Umm wow , that shit is fantastic.So tempted to get this early release , but damn hate for it to be only a few hours of play and be mad i cant play more of it.
Looks like early release for this starts today on Steam (and UPlay, but who uses that). Sounds like you can play through the first act with 4 of the 12 planned classes, with the full game releases next spring. Haven't played it yet, but looks like a pretty good throwback to the old M&M games and plan to check it out tonight.
Anyone try it out yet? Looking forward to this and Grimrock 2 to satisfy that oldschool rpg itch.
Umm wow , that shit is fantastic.So tempted to get this early release , but damn hate for it to be only a few hours of play and be mad i cant play more of it.
Nice. I've played all the old Might & Magic games and loved them. Never got into the Heroes of M&M myself (which makes me one of five people in the world) but I loved all the traditional ones.
Oh god oh god. I'm having flashbacks of Lands of Lore.
It's like what Legend of Grimrock could have been if the developers had made more content or people had kept modding it.
I had one half of Might and Magic Worlds of Xeen as a kid, and beat it. Could never find the other half at stores to buy and this was basically preinternet, so I could never finish it.
It was great, though. Fun.
Oh man, I remember playing these games for like 6 months each. Good memories, can't fucking wait to try this.
You can buy 1 - 6 over at gog.com (good old games). 1 and 2 are VERY dated and pretty much impossible to complete without a step by step walkthru. 3 - 5 are still as awesome today as they were in the 90s. The only annoying thing with 3 is that you can enter the final area before collecting all the crap you need to beat the game and get locked into that area with no way to go back and get those items.
This new game is basically a time-machine. A time-machine that goes back to 1987 and rapes a 12-year old boy named Jait, and all his lovely memories of Cron.
Ah, the days of using grid paper to draw maps to mark the teleporter that sent you into the middle of a wall and instantly killed your whole party... which you then had to basically CR with a new party!
It seems that buying the "early access" for X on Steam also gave a copy of Might and Magic VI: Mandate of Heaven which doesn't seem to actually be in the Steam store. The intro to that game is almost as good as the old Command and Conquer vids heheh.
I played a few hours today and they were pretty enjoyable. The combat is satisfying, although a little slow, however, it's actually more difficult compared to Xeen (starting out at least) which I'm pleased about. The music and art are both excellent.. it feels like the old Might and Magic games.
The only (minor) gripe I have is movement is pretty slow.. although I haven't played around with options yet, maybe there is a way to speed things up.
Overall it has me really looking forward to next Spring.
Edit: Played a bit longer, it's also extremely buggy, and definitely feels like it's half a year out from release still.
Last edited by Venijk; 08-25-2013 at 06:14 AM.
Yeah, it is pretty much unplayable at the moment due to the bugs so I would hold off a few months. That said, it holds a lot of promise.
The movement of "stop and go" in that video looked absolutely terrible. Iirc I did not feel like that in Legend of Grimrock which also is tile-based (not sure if tile is the right term). LoG felt pretty fluid from what I recall so it doesn't have to be so choppy.
The titles in the series that I recall (6 I think was my favorite) were all full 3D environments though. I never got to play Xeen or the earlier titles. Flying and tossing fireballs at groups of goblins is still one of my best RPG memory to date. As a spiritual successor/legacy type of game I'm not sure why they went the tile route. Not that I care as long as it's fluid. Just a weird choice they made there.
Last edited by Azziane; 08-26-2013 at 03:16 PM.
It is a style choice really and does go back to the early days. I kinda like it (I think) but will have to wait for a functional build to really know where they are going with this.
Yup, I very much enjoyed replaying Xeen a couple of months ago. The full 3D works too, but it was really cool to revisit tile-based.
woah. how did I miss this back in august?
God Bless kickstarter for reviving the old school RPG. Can't wait for this.
It's hard to get a sense of where the development is headed on this. Their forums are filled with tards who never played the Xeen games, and mistakenly believe that VI-VIII are what a reboot should be like. Hell, there's even some people who claim to have liked IX, but I assume that is just trolling. I mean, it HAS to be, right?
