I need to swap Gale out on my evil run but I just can’t give up that sweet, sweet fireball.
I need to swap Gale out on my evil run but I just can’t give up that sweet, sweet fireball.
I will miss this spell being more OP than it had any right to be.
I just want to be friends with all the companions but every single one of them keeps expecting me to kiss them. ):
Act 2 has some awesome chances to bypass boss fights entirely… if you can pass multiple conversation checks in a row. My rogue almost won the bar conversation, but when you need to succeed 6 times in a row, luck is just not on your side.
I’ve savescummed a couple checks… like the point where you meet Lae’zel. If you’re a Paladin, you get a special Deception check to make the tieflings leave. Except, if you fail this check, there’s no option to rescue Lae’zel without killing the tieflings, which causes you to break your oath.
Yeah, there are important plot reasons that the tadpoles in this game don’t function quite how the lore implies they should.
While I was playing Act 2 I kept having to take breaks every hour or so because the crippling decision paralysis was making me too stressed to continue.
If she destroys the Nightsong, she gets a full set of unique Dark Justiciar armor (boots, gloves, helm, breastplate) and a Spear of Night upgrade. I think they have a bunch of powers that activate while you’re in dim light. There’s also a cutscene where Shar gives her orders to kill Ketheric Thorm.
It’s cool but nothing game-breaking. I’m sure you get equivalent rewards for the opposite decision.
Oh, yes, I’m not sure about the stat consequences if you attack with the status on. I just mean the notification that your stats will be lowered, which goes away if a character kills their own double.
Missing gear has never been a worry for me. The game floods you with so much loot no matter what you do.
There is serious FOMO with story decisions, though. There are certain paths that can cause companions to permanently die or leave the party, cause entire factions to aggro on you at once, or kill off important NPCs. Some of these decisions also hinge on die rolls. You have to be prepared to let it go or embrace the save scum.
The debuff for attacking other characters’ doubles also goes away once you kill your own double, leaving you free to focus fire. It’s not too difficult to do the fight straight up, especially since PC HP scales at a different rate than enemy HP.
The sweating means I’m enjoying it. I don’t want a curry unless it makes my nose start running.
A welcome change from Skyrim bandits shouting “Never should have come here!” while you’re rocking around in a full set of Daedric armor.
If you talk to Minthara, you can bait her into ::: spoiler assaulting the grove, at which point you can help the tieflings defend it. :::
You’re also a bit under-leveled and should have a full party by now! Do some more exploring and don’t try to rush the main quest, even if the game makes it sound super urgent.
Because it’s a concession to gameplay that has no effect on the plot. Why didn’t they use a Phoenix Down on Aerith?
If your party members died in real D&D, you’d have to roll up new characters, and we obviously can’t do that here.
I’ve used it a little. You can craft pretty powerful stuff like Potions of Speed or Potions of Flying, but it’s not terribly exciting.
That’s every Steam community forum.
The long rest thing is an important balance. I managed to rush my way through the Grove on two whole long rests and missed a lot of important cutscenes and companion dialog that trigger only while you’re sleeping.
On the other hand, there are a few situations where ignoring a quest will result in it resolving without you!
Definitely a bug, it looks like the quest is skipping over to the “rested too many times” resolution. You can get Nere and the gnomes out alive, normally.
There are maybe one or two quests that are actually urgently time sensitive. Don’t be afraid to rest, the game will warn you if you’re going to mess up a quest before it happens. Resting is also how you get a lot of important camp scenes with the companions.
Also, short rests will never mess up a quest. Do one after nearly every fight.