The game doesn't really explain itself well. Do the bomb monsters do physical or fire damage? Obviously physical because my duelist with 80% fire resistance was one turn killed by two of them.
The enemy heal/summon/resurrect ability is a hair OP in my opinion. The difficulty is enjoyable until it creates impossible loops, which is fair enough for boss fights or just plain bad luck runs.
But really, most deaths are caused by 2x speed monsters (it doesn't specify speed in-game either) and overzealous healers.
I think the most difficult thing about the game is the variation from the previous game. (it takes a turn to use a fountain, enemies attack/move before you move up/down a level, etc.)
@AlexNeb for mage runs and Wishing wells/acquire scrolls, pick the staff option and run with what it gives you. any staff is better than the starter staff, and it's better to have to different elements types anyway to combat element resistance.
The only, "hey that's not fair" that i still struggle with is having a barbarian with a +3 shock axe and strafe ability. Hear me out: auto attacking a creature hidden in water, and the ripple shock KO's you after full health.
TLDR: don't take shock weapons into the water with strafe attack.
Is it just me or does the game get more difficult when the difficulty level is lowered. Made it less than 10 years on very easy, and three times that on normal.
Hey, it's great that you guys added a way to sort items by Battle, Trade, Intrigue etc. But could you also make it possible to sort items so that we can filter through common, uncommon, rare and peerless? It does get old having to go through all of our common items just to get to the ones that are actually worth equipping on our sworn swords. Wouldn't bother mentioning anything, but you are making changes. Thought I'd bring it up.
honestly I just went through half of the game using the hand of god and the lightning strike, retreating right after that and repeating just for the heck of it. It'd be cool if we could have some of the same fighters as the enemy, just because I thought they were cooler than mine, like the elephant riders and the lizard men.
Here's a fun little tip for anyone interested in turning this game on idle: Go to Caravan menu --> Overview --> settings and then switch to Advanced trading. This will allow you to over encumber yourself. You can't move at all/very fast but for this trick you won't need to. Collect as much food/forage, and as much water as you can possibly hold in containers, in a town you have a good capitol gain from one or more industries. Sit outside the edge of town and let time pass as long as the supplies you have will allow you to. Try to get up to a definitive time like say, half an hour. After that go back into the town, resupply, sell your industries products, and repeat for unlimited capitol.
No one likes energy based games. Doesn't matter the format of the energy system, or even the quality of the game itself. It's just not worth anyones time. ten out of ten times, most logical people won't come back to replay by the time the energy bar has reset. Who knows. maybe they'll figure it out by 2016. Leave the energy per play games in facebook.
there's nothing that sucks quite as much as having to backtrack. It makes the game three times as long and it adds quite a bit of unwanted wandering around. If we must go jumping back and forth, at least let us travel between checkpoints.
It'd be nice if you could redo quests w/ handicaps for the same rewards, say, after you've gone through the campaign once already. A story based map you see you're character travel across would be cool.
this game could also you an xp system with upgrades, and gold could be "dropped" by the enemies you kill. that way you'd be able to get more gold from tougher monster. Being able to manually control magic attacks "as if you as a character were a mage" would add a lot more interaction to the game rather than seeing the entire battle unravel. Sequel?
This game has a lot of value, but very little of it derives from its features as a multiplayer game. The whole idea of in game 'energy' apparently came from needing a way to make sure that players wouldn't progress at a rate faster than others. Because this game doesn't set players against (or even competing against) each other, its SP feature is absolutely useless and it undermines the entire quality of the game.
In fact, this game would have more value as a demo. If I could buy the downloadable features of this game for $5, I would. These energy bar games aren't worth it, and had I noticed earlier I'd have given the game a single glance and walked off in search for a better one.
In the beginning, if you ignore the skeleton and run into the portal, come back to the village later and the skeleton will chase after you, instead of killing the soldier. He basically just stands there screaming for help at the edge of the portal.
Casimir can do this in Chapter 2 with his "Medicate" skill. Thanks for the suggestion!