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That is, you will probably never see any 10's or 60's but plenty of 20-40's. The bell curve.
The reloading issue depends on what difficulty you are playing on. I'm familiar with the system and strategy games in general and found Unfair (the highest) to be a real reload-slog. Currently playing on Core with reloads entirely disabled, which is perfectly fine. So far.
A less experienced player would need to play at a lower difficulty to not need to reload often.
Edit: The worst RNG that can happen is an enemy with a scythe smacking your neck for 4x damage. Yeah, that will kill most of your dudes outright. However, there are some ways to protect yourself that every frontliner should invest in.
You can also get instagibbed by spells that kill you if you roll bad. There are protections for that as well.
Also status effects can effectively make you lose a fight. Most (all?) of them have protections as well.
but its all about the numbers and increasing them to to make them more effective... to make RNG less of an issue....
which honestly I see this as being similar to games without "dice" that use percentages instead.... like having to roll a 19 to crit on a 1d20 is basically just another way of saying its a 10% crit chance...
but anyways... on of the things you try to do is find ways to increase your base damage.... lets take a look at snowball spell for instance... its a level 1 spell that at 5th level deals 5d6 damage... and thats it.... right?....
well.... not really... see if you can grab a draconic bloodline matching the element... or using something like an elemental bloodline to match it with the dragon bloodline you have.... you can deal an extra +1 damage per die.... also there is a pair of gloves you can buy in the tavern in Act 1 that give a +1 per die for first level spells and below... which works even if you apply metamagic to those spells making them higher levels.... so thats 5d6 + 10 extra damage so far...
add on some metamagic and you can make the number go up even more.... metamagic bolster would add another +2 per die plus +2 splash damage of the original element of the spell within enemies 5ft of the target.... so adding up so far a 5d6 + 20 damage... plus 20 splash damage of the original element of the spell....
but not done yet.... gaining more levels and once we reach level 10 you can go even further with it... metamagic intensified adds up to 5 more levels of damage to the spell... you can slot it earlier of course but by time you reach level 10 it caps for snowball.... turning that 5d6 into a 10d6.....
so a snowball cast at level 10 with metamagic bolster and metamagic intensified... with a draconic bloodline and gloves of the neophyte from tavern.... and since your want point blank shot and precise shot for firing into melee anyways.... point blank shot gives +1 to damage and attack rolls for enemies within 30 feet which is snowballs range...
that turns a 5d6 which is 5-30 damage.... into a 10d6 + 41 (2 bolster + 1 bloodline + 1 gloves... all add per die damage) + 1 point blank shot.... with extra 20 splash damage from bolster of the original element type... which is 51-101 damage
of course you can also use rods like empower or maximize to deal even higher or maximum damage.... or even take mythic feats like sorcerous reflex to doublecast them on your turn...
of course mentioning snowball because it helps out a lot with RNG.... especially early on in the game.... evocation spells usually require a spell resistance check... snowball however is a conjuration spell.... and doesnt require a spell resistance check.... meaning early on it can be a great go to for damage spells even if you wanna focus on evocation down the line... its able to come online and work great right out the gate with very little investment... only DC it has is a stun which I dont really bother worrying about... just the damage is more important that low level for me...
so having snowball helps for a long while.... like in Act 3 you come across a big fire breathing dragon.... its got like spell resistance 30 and all.... but has like a 3 in touch AC... meaning only way I can miss is rolling a natural 1.....
so RNG is not a problem as you build and develop your characters... so long as your patient and take a look at what you pick up... and even visit the shops to see what they have available....
of course its an other story if your planning on playing on more difficult difficulties.... you really have to know what your doing to make it less of an issue then... but normal is fine...
with the immersive gameplay ( no info at all ) , playing like this i was on the same state on JdR , i need to think more in depth on each of my action
for example there's an ennemy with 2D6 life , i check all info , attributs on this ennemy ( those one detailled and not ) , i know i can't expect a killshot even i use a weapon with 2D10 dmg
to have a 100% dmg , i need to check skill to ensure the base 2D6 dmg , but its not the end , i need to check , ensure the 100% hit sucess on the target , defence or other ability of the target :)
i think the rng is "normal" , but what make rng so hard its player usually miss like as on JdR what the process on each action and gettinf better result
and thanks to rng , this why each event won't have over and over the same outcome ^^
there are buggy enemies that have improved crit at level 3 which is quite funny.
so yes you can get just one shoot in this game happens.
weapon damage is less random so are meta magic spells. there are ways around it. in the early levels damage is utterly random. later in the game the dice damage of a weapon is so little it barely matters while the none random static part is important and very high.
this is a RPG if you would be in total control the game would be an utter failure.
Usually, people that complain about RNG have poor strategic and tactical skills.
I still know that my archers will miss the first attack of the first round of the encounter in almost every new encounter you did not reload. in. (and my archers hit on 2 + on full armor llet alone flatfooted)
I call BS. frankly can't bring myself to replay it cause of this.