So basically, there's a bunch of bitching about tile-based movement, people crying about not having paper dolls to put their armor on (seriously?), and just a general lack of any understanding about what old school CRPGs were like. At the same time, people are also upset that the devs basically took a look at the stuff submitted via their "OpenDev" program and said, "NOPE." to most of it. So maybe it can still turn out ok, though the impression I got from people who were fans of M&M I-V was that they still need to do a lot of polishing of game mechanics and other technical details before release.
The fact that the devs said no to most of the stuff submitted via the OpenDev program actually fills me with hope. It suggests they know what they want and they aren't about to ruin it for the vocal minority.
Oh hadn't seen that before, fuck it looks so good, but don't know about playing an unfinished game of this genre. Guess more waiting and see if they ever "release" it.
same deal really. just in house instead of giving kickstarter a %.
Although this is more like landmark then Path of exile, grimrock or trove, etc.. set prices. could just be called a pre-order with alpha access.
Although, been a while did grimrock have tiers, or was that also just a set fee?
Last edited by Caliane; 01-19-2014 at 11:03 PM.
so anyway, figured I would post some impressions.
I bit on this when Vorph posted the 10$ sale.
I figured. regular price is $29.99, I am not THAT interested. but 10 bucks interested? yes I am. 66% off before its even launched.
And then promptly forgot I even did.
Until the bump yesterday. And I installed it.
My first impressions were not very good.
Character creation is kindof shit.
Currently there are 8 of the 12 classes.
The system for these, is 4 races with 2(to be 3 at launch) classes each.
so like, human, dwarf, orc, elf are the 4 races.
Elves can only be rangers, or druids. Humans can only be fighters, or freemages.
So races basically dont even really need to exist, as you are forced to pick race for any class anyway. making racial traits even dumber/more bizarre.
And this is further pushed by how the classes are laid out.
like mages can learn any spell school element. But, only to expert level. Grandmaster level, humans can only focus on air, and primal. iirc.
If you want grandmaster fire, you make a dwarf runepreist. gm earth, druid.
So there is no real variation in builds. Most options are outright stripped from you. and ones that are not, are just clearly favoring a specific build, you would be a fool to not follow as expected.
The only real variation is how you take those 12 classes and fill your 4 man party.
Grimrock had a clear 2 up front, 2 in back party formation. I am not entirely sure how this ones works yet.
my party doesnt seem to have a formation. just a 4 across line I think. Opposing forces, at range you can't seem to target specific targets in a group. its random. however, in melee range you can.
First impressions in town. was also not good.
Graphics seemed terrible. 2007. Texture resolution is god awful in many places. doors especially notable.
Feelings on this improved alot more, having entered the first "dungeon". spider cave shown in the trailer in the Op. looks much better in there. Also, the avatars getting poisoned, bloodied, etc is a nice touch.
outside the town also was similar, this felt more like 2010 at least.
Outdoor environs are nice, but I am pretty sure grimrock had MUCH higher texture resolutions.
by the time I called it a night, just before entering the 2nd dungeon/lighthouse. I was feeling much better about the game admittedly.
First chest in town has some stupid promotion code to unlock. no clue what its about, but making the first thing you see in game, be some retarded thing asking for you to enter your uplay promo code is some real bullshit.
World size seems fairly small. although, I certainly have only played like 3 hours maybe? so probably have no real idea. but if the full game is only 4 outdoor areas, for the 1 I have explored 1/3 of the way I think. games pretty small.
Turn based, tile based. Grimrock was action based, with grids. someone back in aug was commented they didnt feel like grimrock had that "step" feel. that is probably why. Grimrock you could dodge missles etc, since combat was in real time. here, you move one square, they move one square. etc. you attack. they attack.
I feel pretty ok with 10$. 30$however.... I dunno. ask me again after I played more.
Last edited by Caliane; 01-20-2014 at 07:57 PM.
This game has a massive case of "the release patch will fix it", so not too sure atm, usually is bullshit but since it is indeed missing a large amount of the content it might actually turn out true, maybe. Guess we'll know by the end of the week.
RPG Codex Preview: Might & Magic X: Legacy, Now with Act II :: rpg codex > doesn't scale to your level
A nice write up.
comments on a number of things I mentioned. and gives an overall positive outcome.
