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Also there is no freaking challenge here, you don't get to plan how you going to keep the damn thing alive, you basically have to hope that at the start of an engagement the damn thing will run away fast enough before the enemy starts throwing bombs at you. I'd be more okay with this quests if you at least had some basic control over them, like telling them who to follow, or making sure they would remain a safer distance away from you rather than hugging your feet the entire time.
Even Sir lora with its high health and shield is vulnerable and can instantly die to traps triggered by your braindead AI, and it gets even more stupid with Sir Lora, because he will keep trying to get away from the battle but as soon as he goes a certain distance away from you he'll teleport back to you, which can result in the hilarious situation where he'll teleport in the middle of freaking fire pit, run away, teleport again to the firepit, run away, and rince and repeat until HE DIES. I'm serious I literally watch him do it. It's absolutely comical how badly designed this was to the point where I honestly question the sanity of the poor soul that did it.
Sir Lora was annoying me so I killed him and now he's still around after spirit vision LOL
https://www.youtube.com/watch?v=crIMDUh_W3I&feature=youtu.be
I had to record it, because it was amazing, and the other really cool thing, that fire started because of Sir Lora, he somehow caught fire and ran across an oil puddle, thus the necrofire everywhere. Truly an amazingly well developed mechanic, that was worth the dev money they spent on it /s
I find it absolutely amazing that Larian Studios actually designed it this way, i mean, seriously watching Sir lora suicide into the necro fire was quite interesting because i try to imagine in my head the problems that the developer was trying to solve when when he coded the AI behaviour, its pretty clear that Sir Lora is trying to look for a safe place to hide, but due to a place like that not really existing at that moment the AI just freaks out and keeps repeating the exact same movement set over and over again until it dies, it would be hilarious if it wasn't infuriating.
Honestly, the biggest dilemma is that they want him to be able to die, you're his shield afterall, but because combat is turn based and Sir Lora doesn't "stop time" when you enter it, this is a possibility. The best way to fix it is also the one thing that would take away the aspect of protecting him, making him invulnerable.
But i'll give this to the game, at least protecting the sourcerer was a real challenge, one that i was proud of accomplishing afterwards because it took some pretty decent strategy to do so considering the stupid moves the AI was doing that only caused him more damage, but keeping Sir Lora alive, there is no challenge there, only hope and frustration, and i don't find that engaging or fun and i don't see why anyone should.
In any recent game, I’ve ignored him. If he dies he dies. It just isn’t worth bothering with as some fights are borderline impossible to protect him from. Like the fight in the elf tree in the graveyard. On tactician, that elf has a poison aura that Sir Lora is affected by. The range is huge so unless you’re a ranged character on the far side of the room, he is going to be affected. So it’s a race against the clock to kill that elf to turn off the aura. They give you the option to leave him on the ship, but if that is all you’re going to do, then what is the point in having him right?
It makes it feel like a half finished idea, and not the only example of half finished content the game has to offer. Crafting feels like there should have been more to it as well, I was actually surprised that the DE didn’t bring massive changes to that.