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But I really think there is too much difference between normal and strengthened enemies.
As the ability score increase already gives +2 Attack bonus and AC, we are looking at 4 difference minimum for the two most important rolls (Chance to hit and being hit).
Also, 4 more strength means +2 damage AND +2 attack (4 in total with the other attack bonus) for melee foes. Same goes for dexterity and ranged foes.
A more granular approach (half the current steps) would be great!
THIS
Veterans devs they say...
Spell selection list snafu - broken in ways no one understands how
Invisible items in inventory - it's not our game, it's just you, send a save
game stopping quest bugs - you know you want to reroll and play alts through ch1-3 anywayz
game deleting/corrupting saves when switching between profiles/alts - you know you want to reroll and play alts through ch1-3 anywayz
kingdom management can fail even on auto - ¯\_(ツ)_/¯
non-game stopping companion/side/main quest bugs - the game is still playable!
The devs are working so hard that a beta branch is simply not necessary, they are pumping out so many hotfixes that even hotfixes have hotfixes!
In the mean time, we'll get more detailed choices on how to adjust enemy stats, so I guess we've got that going for us.
I think I'm gonna try to build a party around double Amiri and the fubar spell selection and see how far it can take me.
but really, bugs do come first, and there are a lot to fix.
That is something, the difficulty is one major factor, but so are the bugs. maybe you should do another thrad on what bugs will be fixed in the next major patch?
Thanks for your hard work!
I mean clearly people... the game difficulty was the BIGGEST concern on the forums lately. Just look at all the Owlbear threads. Making the difficulty adjustments separated and clearer is a step in the right direction and quick enough to put out quickly. The major stuff like what's been mentioned already can come next.