![]() The enemies also have distinct behaviors that players can read about in their codex entry between missions, but there doesn't seem to be any way to view the same information during combat when it matters most. There's also no mini-map or top-down view to help players keep track of their Daughters and their enemies more easily. There's also no way to rotate the camera around obstacles that can obstruct a player's vision of the battlefield - a feature in the upcoming Baldur's Gate 3. Most of the issues come down to the combat UI, which while sleek and modern, deprives players of features found in most TRPGs. The camera controls, for instance, while smooth when using a controller, can be clunky when using a mouse and keyboard. This allows for high-risk, high-reward tactics, and can even be combined with the reaction-based abilities to have them be active longer.ĭespite the in-depth combat and stunning visual direction, Othercide isn't perfect. If the Daughter uses 50 or less AP, they take their next turn 50 initiative counts later, but if they spend more than 50 AP, they take their next turn 100 initiative counts later. Alternatively, players can sacrifice a bit of a Daughter's HP to have them take more powerful reaction-based actions until the start of their next turn, like the Soulslinger who can stop an enemy from attacking a player's units while dealing a significant blow to the would-be assailant. ![]() Actions can be simple melee attacks that take effect immediately or large AoE damaging moves that charge up after your turn is over. When a Daughter's turn begins, they have 100 AP to spend on movement and most actions. I wouldn't mind if 100 Vitae only healed 5% or sth, it's at least something to work with.There are 3 types of Daughters available to players: the high damage, low defense Blademaster the heavily armored Shieldbearer and the ranged damage dealer Soulslinger (as well as a secret 4th class). That's why I'd welcome an option to heal them with Vitae, but not by sacrificing low-level daughters (which effectively becomes the same) You're not supposed to just feed them to the meatgrinder. It would also hurt the RP / story aspect of the game. So such an exange would still trivialize the game in my opinion.īut I agree, that's what the mods are for - to allow you to modify the game to your liking. It depends on the how often you swap intalled memories, but personally I've never been lacking Vitae. Interrupting Round = 10% HP = 1 newborn = 200 Vitae. Immovable Stance = 5% HP = 0.5 newborn = 100 Vitae or 200 for 2 uses, Having a backup team is always a good idea, just in case if something goes wrong.īesides, some later missions require more then 3 daughters.Īs for your idea, in other words, it would change Reactions and Interruption cost from HP to Vitae: ![]() I could see the game being too easy if a lvl 1 daugther could fully heal a lvl 15 one thats why i suggest the health healed depends on the sacrificed : healed ratio's level.īut in the end isnt that what mods are about ? To play the way you want Basically attack 2 synapses to keep their level equal and for me personally it was a chore to do so instead of making the game "hard" or about "decisions" ![]() Originally posted by OG.UA SAPUTRA:ok but the current strat is having team A as your main team and team B as the fodder team.
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