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Post by fallen on Mar 29, 2016 9:47:28 GMT -5
Just having received the most recent update, was there a change to XP in the early game? Giant rodents and shaman seem to be giving double XP compared to regular ratkin. Yes, there was an update there. It felt really odd that Shamans and Giant Rodents were giving the same XP as a Bowrat. As matrim noted, the XP for later level Ratkin was not modified as you're already getting nice counts there. But killing and ROUS and getting the "1 XP" ... that started driving me nuts! Lots of focus on making the early levels of the game more fun - magical starting gear, better XP on boss enemies in the early game, hundreds of new weapons and armors, added campsite to early Red Hill ... very excited to see our average ratings on Google Play on both games are slowly improving.
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phaze
Exemplar
Posts: 368
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Post by phaze on Mar 30, 2016 7:01:16 GMT -5
Thanks for the info. A second question though, the XP bonus does not seem to be applied evenly across these enemies. Is there a rhyme or reason to it? I definitely have now killed multiple shaman and am receiving standard XP rates.
The updates to the early game are hugely appreciated. The magical starting equipment was a very nice touch. Also, the loot changes definitely make it more possible to 'live off the land' for equipment. I wonder how far we can take minimizing shop purchases?
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Post by fallen on Mar 30, 2016 9:52:29 GMT -5
Thanks for the info. A second question though, the XP bonus does not seem to be applied evenly across these enemies. Is there a rhyme or reason to it? I definitely have now killed multiple shaman and am receiving standard XP rates. I'm not sure, but I imagine it is the difference between a Verkminkin Shaman (who got the +XP) and the Vermin Shaman (who did not get +XP).
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phaze
Exemplar
Posts: 368
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Post by phaze on Mar 30, 2016 11:04:38 GMT -5
Got it! They all attack and promptly die under CA and an assault of blades that I may have missed the shaman difference.
Onward! Should clear the oskahold gates soon and write a brief update.
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Post by xdesperado on Mar 30, 2016 22:17:40 GMT -5
Think HoS hates me Party level 9, breaking siege in Nordhall yet again. Kjartan is dropping Choking Ash 7 on everything so armor is mostly 0 or below not to mention the dodge penalty. Had been edging back to keep all the Ratkin and ROUS in front. 3 Bowrats come in range and Kjartan hits them. Selen has a total of +14 Ice damage so even if Fyona can't hit with Holy Strickening 5 she's likely to still get a bit of extra damage through. Pinning Shot 5, bow with total of 5 Accuracy, 9 Dexterity and 4 Bows, plus they've been Ashed. Piece of cake, she hits most times with no Ash using unempowered attack. This time she doesn't just miss one Bowrat she misses all 3, three straight shots. ROUS and two melee types hammer Kincaid even though they'd already been hit with Pinning Shot and the 3 Bowrats all target him with all their shots. So frustrated right now. What's the odds that Selen will miss 3 straight Pinning Shots, gotta be crazy. Oh well guess I start over yet again tomorrow. Sooner or later I have to catch a break.
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Post by wascalwywabbit on Mar 30, 2016 22:48:07 GMT -5
You're bound to get thru... I'd up acc more or be sure to hit with both ash and strickening before shooting PS when possible.
My general rule: curses -dodge/parry, cursing attacks -dodge/parry then regular attacks in that order - it is what's worked best for me on nm. As others have said, acc is king and cursing is like acc for everyone targeting that cursed enemy.
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Post by fallen on Mar 30, 2016 22:56:50 GMT -5
I always try to play this section in small chunks. It helps break it up and keep one sane Ratkin are dangerous.
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matrim
Star Hero
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Posts: 708
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Post by matrim on Mar 30, 2016 23:05:57 GMT -5
My suggestion is to move the tank and anyone that is still in range of archers last. I avoid do or die situations at all times, better to move back and reposition. Chances are small that pinning shot misses that much but it only needs to happen once. Don't put yourself in that situation unless you absolutely have to. I can tell you from experience there should be no do or die scenarios in Episode 1.
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Post by fallen on Mar 30, 2016 23:15:29 GMT -5
My suggestion is to move the tank and anyone that is still in range of archers last. I avoid do or die situations at all times, better to move back and reposition. Chances are small that pinning shot misses that much but it only needs to happen once. Don't put yourself in that situation unless you absolutely have to. I can tell you from experience there should be no do or die scenarios in Episode 1. Good advice to have a rigid play order to the turn. My current group, every turn -- check Sure Parry, fire Choking Ash, check and apply Torrent of Steel to any in-range targets ... plan turn.
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phaze
Exemplar
Posts: 368
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Post by phaze on Mar 31, 2016 17:48:20 GMT -5
An update for my party. Doing well so far, having cleared the North Fort and stepping into Nordhall. Score is currently at 10,359,240.
