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I love the game, but I don't think the leveling is good.
A Lvl 20 Magister, that looks just like a Lvl 4 Magister - would be more than a god to Lvl 4s. Not even 10,000 Lvl 4s could kill it.
Great game, but don't like the armor or the leveling.
Leveling should be more about increasing skills, which is fair, increasing armor and weapons which is fair. Having thousands of points of health, compared to 15 when you start? No way.
Levels being such a good indicator of power is also important for a tactical game, so you can plan around the mob's difficulty before combat begins. If I see that a group's level is equal to my own, at 16th level, I know what I will probably have little difficulty with them but if they're two levels higher than me, I know I need to be very careful and take more care in how I fight.
The level system is important, unlike so many other games where you can go several levels without even bothering to increase your stats.
Takes away from the fun of adventuring and gets annoying. This is especially true in reapers coast since it's huge and the first half of it is very hard then it gets very easy.
damages tend to climb slower(usually a dice every 2/3level plus a few +1, sometime they don't even climb at all) than HP (a whole dice+const bonus per lelvel. alevel10 character in D and D can easily survive a max level fireball from a level 20 mage, thx to its hp pool +skill+items.
but to go back on topic I am ok to feel i gain power but each level seem to give more than the last to a point were gaining a single lelvel make you go from being one turned by the encounter to being able to pass throught without breaking a sweat...
Even a single 30% difference means that basically all gear of one level below your current is a huge gimp, and should be replaced asap.
This also means that a lvl5 character with 0 in every stat and skill will be vastly superior to a lvl 2 character with 20 in every stat and skill. Same for a lvl 15 character vs a lvl 12 character.
This is exactly what it is. You are locked into fighting only things level-appropriate.
Last time I played D&D level increases gave you a linear increment to your stats (e.g. health and spell damage), while this game has exponential scaling.
100% agree. i've taken to just removing lucky charm from my party because, i believe, that the gear found by lucky charm is either related to the level of the container or the level of the area you are in. since, to effectively fight, you are almost always 1 level over the area you are in the lucky charm gear is usually obsolete to the gear you purchased from a vendor. 20 hours into act 2 and i don't have a single piece of gear equipped i got from lucky charm. add onto this that lucky charm has/will be nerfed (has it happened yet?) i'm dropping it completely for a full barter+persuade set up. stealing gold to then buy merchant gear at a 30-40% discount is clearly the best and most effective way to gear up your characters. very rarely have i found loot worth equipping.
first i would really like to emphasize i love this game. i've got 110 hours and i haven't even beaten it yet. and i find it extremely enjoyable. but i totally agree with you here, the idea of "choice" and open world" in this game is probably its biggest sham (if you are min maxing). the "choice" of party synergy is stolen away from you because of magical and physical armor. you have to focus your party's damage, and cc, around either magic or physical. the "choice" during quests is a joke because there's always one specific way to get the most xp out of any given quest. and, on tactician, most people will choose that way regardless of consequences. the "open world" is actually quite linear and small. with the enemy's level restricting you to where you can and cannot go. which is why everyone milks every possible outlet of xp that there is. it sucks but thats just how it is i guess
Every 2 levels, your vitality gets a 25 - 50% boost, and the strength of gear is tied directly to this vitality boost. If you remove the vitality boost, your stats are much more modest, and the gear scales accordingly. The difference between an item three levels lower than you with this mod might only be 8 magic resist, versus the 300 - 400 later items get up to.