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Post by slayernz on Oct 23, 2013 16:42:59 GMT -5
I'm so used to TA where I press on a target, and my squad member shoots/bludgeons the thing to death. Here, I press on a target, intending to hit it with my primary weapon, and instead it presents stats about the enemy. It would be nice if by default it used your last selected weapon, and there is another icon on the right-hand-side that allows you to display target information.
Also, I'm a little vague on the combat phases. Is there any point in holding some AP before hitting the hour-glass (ala TA combat), or is it a matter of "use it or lose it"?
Is there any penalty for the way you are facing during combat? Sometimes, your character has to weave a diagonal, and ends up facing side-on or even back-on to the enemy. When it comes to his/her turn for combat, all of a sudden, facing is righted.
Weapon usage. The warrior/fighter/hunkahunkaburninglove has a basic attack with the description "Uses AP per Weapon and 0 Spirit". I've found he uses 2 AP per attack not 1. Haven't noticed with the others as much but will check that shortly.
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Post by evmaker on Oct 23, 2013 17:00:32 GMT -5
I'm so used to TA where I press on a target, and my squad member shoots/bludgeons the thing to death. Here, I press on a target, intending to hit it with my primary weapon, and instead it presents stats about the enemy. It would be nice if by default it used your last selected weapon, and there is another icon on the right-hand-side that allows you to display target information. This has thrown me off for a bit too but I've slowly been getting used to it and not infoing monsters as much (besides when first encountering a new kind) It means it will use the AP cost of the weapon your using, if you look at the actual weapons you have equipped they have it listed on them (such as my outlanders default training blade 'uses 2 AP and relies on Strength', also the skill for the weapon mentions it on the camp skill part, where it says 1-H of the weapons generally costs 2AP where 2-H costs 3AP.
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Post by slayernz on Oct 23, 2013 17:05:46 GMT -5
It means it will use the AP cost of the weapon your using, if you look at the actual weapons you have equipped they have it listed on them (such as my outlanders default training blade 'uses 2 AP and relies on Strength', also the skill for the weapon mentions it on the camp skill part, where it says 1-H of the weapons generally costs 2AP where 2-H costs 3AP. Thanks evmaker, that's good to know. It would be good if the actual AP SP costs would be displayed in the talent list pulled directly from the weapons database
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Post by evmaker on Oct 23, 2013 17:12:29 GMT -5
It would be good if the actual AP SP costs would be displayed in the talent list pulled directly from the weapons database Agreed, it is on their list of known issues in the update section of the forum for talents to display extra information probably like that.
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Post by fallen on Oct 23, 2013 18:12:48 GMT -5
slayernz - there is no advantage to saving AP.
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Post by slayernz on Oct 23, 2013 18:47:50 GMT -5
When you get an encounter, the first action seems to be done by the enemy - it attacks first, sometimes scoring damage. Is this the norm, or as your skills improve, you detect threats and have the opportunity to "shoot first"?
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Post by beuns on Oct 23, 2013 19:07:51 GMT -5
It would also be great to have a talent that allows long range capable characters to save some AP to react during enemy turn.
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Post by fallen on Oct 23, 2013 19:08:22 GMT -5
slayernz - there is a roll as to who goes first, depending on the character's Stealth skill. Characters like the Outlander do not have a Stealth skill, and therefore always loose. Glomming into a group uses the lowest Stealth score in the group, and therefore always looses. By raising your Thief's Stealth skill and using talents like Blacknight, you should be able to get the first action. Without raising or improving, you are probably at 40% success if you lead with the Thief?
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Post by hosh on Oct 23, 2013 20:50:43 GMT -5
So I just beat the shaman and its minions. I think it had casted a protection spell of some sort, as I ended up having to debuff it to even hit it. I also forget about the status of the buffs on the target.
It would be nice to have indicators on there. I think someone else had mentioned it. I would be even OK with it if it required a mage skill, or leadership skill, or some other special perception. (Or is that already built in like that?)
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Post by slayernz on Oct 24, 2013 16:57:35 GMT -5
fallen, just for clarification - if you condense your squad down to a single icon (lead by the thief), any encounter rolls are still based on the lowest stealth skill in the party? If this is the case, then you are effectively wanting us to not use a single icon - but rather, manually move all 4 characters around on the map (very tedious after a while). Adding to the Combat UI thing ... Since you only have 3 talent quick-buttons, it would be great if your primary combat option (ie the top talent button) is always selected by default when in combat. You can always select another option when you need it, by primary attacks are just that - your primary method of offense. In fact, you could go further, and make it that the top object in your talent list is the primary attack, then your three quick-buttons could be allocated to talents 2, 3 and 4. You can attack without selecting a talent, and that would use your primary attack. if you select any other talent from your quick-buttons, you are able to easily.
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Post by hosh on Oct 24, 2013 18:10:51 GMT -5
slayernz - there is a roll as to who goes first, depending on the character's Stealth skill. Characters like the Outlander do not have a Stealth skill, and therefore always loose. Glomming into a group uses the lowest Stealth score in the group, and therefore always looses. By raising your Thief's Stealth skill and using talents like Blacknight, you should be able to get the first action. Without raising or improving, you are probably at 40% success if you lead with the Thief? How is a "group" defined?
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Post by evmaker on Oct 24, 2013 18:29:00 GMT -5
fallen, just for clarification - if you condense your squad down to a single icon (lead by the thief), any encounter rolls are still based on the lowest stealth skill in the party? If this is the case, then you are effectively wanting us to not use a single icon - but rather, manually move all 4 characters around on the map (very tedious after a while). Grouped is still useable but it is dangerous, needing to break out every now and then to 'scout ahead' (or use farsight). One thing I actually was pondering in my head was something that may or may not be feasible and help with what some see as a problem with farsight (sp costs/using it regularly to scout ahead), was if farsight was more of a passive that gave you longer sight range (ala atreus system in TA). It as a passive means there wouldn't be SP costs to worry about, and having a larger sight radius as it's leveled up would help spot things first like I feel is farsights intent. I don't know how well that would balance though, maybe it only works in non-grouped mode, so break up the group to have the thief see ahead a bit before grouping back up, I am not sure. Edit: but then I think how that would lessen the importance of stealth for scouting which is bad. Edit2: Edited out second thought which is moot, because re-reading the extra characters post on kickstarter it sounds like that that the team slots are per archtype so for instance there should always be someone that would have stealth in the 'stealth slot' per se. I'd agree this would be really nice to have a 'dedicated' attack selection which can be changed as well as the quick-buttons, I think it would feel more natural in combat to have your attacks use the default attack unless you choose a quick-action (or manually go into talents) to use something else. Glomming into a group uses the lowest Stealth score in the group, and therefore always looses. How is a "group" defined? Group would be when using the 'group up' option so you have one person showing on the map, with it the way it works as described you will always be spotted/fail the stealth check when grouped (which makes sense from a point, if you've got three people that aren't being stealthy walking with someone who is, the monsters are going to spot the ones that aren't)
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