MMXL is a pretty game. Sort of. This is a hard call to make. On the one hand, it leverages a lot of art from Heroes 6, which is all of top-notch quality, whatever you think of that game. At times, it feels like it's punching way above its budget level (which has been implied to be pretty low). Remember, this is a game niche enough that it's not going to be released in brick & mortar retailers. And the art added by Ubisoft specifically for MMXL is all rather good, and more importantly, strikes its own noticeable style. The handpainted 2D portraits that reflect a character's health (paralyzed, stunned, poisoned, et cetera) and the solid, weighty UI all strive to go against the current grain of streamlined, anodyne presentation and do a great job of driving the high fantasy theme home.
All of that, however, is let down by the engine. Unity clearly struggles with larger environments, and Agyn Peninsula is definitely a large environment. The entire open world outdoors map is one huge level. No "move to next area" loading tricks here. In addition, the assets that weren't made by Ubisoft (read: Unity Store) distract. They're most common in the towns and villages of MMXL, which creates a weird dichotomy. When adventuring in dungeon tilesets that are 100% Ubisoft assets, I'm completely sold on the fantasy. Enter a town, or wander in the wilderness, and I feel as if I'm playing a different game.
Hmm, that stuff about Unity doesn't bode well for Pantheon
This game will probably get my money if I can get it for 15 or less. I absolutely love the MM series, and the older tile-based Xeen games are the best of the bunch.
Since the money goes to ubisoft and their known record of releasing shit with a vague patch promise, I'm now downloading the unlimited free demo. I never played M&M but it seems to be just like some other games I played in the 90s.
wow what a long intro. Is it friday yet?
not digging the tile restricted movement...
Last edited by Quineloe; 01-23-2014 at 04:21 PM.
Used to play mm 3 back in the day on a crappy mac. I loved the size of the world, the diversity of the encounters, and the puzzles!
Im not sure I ever even finished that game....
As for this newest version, I would buy if it was 10-15 bucks. 30 seems a bit steep.
For you perhaps, for someone like me that started gaming for real [Atari shit before it] with Ultima III (and then went backwards to catch up on the others afterwards) - this is a sweet nostalgia sandwich with the modern trimmings that don't get in the way of the gameplay.
Mouselook gameplay is interesting, but it feels less tactical at a point - and it just didn't feel like Might & Magic to me anymore after World of Xeen personally until MMX myself.
And to those that played the beta version and thought "No way they're getting a miracle patch for release" (because we all know that never works out) besides a few minor kinks, they pretty much did get a miracle patch - there's a few shitty textures still (after updating options to Ultra at least - it will default textures to Medium or something shitty like that even with a badass card) but the laggy monster movement and other problems with the beta are gone. So finally out of 99 developers claiming a Day 1 miracle patch was coming, one finally delivered on it.
Length is looking worthy of $30, but we'll see, still not finished Act 1 yet and I'm 5-6 hrs in so far without much dilly-dallying (besides forgetting where some trainers were and spending far too much time looping around looking for them....)
Yeah, I feel the same way. Similar to stuff like Zelda, Mario, etc, when the big 3D paradigm shift happened. It's great, sure, but it no longer felt like Zelda/Mario/M&M anymore. To me, anyway.
Having fun with this , you can even change the graphics to 2d sprites if you so desired.
If anyone has fond memories of the old M&M games...this is a no brainer. They have really captured the feel of M&M. Really great game here.
Graphics aren't the point of a game like this, but alot of stuff looks really god damn terrible, this screenshot is taken with everything maxed out. The guards look even worse, like some old-ass model that's been heavily upscaled in size to fit into the game.
its bizarre. I dont know if its the engine or what. the first town is really bad about this, first thing you see in the game. but go elsewhere and textures are far better. You would think they would make that introductory experience better.
In general, I did finish the ACT1. Have to say, in spite of various complaints. all around found myself enjoying playing quite a bit.
I like the grid based play FAR more then free. Like I mentioned playing wizardy 8 last week. its downright annoying really. positioning, moving, etc. this grid is superior for a tactical gameplay. I probably like the fully turned based, over grimrocks action based, with grids as well.
However, if I walk around the corner to a nearby house:
Those are with every setting maxed out. I had to use the screenshots generated by saving the game, for some reason neither the in-game screenshot key nor the key I have bound in RadeonPro to take screenshots work for me.
