phaze
Exemplar
Posts: 368
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Post by phaze on May 20, 2014 11:01:07 GMT -5
The answer is yes to both 1 and 2.
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phaze
Exemplar
Posts: 368
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Post by phaze on May 20, 2014 10:34:50 GMT -5
I cannot go back to the Braey's now that I am at the ember lake forward camp. Is this intentional? Mostly, I missed the dialogue at the alter Kyera mentions after talking with Morgan.
As I find the bits of lore and dialogue to be some of the best parts for story building, I hate to miss such this events.
I don't know if I have the time to play a new party through the game! Clearly, this is not a huge issue though.
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phaze
Exemplar
Posts: 368
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Post by phaze on May 20, 2014 10:20:44 GMT -5
The sequence goes as follows:
Combat. Curse enemies (-AP) Trigger alert through my movement Enemies get fresh round with full number of attacks Normal flow of combat with enemies having reduced number of attacks after my next turn.
I have observed cursed spider hosts (reduced to 1 ap) get 3 attacks and once I have my next turn, the enemies will have reduced attacks following my turn. My curse duration indicates all curses are not expiring either.
Something seems off with enemies getting an interrupted round in these instances and -ap attacks. Very noticeable with spider hosts as they are quite dangerous.
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phaze
Exemplar
Posts: 368
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Post by phaze on May 18, 2014 12:09:34 GMT -5
Playing on nightmare. Yes, that summary works although is inclusive of chest proximity alerts as well.
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phaze
Exemplar
Posts: 368
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Post by phaze on May 18, 2014 9:59:36 GMT -5
In playing through the Underforge and facing enemies that require curses to manage, I have had issues with existing curses (Ethereal Anguish and Pinning Shot easiest) setting to a dysfunctional state upon triggering a "What's that..." alert while in the middle of battle.
It is most readily noticed when working with -AP curses as all of a sudden, I had a full three rounds of attacks in my face from the Spider Cultists in multiple occasions despite being cursed to 1 attack. I do not know if it applies to other curses, but I think yes based on the number of whiffs my team had (choking ashes and pinning shot) do a great job of making my attacks accurate to the 80-90% range normally. Plunging to less than 40% success is very noticeable on the same enemy.
This is really difficult in areas with multiple chests or close by enemies to trigger the alert.
I am playing on an iPhone 4s with version 7.1 (11D167) and running game version 2.41. I think I have noticed it on other game versions given the Underforge took me a long time to finish.
On a different note (game play), the Spider Hosts (cultists with 3 attacks) are amazingly difficult in my experience and were vastly more dangerous than Big V. 3 attacks that deliver at range enough damage to wipe out a fully buffed Vraes (including decent HP) is terrifying. They don't seem to attack at range all the time and have different attacks, but I did have several experiences of all 3 of their attacks being the physical damage variety and totaling Vraes in one round even being cursed with a level 6 meteoric shockwave.
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