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
But considering that I can use necrofire, curse, bleed fire, and nullify resistance all together, to drop resistance by about 100%, I think there's also plenty of stackable debuffs, you just can't double up.
If the game was different and debuffs were a small percentage of a spells utility it wouldn't nesisarily matter.
I don't want to have to pick up 50 different spells, just so I can apply 50 unique debuffs.
A majority of the damage of a spell comes from the spell itself. The debuffs are strong, but that is mostly in the CC effects, not the damage over time ones.
I really don't see where you're coming from at all. It sounds more like you lack the experience from playing enough to really form that opinion. It really isn't about stacking debuffs as much as applying a wide variety together. Once you've locked them down, its just a matter of smashing them with high damage then locking them down again. Learning the right way to cycle the abilities you have is key. Not every AP you use needs to be a spell, and you don't need to use every AP you have every turn. AP saving is actually a critical strategy.
That really sums it up. You don't want poison attack 1 then poison attack 2, then poison attack 3 to all do 3 ticks of damage over time, you want impalement to oil patch your opponent, then ignite it with ignition to cause fire damage, burning DoT, and an explosion, followed by a poison dart making them take poison damage, trigger another explosion, and set a poison DoT effect.
Fair enough. It's really more personal prefence than anything else. I understand the game is playable/beatable. I don't want to have to cycle spells just to apply damage.
I know that sounds like I'm saying that I just want to be able to just cast 1 spell over and over, and kill every enemy but that's not really it. Casting an oil spell, and then casting fire, to cause an explosion is fun, or water then electricity. But just swapping constantly between spells to maximize unique debuffs just isn't fun for me.
I mean, its not like you can't pound the enemy with the same spell over and over either. It is a perfectly sound strategy to just throw everything at the enemy at once anyways. Mages work best in pairs, so it isn't uncommon that you're throwing the same stuff at the same enemy. Sure, shocking an enemy twice in a row isn't going to matter if the first one stunned them, but at that point it is about the damage, not the effect. There is nothing wrong with that. You're really not losing much if the status effect is wasted like that. Just use another the next turn.
I mean, I really don't understand exactly what it is that bothers you I suppose. Which is fine, there are things that bother me that are nearly impossible to explain to someone else without them being able to experience it like I do. So I can understand that I suppose. That said, I just don't like seeing someone turn down what is probably the best RPG out in years over something that, from my perspective, may or may not be there.