P.S. If you want 16:10 resolutions in the game, or any other resolution not in the extremely limited in-game selections, edit My Documents/MightAndMagicLegacyX/options64.txt
one thing Im seeing on the forums is, the "during play" graphics options is broken. you have to set graphics at the START of the game, for it to save.
a tip for those starting.
Finding secrets/traps is not based on perception at all.
it is purely based on having a companion npc that will do it for you. or using the spells that do it.
the spell can come in the form of a player character casting it. or purchasing scrolls from the magical items vendors. Whispering shadows.
Last edited by Caliane; 01-24-2014 at 04:14 PM.
Yeah graphics seem weird sometimes I'll notice everything is blurry as shit but only once in a while. Regardless though, still looks better than 10+ years old games of the same genre and still isn't very relevant. Finished act1 twice(well I rerolled in the last dungeon, first group was pretty shitty/weak so I made a stronger one), game is pretty fun, not sure how much content there is but enjoying it so far. Balance seems completely fucked though, some stuff is a lot stronger than other stuff for apparently no reason.
For example as far as I could tell from all my different builds, a dual wielding dagger RANGER is actually the best melee class. Guess you could make a Blade Dancer too but I went ranger cause you lose a bunch of stuff like GM medium/endurance and expert earth magic+mysticism for GM DW. But really anything with daggers and dual wielding, the damage is ridiculous, because the enchantments on magic items do flat damage so when you do 5attacks a turn, well it adds up to retarded damage(and that's only with expert dagger, at GM you get 2more attacks, I say 5 cause I found a dagger that has +1attack per turn on it).
Spell wise I tried a few spells but the earth magic aoe is pretty much the strongest, at least for trash(bosses are immune to the dot so it sucks). It reduces avoidance, does good damage albeit over time and costs very little mana. I could spec fireball but other than the fact it's ranged I don't see a point since damage isn't that high and mana cost is like twice as much.
On the ranged part, ranged seems complete fucking shit with the way they designed the game. In Grimrock, you actually position your team in a square and your back row can use ranged weapons on shit, but it also means they're exposed if enemies are behind you. In this well everyone is in melee range all the time almost, so making an archer is a massive waste of time unless you do a full ranged setup with mages doing roots and shit. My first group had a full leveled bow char and the damage wasn't even good.
but my first party was human fighter, dwarf scout, human mage, elf druid.
I was kindof expecting a grimrock front row/back row. which is not the case.
This makes melee tanks kindof pointless. Their are skills to taunt, to protect your casters. but they are melee, cost alot of mana, and single target. and do nothing vs cleaves, etc. all around kindof shitty.
I also quickly noted my scout, was doing far far more melee dps then ranged dps. unless I forced my mages to was mana on roots, as you noted. Since, you have to use melee weapons in melee.
At the same time, investing 1 point in a ranged weapon for everyone is also kindof a good thing. its just 1 point. and gives your mages an option for ranged attacks when oom, or when you dont want to waste 20 mana for that fireball vs some chump.
my mage was focusing on air magic. and its aoe was dealing WAY more damage then the earth magic poison. the evade is nice sure. And fireballs damage is pretty good point for point as well.
you may have been a bit thrown off, by the fact tooltips update with damage increases.
so like lets say that earth root starts off with 20 damage for 15 mana at 1 talent point. and fireball starts at 40 damage for 20 mana at 1 talent point.
you seemed to like earth so were investing points in earth. at 10 talent points, your earth skills are getting 5% damage per talent point, so your earth root will read 30 damage for 15 mana. vs your fireball still at 1 talent point. so maybe that was throwing you off? By the end of act one, yeah my mages lighting bolt was like 60-90 or something for 15 mana. with a 46 damage fireball..
edit: oh, looking in game now. tooltip for ranged attacks has changed. its just a 50% damage penalty now?
Last edited by Caliane; 01-24-2014 at 05:08 PM.
I'm annoyed at myself for not buying this when it was 10 dollars or something, just bought it on Steam for full price after checking the pirated version first. Not entirely sure how up to date that one was, maybe that is why some of the graphics looked like ass. Also, some spells don't seem to work like they're supposed to do, or not at all.
Shadow Cloak says it will cause the next enemy attack to miss and then disappear; the spiders don't seem to give a damn about it though, they never miss and the Cloak is never removed.
