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Messages - Jamolotl

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16
General / Re: Critical Power?
« on: April 21, 2015, 03:33:44 pm »
It used to be the cornerstone feat for ranged stealth build.

Right now the balance of things is questionable, thanks to Critical Power. Snipe needs to be buffed and amplified energy weapons need to be nerfed. You should always enter combat before attacking, just like the help screen tells you. Invocation times are nothing but a remnant of Underrail's RTwP past.

Why would you *not* get Ambush if you're not going for Deadly Snares?

I probably will, I'm just unsure of how awkward it is to set up. Is there any solid way to tell when it will proc or is it something you just need to learn to do by sight?

I didn't even know about Deadly Snares honestly. It sounds awesome, but finding points for traps on a crafting character seems pretty futile.

Thanks for the help dude.

17
General / Re: Critical Power?
« on: April 21, 2015, 02:18:38 pm »
Holy crap, I never knew amplified energy weapons went so high. :o

Snipe starts to feel really lame when Executes crit for nearly 4k...

In what sort of build is Snipe really worth getting?

I'm playing a crossbow build and since I'll likely be getting both Ambush and Critical Power at some point Snipe just doesn't seem to have any place at all. It's slow to cast and doesn't seem to synergise much with any feat other than Expertise. What am I missing?

I'm not even sure about Ambush honestly. Any advice?

18
General / Re: Level cap and carry capacity
« on: October 17, 2014, 03:05:32 am »
It really just levels too fast.
If the last 5 levels required twice as many oddities, I think we'd have less of a problem.
By then, the character is already fleshed out, and it's just about improving it.
Maybe adding just a few more levels would help.
On the other hand, if you level till the bitter end, you will practically never use all those awesome skills you piled up because the game ends when you've just attained them.

Yeah I agree completely. The last thing the game needs is to have the challenge nerfed, so simply adding more to the player wouldn't be right. A mixture of some added levels and slower leveling would work well I feel, so that the challenge stays intact but with more room for interesting builds and player freedom.

Elhazzared - I disagree with most of your points, but I agree with that. The player needs to feel like they are progressing in a non-narrative way throughout most of the game, whether that's gaining gear or skills of some form. If that progression stops halfway through the game the player is left relying purely on narrative for that sense of progression. Even Torment quality writing couldn't make that work.

19
General / Re: Level cap and carry capacity
« on: October 16, 2014, 05:54:14 am »
The carryweight/trading system is absolutely fine in my book, it adds a survival aspect and a much more grim, immersive feel.

The level cap on the other hand really is too low for me, to the extent where I stopped playing to wait until it's raised. When it comes to levels and how many skills you can take in an RPG there is a fine balance. At the moment it isn't quite there, it feels limiting rather than challenging and frustrating rather than giving the player interesting choices to make.

20
Bugs / Re: Report spelling/grammar errors
« on: August 16, 2014, 08:10:18 pm »
Just after Doctor Pasquale unlocks your psionic abilities he says "The inherit potential is there", which I assume should be "The inherent potential is there".

21
I bought the game a long time ago but didn't play it at all until the last couple of days because I wanted to wait until it was a little more complete.

I couldn't be happier with it honestly, everything about it is like a subterranean love letter to Fallout, even the music. Really captured something special that Fallout had while doing it's own thing.

22
General / Re: Nimble
« on: August 14, 2014, 10:52:07 am »
Damn, don't say that! Now I need to find something to drop so that I can take it. Thinking of taking Deflection too, which I guess would give Nimble even more value.

So many choices.

23
General / Re: Nimble
« on: August 14, 2014, 10:12:20 am »
Thanks for the answer and the welcome!

I guess a flat bonus would be completely overpowered, but I had to check since it makes a huge difference to the value of the feat at very low dodge/evasion skills.

Completely forgot about the combat stats page, so I was missing something obvious afterall, oops. Now I just need to decide whether or not it's worth it considering I plan to leave both skills at 0. Probably not, though I like having it from a flavour perspective.

24
General / Nimble
« on: August 14, 2014, 09:14:08 am »
Just a quick question about the feat Nimble: does it give a flat 15% dodge/evade or does it multiply your current dodge/evade by 1.15?

Apologies if I am missing something obvious here.

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