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A few general tips to hit better in the beginning:
If you melee, make sure you have at least two melee guys attacking the same enemy (flanking bonus +2). Give your melee characters the feat "outflank" to increase the flanking bonus to +4. If you previously hit only every 10th time (on rolls of 19 and 20 on the D20 = 20-sided die), you will now hit 30%. Use bless (cleric) and inspire courage (bard song) for another 10% -> 40% hit chance. Weapon focus for another 5%, etc. If you go ranged, make sure to have the feat "precise shot" if you try to hit someone in melee with another party member, otherwise you need very lucky rolls to hit anything. Also, the beginning of chapter 1 will be a lot easier if you hire a cleric mercenary (and maybe another merc) till you get a full party of companions. If you want to know why you hit or don't hit, check the combat log (lower right of the screen) for detailed information, and enemy stats using inspect.
Encounters in this game really depend on buffing your stats and debuffing enemies one way or another. Also on Hard and especially on Unfair, your builds have to be well made and your party composition and strategy well thought out. Having a good grasp of all game mechanics really helps too, if not neccessary.
Do you use key beginning attack bonus buffs like Bless, Aid, Heroism, Bardsongs etc. to hit? The more static buffs you have to a roll, the better roll outcome. In a very basic sense, +1 bonus to a 1d20 attack roll is basically a 5% increased chance to hit.
The same goes for AC. You want to get as much stacked AC on your tank and frontline. The difference can be night and day.
Do you use any crowd control or means of debuffing enemies? That goes along ways. Decreasing enemy AC also makes it easier to hit.
The above can mean the difference between getting facerolled in 5 seconds and facerolling the enemy in under 5 seconds.
My first character I ended up deleting because I just didn't get the mechanics of the game and my
kingdom was taken over by trolls. Now, I have a greater understanding how everything fits together and to better keep a kingdom stable. I still save (overwrite old files too) after every encounter, but more often than not, I survive without any deaths.
Hard mode means the enemies have an extra +2 from every attribute, and +2 AC, which means they do more base damage and have better saves, and then makes the DC of all tests harder, and adds double damage from all enemy attacks. Stack, stack, stack.
What it doesn't really do is increase their hitpoints significantly. So they will only have +2 hit points per hit die over normal; which means if you build a dps focused group and push up everyones Attack bonus with feats or abilities, and focus on damage dealing, you can knock them down just as fast as on normal mode, more or less, probably faster providing you don't do the same on Normal.
Regardless, early game you're probably going to have characters dropping like flies because there isn't really anything you can do about it at that point except choose to range, and hopefully kill them first. And you don't get Death's Door either, so dead is dead.
By early game, I mean levels 1-2, as after that you actually get the chance to adjust things a bit. Before that you're stuck with what the game gives you, so you better make it good.
when i was old and beat old jrpg games even tales of on "unknow" difficulty i dont feel like i play some thing trashy really
but this game is like you have to play heart of fury mode from ice wind dale from the start
and they say lower difficulty... you guys really know bad our community of rpg player - play on normal it is - unacceptable for sure
so stop pretending really
this game beatable only abuse builds like solo kinetic - in start very hard yes but you get use to it
but is it so fun like bioware rpg's of old like bg or knight of the old rebublic??
of course no - because it is smart hard games with smart people who made whem
Pathfinder not an pnp rpg anymore - it is a game of poor and bad game design
it is no news what main game designer of this game made and mmo in hes previous works - like allods online
and now this people (developer) try to find a designer of levels and scenario guy :D
good luck to all people who say some thing like - lower the difficulty - this game or very easy - or extrimely hard - this is not an option to people who play rpg im sorry but its the truth
And if you want to align it with bioware difficulty levels:
owlcat -> bioware
story = easy
easy = normal
normal = hardcore
challenging = nightmare
hard = impossible
unfair = impossible+
Would that help you feel better about yourself ?
RPG isn't about the hardest difficulty. It's about role player. Sorry but it's the truth
some things just does not translate well 1-on-1 to video-gaming
lets see how they will improve upon the formula in their next game
look my achievments man before talking about balance in rpg capish?.. :D
Seriously, using google translate would make your stuff more readable than it is probably.
>Tatics don't even matter. It's always miss or instadead. This combat feels really boring
>when i was old and beat old jrpg games even tales of on "unknow" difficulty
>and they say lower difficulty... you guys really know bad our community of rpg player - play on
normal it is - unacceptable for sure
>Pathfinder not an pnp rpg anymore - it is a game of poor and bad game design
Amazing. Nowadays i check discussions each day for this sort of topic. So much fun. Though i suspect atleast half of those are trolls. Otherwise i'm really glad i did not pursue my career as a teacher, i would not be able to keep calm in face of similar stupidity irl and would strangle little bastards in dozens.
Sorry it really sounded like you were one of the people that complain challenging difficulty is actually challenging, and unfair is really unfair. I don't look up player profiles, but since you were able to beat the game on unfair, i don't really understand the point. You already know its quite hard on unfair, so what is wrong about asking people who don't know how to play to pick a lower difficulty? And if they cannot accept they are not yet knowledgeable enough to play beyond normal, changing the difficulty names seems a good workaround to help them enjoy it despite that.