Tooltip for shadowcloak is also updated. "makes targets miss for 6 turns" abbreviated.
versus prior it did seem to suggest it was one attack only.
the spiders poison is a spell I think. so might skip it.
The Reloaded release that came out yesterday is the full version, there hasn't been a patch yet, and there are plenty of people who bought the game complaining about the same graphics issues on Steam and Ubi forums. I never played the alpha, but apparently the muddy texture thing wasn't present in that version. Hopefully that means it's a simple fix.
I think it still looks just fine for a game like this in the "bad" pictures posted. I don't understand it when people bitch so much about graphics that look just fine, but maybe look a bit dated. If they look "dated" but from an era that still had good-looking graphics, then what the fuck is the problem IMO? I could see complaints if it looked like FF7 on PS1 or something, like that initial conversion to polygons. That era will NEVER look good. But shit, I can play the two Xeen games and still be like "hey these graphics are fine!"
Because it's an obvious bug in the rendering engine, not just bad or dated-looking art assets. It's a really glaring flaw when everything else around the shitty-looking texture is high resolution--just look at the picture of the door that I posted above.
M&M games always had ranks somewhat. Characters in the "front" (first two slots from the left) get hit much more often. You could also see it with things like bashing doors only damaging the first two living characters. However, every character could melee. That said, I haven't played this yet. I'm waiting for some patches.
But then again I've never been one for ultra-realism in my games. The better the graphics get, the more they tend to slant toward realism, and I'm playing a fucking game, I want it to look like a game.
Has anybody seen a dual-wield trainer anywhere? The Naga in the lighthouse used to be an expert trainer for it, but has been changed apparently, so he'll only train the master rank. Also, I'm extremely low on money (playing on the harder difficulty).
I finished the lighthouse and I got the book from the bandits, but all my guys are wearing so far is their weapons and a pair of basic boots plus helmets, can't afford anything else. Identifying equipment is crazy expensive, same goes for the spells.
Decided to give this a go and I'm stuck on the 3rd floor of the lighthouse where you get double teamed by the Naga, left to get a few levels and came back and still owned like a red headed stepchild... I must be missing something.
On IDing stuff, you definitely want a mage with expert prime magic, even more so on higher difficulty. The ID spell costs 700 and can be trained from the first village and the expert trainer is just outside the city in the caravan, and once you have it you can ID stuff for only 5mana so it saves a fuckton of money. That's basically the first thing I do on my mage, get him to expert prime right away, I used a Freemage because they can access all magic schools but I think most casters get prime. In terms of equipement most of what I'm wearing s what dropped, didn't buy that much. Only thing you really want to buy is rarer weapons if you find one(like 2H sword, still haven't seen one for my 2H char even though I finished act1 and checked vendors multiple times) and daggers with flat damage if you use a DW dagger char.
And Qhue that fight is retardedly hard for whatever reason. If your damage is low it's basically harder than a boss fight in many cases. What I do is dump as much shit as possible on the elite naga in front of whatever door you opened to try to kill him before the rest. The problem is you basically need a mage spamming heals/absorb the whole time so you run out of mana quickly then you're kinda fucked if it's not dead yet. Having an hybrid who can do healing while you drink pots on your mage is fairly important, in both my parties I had a ranger(can use Regeneration) and in the 2nd one I also had a Crusader(can use the absorb holy thing) so I'd use these while drinking medium mana pots and resume. Need strong melees to kill them quick, or a second mage. If you can't get it no matter what, you can always go get xp outside, make sure to clear everything you can and even some of the bandit lair stuff, levels do make quite a lot of difference, another trick would be to get just enough xp to be close to a level up, then fight them this way first mob you kill in the group gives you full heal.
Frozen Earth or whatever it is on two different casters makes it a trivial fight - but brute forcing it is certainly an option. (assuming you're not just blitzing to the lighthouse before clearing most of the overland - Kenshi are no joke when you're still L2-4 but trivial 5+ if you're thinking about how to keep their burst damage mitigated.
Boss on the roof will completely bend you over if you don't learn to use mitigation/healing spells though.
stand corrected. poison spray was changed. buffed ALOT.
it used to tick for 4 damage.
Pretty crazy strong now. wrecks elites.
