On combat I cannot say much, i played on normal/hard and it was fine, the challenge should be in Path of the Damned so i cannot say if it's properly tuned there. That's not very rewarding for who wants to explore the game the most I reached the level cap a few quests in act 3 without going into Od Nua, i imagine if i did instead i would have reached it already in act 2. At least let me hide it :(įinal one is about leveling. Also, very minor, if you have a truckload of different helms and hats (yeee tricorne :D) why the fuck the vast majority of the bonus bearing ones are just plain, brown, leathery hat? I only found a mail one +crit modifier and a plate +1 perc +1 res, so if you wear heavy armor get used to seeing a brown leather helm. I want to feel that the old, legendary sword I got as a reward for defeating a powerful high-level enemy is way better than if i just stuck with a sword i got at level 3 from a bandit and just enchanted it. I would rather have very few rare items that give you bonuses but stack, than having to basically play a fucking puzzle game to optimize my party equipment ("so, if i switch this cloak to him, i suppress the ring, but that i can give to her because her helm can go to this other one, wait no he has this gloves.fuck"). I have some criticism though: the first one is the way equipment bonuses work. The inventory design was optimal: no shifting through characters pages, no weight limit, no limited slots with the stash.perfect. An heavier shift toward skills cheks instead of attributes would have been less immersion-breaking maybe? I'm a little less appreciative on the attributes, i understand trying to make everything viable for every class but they don't reconcile well with how scripted interactions and statscheck work you easily end up with the majority of wizards that are able to cast aside huge boulders and bend steel bars with bare hands while maybe your fighter, who possibly has to wield tower shields (one shield is a freaking door, for fuck sake :D) and wear heavy armor all day has the strenght of a child. Implementing various speeds was a really good decision (i spend half my time in BG and ID looking for boots of speed :D), so was to split endurance and health to avoid the classic problem with low levels (a goblin arrow crits you, you're dead). Structure and gameplay wise most of the innovations on the old IE formula are good. The only true bad decision i think they made was to bind themselves on creating so many levels for Od Nua, I would have preferred to have a shorter Big Fucking Dungeon but a couple more smaller ones like Lle A Rhemen (the talking heads and spear one), or some work on the more empty areas (Pearlwood Bluff, i'm looking at you). I don't know if creating an entire setting from scratch instead of using something like Forgotten Realms was a decision forced by economical needs at the time of the kickstarter or simply a creative one but it paid off the focus on souls and these deities was very interesting to explore. Writing has always been one of Obsidian's strong point, but even the environments (gorgeous, but i'm obviously a sucker for the IE style) did a fine job in transmitting the proper feeling (Gilded Vale being so bleak and dark informed me immediatly of how dire was the situation, for example). The setting and lore i liked quite a lot. So, i just finished the game and wantedto put do in writing some scattered thoughts and ask about yours.
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