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Exept it doesn't work like that. My 2 Handed Fane could hit for over 5000 with a single hit with his usual weapon and did very little with Anathema, it did not give any "huge advantage", just wasted one AP equiping it at best. No it's not "extremely efficient", my archer did more damage with a regular attack. If you know how to make build somewhat properly Anathema isn't of any use, which is a real shame, I was exited to finally get to use the supposed all mighty weapon, and it did pathetic damage to Braccus (probably bacause it did not crit despite my more than descent crit chance).
No, what you are missing is that it feels unsatisfying for a weapon which takes a long time and quite a bit of effort to acquire, both through combat and puzzle-solving to feel so terribly weak. A grand, epic weapon you struggled through two maps and waited for most of a third to acquire is less useful than something you can pick up at the corner store.
The reward is not proportional to the amount of build-up it gets.
It is just plain bad design.
EDIT: Now, if the sword was a mandatory plot point, if acquiring it and using it was the ONLY possible way to kill the boss, and all associated quests were mandatory, then it would be perfectly fine.
Well, except for the sticking point that it would need to not break in one hit, which is actually the biggest problem with it. In fact, just get rid of that property and it would probably be fine.
Yeah agreed.
The quest was actually pretty cool, i liked how in depth it was, but the whole quest makes you feel like you are building up to something big.... and then its just not.
As i said, id even be happy if the weapon had its exact same stats, but normal durability and it could only damage Braccus. it would fit thematically, and would feel rewarding.
As it is, my experience was the weapin did more damage than one weapon swing, but it felt more useful to just use another powerful weapon twice than it did to use this weapon and then have it unequip.
Not to mention that attacks of oppertunity break it as well, so you have to unlearn that skill or risk some minion chump taking the damage.
All in all, they just shouldnt have put that quest in the game if they didnt intend to make the weapon any good.
Something that could also work is make Anathema an item that, when in the inventory, gives the character who has it a spell that can only be used once, a spell that would do fix damage and hit 100% of the time (no crit, no miss, ignore resistance).
You wouldn't need to equip it like equipement pieces or weapons, any character would be able to have that spell and use it for 2 AP just by having Anathema in its inventory.
It also shouldn't take a memory slot (would behave like capacities native to the character). When used Anathema and the spell would be consumed and disapear from the character's inventory.
This is actually not a bad idea. Means you dont get the annoying problem with opportunity attacks breaking the sword, and you can then use this sword attack and still use the other weapon you have on your turn. I think the sword might still feel a little underwhelming, but it would then be actually useful to use it.
and Anathema was also used to kill another Primarch.
surely such a weapon is too overpowered to wield!
Edit: You're thinking Anathame.
I guess the question becomes if this uber braccus killing sword is in the game, should it be allowed to one hit braccus. I honestly think yes. Dont put it in if you aren't willing to make it worth it. Does it make the last fight easier, sure. But as I said the last fight doesnt have to be the biggest difficulty wise. More the biggest stakes wise. Preparing for said fight with a tough quest should make it easier.