Que if you dont have poison spray. get it. also the air aoe spell sparks is 360 degrees aoe. not just in front. it also wrecks that 4 naga trap.
And yeah. ID costs were changed. used to be 15g gold. haha. getting Ident spell is pretty huge now.
costs for skills/spells as well. much much higher then before. it was 150g for t1 spells, and 400g for t2 in pre-release.
Taunt mana costs were reduced, from my earlier. complaints on mana cost as well.
Last edited by Caliane; 01-25-2014 at 01:34 AM.
this is release. and release patch really did change quite a bit.
Graphic problem still there.
massive balance changes. skills and costs on things.
being able to see secrets on the minimap was fixed.
all sorts of shrines, etc added to world map. npc rebalance there as well.
trainers all moved around.
One quick question, I'm a pretty avid castor fan, since there is no true tank by the sounds of it outside minimal taunting is it alright to run no tank like characters at all? I always loved my dual mage parties but I am planning on starting on warrior level because I enjoy a good hard ass challenge and figuring things out. I don't want to completely gimp my self.
Im running dual mage. a druid and freemage.
and dual wield merc, and scout.
I would not recommend more then 2.
Mages are expensive. spell cost is way way higher then any possible weapon cost. which are mostly just found anyway.
mana is a problem with mages as well. especially early. 1 druid with mysticism, and regen/cure poison will keep any fighters alive. but your mages will burn through offense quick. This may be less of a problem later game. but early, most of your resting will becuase your mage is out of mana.
Dual Wield Expert trainer for those asking is in Seahaven once you open the bridge (immediately over the "can't cross because we're fixing it" bridge once it's open...) - so no getting DW Expert until L10 or so at the earliest (I was L14 I think... but I assume some people can outdo me on doing it levelwise)
Yeah same for shield, dodge, medium armor and a few others. Basically if it's not in Sorigal or in the little merchant caravan, it's pretty much in Seahaven so you'll have to wait until then, which takes quite a while.
On mage teams you can definitely run 2mages, more and it's gonna be extremely rough especially on the higher difficulty as caliane pointed out cause you'll need to buy a lot of spells(they're very expensive, especially past novice) and also a lot of mana pots. Technically might not need that many mana pots though, if you're willing to cheese and rest a lot then go back to town to buy supplies mid dungeon and do that non stop. You'll also want to put at least 2 points of spirit every level I'd say, possibly 3 early on and you'll also need 1 in vit so you don't get one rounded, so your magic will stagnate for a while. On the other hand once you have enough mana, you can just pump magic every level and ignore the rest so it's not too bad. Mysticism is great too, if you have multiple mages you don't need to spread them too much in terms of skills so you can afford mysticism, sadly the expert trainer is in seahaven so you'll be stuck at novice for a while(but it does give like 35mana which is pretty solid).
A 4 mage team would probably work out alright, I might do that on my 2nd playthrough, just need to make sure you have 2 different nukes since high resist mobs will fuck you otherwise(like my current mage only attack spells is poison, so undead or earth elems take no damage from it, but it's fine since it's also my healer so I just do buffs and shit).
I'd get one with high nature(at least master) for stoneskin which makes everyone fairly tanky and regeneration which is a great HoT, probably secondary holy and he'd be the healer, one freemage for shadow whispers and also for identifying shit then probably bunch of different schools for wards and some basic healing support, then I don't know, air and fire look very strong at killing shit, water might be better for control though I haven't really seen what are the spells since in seahaven the guy only seems to sell high lvl holy and air spells.
I'm running a 4 mage party 1 from each race. lots of resting but I'm tearing through the game. It was rough starting out but I'm level 12 and with all the aoe it's rocking.
Well I made the party to check it out after posting, on hard mode or whatever. Money is really the big issue, and yeah resting non stop early on, but it's been going alright. Basically in the spider dungeon you only have enough mana to kill 2 spiders, so when there's the boss or the pack with 3spiders, it's very rough. Had to use 2-3pots on the boss and I think one on a group of spiders, but overall that's an ok amount all things considered. I've cleared most of the crap outside and looted as many chests as I could, got sparks on 3 of my mage, regen on 2, identify/dispel magic on the freemage. As long as you have mana shit melts, normal mobs can't even melee me(unless there's 3) due to gust pushing them back constantly and mobs die in 2rounds basically, but have to rest every 2-3 encounters or so.