Equipment-wise, I've been able to get Kincaid to 5% SP drain and wielding 3 AP attacks, typically gets 2 SP back per attack, greatly extending his length in combat. Other items have been a usual mix. I am playing more frugally with the shops, and trying to minimize purchases unless there is a decisive gain. Like upgrading the basic starting hammer to the 31-40 damage hammer in the shop.
The party is doing well with hitting SP of 4 and starting on CF. CA is 5 as is PS with WS moving up the ranks as well. I've had a fist pump moment getting several crits in the triple digits, satisfying early in the game. I also have had an incredibly close brush of a loss with the ambush out of the gates of Oskahold. I forgot how dangerous that group as they can spawn very close to your party. Leading with Selen (buffed and full HP fortunately), two ratkin warriors were able to close ranks on her with full attacks. She was left with a sliver of life that could easily have been death. I forgot how deadly that ambush can be. That one and the Nordhall one are probably two of the most dangerous in the game since the enemy can reach your characters with the right spawn. As I haven't been playing seriously for a bit of time with early characters, there is a learning curve to readjusting to this early point.
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Post by Cory Trese on Apr 1, 2016 21:18:58 GMT -5
I also love those clutch critical hits and the first time you see 108 or something it's like "EPIC!"
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Post by xdesperado on Apr 2, 2016 0:45:37 GMT -5
Question Fyona is level 6 and has Holy Strickening 4 now. On previous plays with this group I've dropped a second point into Blessed Aura at about this point to make her healing more efficient. Thinking this time about just dropping everything into Strickening till she hits 10 same as I'm doing with Kjartan and Choking Ash. Think this is going to be an issue and cause me to burn a huge amount of healing potions?
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Post by wascalwywabbit on Apr 2, 2016 2:35:22 GMT -5
Question Fyona is level 6 and has Holy Strickening 4 now. On previous plays with this group I've dropped a second point into Blessed Aura at about this point to make her healing more efficient. Thinking this time about just dropping everything into Strickening till she hits 10 same as I'm doing with Kjartan and Choking Ash. Think this is going to be an issue and cause me to burn a huge amount of healing potions? My only question is how much gain you're getting with strickening when elemental damage is so limited early on, especially considering ash instead of fb or bb... Wouldn't you gain more going ZS for holy first and/or SoC for better surviving and BA as needed?
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Post by xdesperado on Apr 2, 2016 3:07:24 GMT -5
wascalwywabbitSelen has +8 Fire already from gear, Fyona has a Warden's Truncheon (15-31 Dmg, +4Earth Dmg) and just got a +6 Holy Amulet to put on Kincaid or Selen. Plus Strickening helps Kjartan's Firebolt deal more damage. This is what I have just on arrival at Oskahold. Will get a +6 Fire Dmg Ring on West Road for sure and who knows what else so yes Strickening can aid the parties damage output greatly. That said the difference in healing between level 1 and level 2 of Blessed Aura is significant more than doubling it. Also can't forget the -Dodge from Strickening which helps everyone's Accuracy as well.
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Post by contributor on Apr 6, 2016 3:51:19 GMT -5
I'm not sure what the rules of this challenge are, but I've got a group going on Nightmare and they're probably my best early group yet. I even backed out of one fight just to make sure that I hadn't forgotten and left the difficulty on Normal. They do tons of damage, stay pretty safe and are fairly SP efficient. They're just going into the Troll level to upgrade Tamilin's bow. I think everyone is level 7. Characters are:
Kincaid: Dodge tank with eventual FU support. He's got Sure Parry up to the 2 hit blocking level and then has two points in Cunning Footwork. I'll give him 1 LbtB for movement and then decide when to start working on Flanking. I'm debating about having him use throwing knives too.
Fyona: Will eventually be a decent tank, but is focusing on support first. She did 3 levels of Shield of Cortias and then 2 of Strickening. She's going to focus on SoC for most of E1 though till she maxes it and then bring on Strickening.
Tamilin: Is a short-ranged curser. She's got Torrent of Steel 4 and Deadly Intuition 1. She's using 2ap knives which currently do more damage than her bow. She sets Kincaid up by reducing enemy AP and Vincent up for Lightening Spear.
Vincent: Is the Storm. He's got Lightening Spear 5 and Charged Speed 1 at the moment. He'll go mostly straight up with LS and then probably work on Thundering Blades. It will be hard not to go critical for him (Eye of the Storm), but I want to set the rest of the group up do damage as well. Once Strickening is developed, having Lightening damage and accuracy on everyone will be lots of fun.
This group will be challenged by long ranged enemies, as they excel in massive medium-short range damage. I'll just have to be very careful about taking those Krete levels slow and the COD too, if they get there.
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