TeeWee
Hero
[ Star Traders 2 & Heroes Supporter ]
Posts: 247
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Post by TeeWee on Apr 17, 2014 14:39:03 GMT -5
I find that "winning" the stealth check for an encounter doesn't really do me much good. At best, it nets me a single hit for each melee and that is if I use my mage to scout the area.
The reason is that I think we start out too far from each other when the encounter triggers. That way, I have to walk about 4 tiles to get into melee range.
What worries me most is that I was planning on making Selen a Crit-mistress with Steel and Shadows, but as I read that, it only works in that first turn. And in that turn, I'll likely be using so many action points to get to the enemy I may not even be able to strike with full strength.
Maybe my perception is a bit skewed right now because my current playthrough is melee centered (Vraes, Fyona and Selen; only Kjartan is ranged). A more range-centric party might have a different view.
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Post by khearn on Apr 17, 2014 15:09:56 GMT -5
Yeah, I often spend the first turn with my thief casting spells trying to figure out where the enemy is, other casters casting buffs, and rearranging party order. I almost never actually do any damage during that first turn, but the extra time can be useful.
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Post by En1gma on Apr 17, 2014 15:41:36 GMT -5
Seems like a good place to ask... How many points do people typically put into farsight/sly look? I typically ignore it altogether, but lately I've been wanting better situational awareness so I would be interested in hearing how far people take it.
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Outsider
Exemplar
It is always better to hit, than to miss harder.
Posts: 301
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Post by Outsider on Apr 17, 2014 15:46:44 GMT -5
Seems like a good place to ask... How many points do people typically put into farsight/sly look? I typically ignore it altogether, but lately I've been wanting better situational awareness so I would be interested in hearing how far people take it. I have yet to invest point into Farsight/Slylook. I've run so many parties through the content at this point I know where the monsters are coming from when the fight triggers and use Farsight/Slylook precisely. I would recommend investing heavily in Selen's movement point talent to get 2MP as quickly as possible. That allowed me to move in and still get two 2AP (wielding two 1AP daggers) attacks in typically.
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Post by En1gma on Apr 17, 2014 16:12:29 GMT -5
Agreed- I've just about memorized up to the great shaman, I'm just looking to gain an advantage over the longer ranged archers, like the Krete
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Outsider
Exemplar
It is always better to hit, than to miss harder.
Posts: 301
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Post by Outsider on Apr 17, 2014 16:21:52 GMT -5
Agreed- I've just about memorized up to the great shaman, I'm just looking to gain an advantage over the longer ranged archers, like the Krete I just got done with the secret path to Riven Field and hit the Spypath today. I used a combination of charge and retreat depending on how close I got when the fight triggered after using Farsight. Some of those fights really hurt when I got a lot of archers spread across the ford or the islands in the middle. A few times I even ran back to camp after a single fight, those archers suck lol, in a good way.
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Post by contributor on Apr 17, 2014 16:36:24 GMT -5
In response to the original question, it's a balancing act. Because depending on what difficulty level you're playing at you're going to start losing some of those stealth rolls and if you get placed really close to a bunch of enemies they're going to bring down Selen or Tammy in the first round and you will just watch helplessly as she dies. So if you're close enough to strike hard at them, the opposite is also true and especially when they start bypassing the closest character you have to ask yourself do you really want that.
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Post by fallen on Apr 17, 2014 17:28:07 GMT -5
Building a successful Stealth group definitely requires focus on talents, gear, and skills for your Thief / Rogue. So, if you want to keep winning rolls into E2, don't neglect it. All depends on the group build and your style, if winning stealth is good / bad. It is a system we are looking to enhance in some significant ways after E2A2 is finished.
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Post by captain nemo on Apr 23, 2014 9:14:29 GMT -5
Seems like a good place to ask... How many points do people typically put into farsight/sly look? I typically ignore it altogether, but lately I've been wanting better situational awareness so I would be interested in hearing how far people take it. I have it at level 4 it reveals a Large area at Range of 7
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Post by hobiecat on Apr 23, 2014 9:53:19 GMT -5
Seems like a good place to ask... How many points do people typically put into farsight/sly look? I typically ignore it altogether, but lately I've been wanting better situational awareness so I would be interested in hearing how far people take it. So far, in all of my various builds, I've added only 1 point into it so that the AP cost goes down from 3 to 2.
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Post by fallen on Apr 23, 2014 9:54:04 GMT -5
I find the AP reduction is almost always worth it!
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Post by contributor on Apr 23, 2014 16:20:38 GMT -5
I'm thinking that spawn range was already adjusted somewhat. I've been having some crazy spawns lately. I just fought the big fight north of the in-stairs in the Ratkin Warren and had 2 Ratkin Warriors in adjacent squares, 1 one square away a 4th 4 squares away and 4 bowrats within shooting range. That was pretty hairy.
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Post by fallen on Apr 23, 2014 16:57:24 GMT -5
contributor - the range has not been changed since alpha.
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Post by contributor on Apr 23, 2014 17:05:35 GMT -5
Ah the magic of the dice. This group I'm playing now seems especially prone to it. Lots of monsters spawning in adjacent squares. So far at least Tammy is still winning almost all the stealth rolls.
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