I honestly am at a loss at what to do.Įdit Staunton has a heal that heals him 111 hp instantly. Then you got to a mob that twice the level you are and three shot your main tank. 95% of it is just running and killing mobs with one shorting them. You have "dungeon" that takes hours to complete. I have 40 hours played at this moment and quite honestly. And on top of that the amount of buffs he has is unreal. S is lvl 16 where my own chars are lvl 8. Probably unfeasible in a general sense due to how power level scales into the stratosphere at max mythic rank, but it would give some real legs to the late game paths, which otherwise just feel like a waste.Click to shrink.If this is to me I have it on. Would like to see something like Throne of Bhaal to follow this up, rather than just the 8 hour dlc. Honestly this game makes me long for the old days where, rather than various DLC, we'd get a full expansion. And then the later mythic levels come all at once. But in general for most paths, it feels like you spend too long at the lower ranks where they're much less impressive. I was fortunate in that my playthrough was merged Angel, so you get a lot of juice even at mythic 3 because of the caster level boost and path spells. I am really hoping for some kind of restructuring of Act 5, and mythic progression in general, although at the same time I don't expect it. I used it for most of the game on my MC, only switching against undead and the like. Depends on what you're fighting, of course, but it can be the equivalent of +8 AB or what have you. Your comment was spot on in a general sense, but I would say that the sentient weapon is good for most of the game even at a lower enchant value than you might otherwise have access to, brilliant energy can be very powerful. The major issue is just that it's way too short, which means that any quest or mythic path that only pays off in Chapter 5 is almost not worth considering, and this includes many of the mythic paths. I still think there's a relatively major structural problem with Chapter 5 that would require more than minor fixes to enact. The narrative structure of the chapter also doesn't help, as Owlcat (quite uncharacteristically) presents a classic RPG "ticking bomb" scenario without any actual gameplay consequences for ignoring the bomb. And the weapon itself is mildly useful early, and then terrible until Chapter 5, which means that it's more or less useless for 80-90% of the game. Most players will experience the relevant dialogue quite early in the game, and then forget about the quest entirely until right before the game ends. To pick a relatively minor example, the sentient weapon is a fun character, and it's a neat concept to ensure that you have a strong weapon no matter what you specialize in, but the payoff is so late in the game that it's basically irrelevant. ![]() I still think there's a relatively major structural problem with Chapter 5 that would require more than minor fixes to resolve. I'm hoping it's a tweak to flesh out the ending sequence, which is much too abbreviated. I like the reference to an added cutscene in Chapter 5.
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