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Forcing the player to go up close in a scripted event when the game ostensibly allows you to create a ranged character that can optimize for long range attacks is ALSO bad design.
You don't need to simp for the developers or whatever it is you're doing. They don't need you defending them. What they need is people telling them how they can make the game better and more fun.
So no, this isn't remotely about "how I want to beat it". Unless by "how I want" you mean "play an archer", then yes, actually, the troll should be balanced to be reasonably beatable whichever weapon skill tree the player chooses to focus.
Range builds are a type of build which players were clearly intended to have the option of choosing, and if this ONE type of build has it ten times harder, then there should be some accommodations.
Number 2 is certainly a crap shoot. If the rock throw lands squarely twice, you're probably done if you haven't wasted skills specifically needed to avoid just this. However if the RNG is in your favor and the rock toss is slightly to the side allowing you to side step it, the fight seems much easier.
As far as number 3. Not only do I wet my pants and throw down my bow, how do I drop my quiver too. I mean, it's strapped to me. It's like dropping my pants. It takes 4 turns to get back in action. I pick up my bow WITH MY HANDS (1 turn). I put the bow IN MY HANDS (2 turns). I pick up my quiver (Which I somehow managed to lose from my buckled belt or from being strapped across my shoulder) 3 turns, and finally place my quiver back on my buckled belt (4 turns)
And honestly, once you learn to dance with the troll (as a melee character) the fight is nothing more than mundane routine and as a ranged character, it really is just luck of the RNG draw.
I suggest at least when the troll goes into his healing trance and closes his eyes, make the crit chance super high. This will shorten the drawn out, grossly repetitive combat, and why doesn't my well aimed arrow into his closed eye affect him like a melee attack anyway while he is in the trance?
You know there is many games and it is very usual 9to poitn it is guaranteed) that if you make one dimensional character there can be enemy that is simply very troubling for you (eg. you play fire mage and there are enemies with fire immunity - basically all RPG games has exactly such scenarios).
Troll is supposed be fight on melee, it is easy, any character cna do ti with little effort and no skill investment. Said Manticore dont even give you such option as melee character without good mobility options sufffer there without chance to easily switch to be effetive on range while range rule.
It is nonsense and false think EVERY build has to work equally on him.
I'm not going to say it's necessarily bad design that ranged characters have more trouble against it. Ranged builds are better at some things and worse at others, and that's usually OK.
This is a boss fight, though. In my opinion, it should probably try to accommodate all builds relatively equally.
In the meantime, though... I'll have to echo previous sentiments. Most likely, the best thing you can do is switch to your melee weapon and do the troll dance.
It is an OPTIONAL boss fight. If it was in any way mandatory, I would completely agree with you. as it is optional, I'm ok with it being unequal.
I don't know... boss fights are a pretty huge part of the content. They're unique and very rewarding. Hard to imagine any player going "Meh, I think I'm not gonna do the Troll fight this playthrough".
If it can be toned down so that it's not so miserable at range, I think that'd be an improvement.
It is a minigame. You can beat it with any build, even with archer of you want to poke him from 2 tiles away.
The thing is, you want to poke him from afar. I.e. you want to do the minigame the way you see more fit.
so i figured id come back with a better dagger later..
Level was 25
It might have been easier if I had lunge skills.
距離2を維持するように意識すれば、雷&弓ビルドで攻略出来ました
レベルは25でした
突進スキルがあればもっと楽が出来たかもしれません