy but to try to band-aid your team members to no avail, you lose, simple as that.
I'm running a 2-man lone wolf party on tactician, I'm at the end of act 2 and I never, ever use any kind of restoration skill (fortify, restoration, etc.). Since adopting this approach to combat (ignoring your own armor values and focusing on CC and escape options) my tough moments have been very few and far between.
TL;DR: The reason for CON being useless imho, is the ineffectiveness of armor restoration options.
Have you tried Bone Armor? Bone Armor seems to restore insane ammounts of armor more ofthen than not, and will usually give you extra.
I think the issue isn't so much "hp is bad" rather than "armor is far too good".
Oh yes, bone armor is the only restoration option which I find worthy of consideration but dependency on corpses makes it somewhat situational so I forgo that one as well.
Armor being too good is looking at the issue from another angle which I hadn't considered. Perhaps that's exactly the case.
For me its more a "Once armor is gone your just CCd consistently" issue. Especially with so many AoE effects / ground effects. After a couple turns if you don't have phys/mag armor your just sitting there doing nothing..
And that's not really a CON being worthless issue, its more of a "CC/armor mechanic is broken" issue.
Having your tank with more CON is semi-useful as any hits they do take (while CCd forever) is one less hit you others don't have to take.
I put put 20 points on my tank characters and it helps but with out armor and magic resist it is pretty much useless like you said.