I made one of each race too figured it would be nice to not have too much overlap. Freemage I put I think 5 vit on creation, everyone else 5spirit, and I've been doing 4spirit per level on everyone since the start. Maxed mysticism on everyone, expert prime on freemage for IDing stuff, unlocked both melee and ranged weapons on everyone(well focus weapons for those that didn't start with a melee weapon proficiency which is everyone but the dwarf which starts with spear for some reason) for when I'm out of mana/when I want to shoot shit if I'm pushing them away with gust but don't want to use mana.
Overall working alright and pretty fun. Haven't cleared the nagas yet but I guess once that's done the massive spirit is going to kick in and I'll start being able to kill many groups without resting. Already have like 150mana on each of the mages at lvl 5 or whatever I'm at. I expect like once you hit master in your damage shit you probably kill most non elite mobs before they even reach you in a single round of aoes. Triple chainlightning+fireball and shit like that.
The trainer locations are completely odd and don't seem to be too well placed. I can't get any of the master tier magic schools, because the trainer is sitting in the pirate town. Getting there is impossible at this point, you can't stand up to the mobs on the way. But I obviously have access to master DW training in form of the naga and I found the Earth Magic Grandmaster trainer in a forest near Lord Kilborn. Long before I have any chance in hell of getting even the master training.
Well some of the grandmasters being accessible earlier is alright, but yeah it lacks consistency. Like I believe you can get GM axe as soon as you get access to act2 area, cause expert is in the first town iirc, master is in seahaven and grandmaster is right outside seahaven. And yeah for magic, you can only master holy before going to the crag I think. Maybe Air too? Not sure I didn't check since on the char that's there already I don't have air leveled, just earth/holy and now going shadow.
Anyway been progressing with my original group, this game is a fuckton bigger than it looks like when you're fucking around in act1. I remember complaints from early access that it'd be too small and I can totally see why people would say that based on the size of the first area and the world map, but then it's like there's a fuckton of stuff underground and it's not open plains anymore but instead forests and shit so it increases how long it takes to go from point A to point B and there's a tons of dungeons and shit. Also once you get to act2 the game opens up a lot. I probably spent 3-4hours just exploring shit and finding where I could go and where the mobs would rape me instantly(I knew where I had to go though, just follow the main quest). I just finished act2 and overall it wasn't very long, possibly even shorter than act1, but I have like 10 sidequests still to go and a ton of areas I didn't get to explore and got my 2nd elemental shard thingie for the temple(water one too, tons of shit to unlock with it).
Considering the price I didn't expect there to be that much content. Granted a lot of the content is recycled stuff, especially mobs, but it's still very big and there's been a large variety of places and shit. Wasn't too sure about buying this because of the EA feedback being kinda meh but glad I did.
Last edited by Pyros; 01-25-2014 at 03:59 PM.
well. its more interesting when its more maze like, and you have to really search them out.
experts all being easy to get in act 1. master easy to get in act 2 is pretty boring.
I admit, I'm not sure if the spread is perfect. you have a clear advantage with some skill trees/builds.
While others are more reasonable. Like dual wield. its not even something that you should be focusing on imho. points just add +1 hit rating to the offhand. the expert rank itself adds +1 block. now that +1 block is ok... But, why would you be investing in dw, instead of swords/axes whatever? which also gives +1 hit rating, and damage to BOTH hands(assuming using the same weapon type twice.)
And then armor perhaps to further reduced the penalty to both hands.
Damn, this game is great. Decided to give it a try yesterday evening and the next thing I know it's 3AM.
Basic question though, are there quests that eventually send you to all caves/dungeons or are there some that you stumble upon out in the world that you should just try to explore yourself? There's that cyclops in the cave right outside the starting town, and he just wrecks my shit at lvl 9 or whatever I am. Wasn't sure if that's a future quest, or just come back and kill him when I'm tougher.
He's just there to come back and kill later and collect your sweet lvl 5 loot. At least there was 2 all resist potions too for me so it wasn't a waste. I went there at lvl 17 cause it was close and I wanted to test dagger damage see if I should replace my dagger of relentlessness(+1 attack per turn). Assumed I'd die but I was apparently around where I should have been to kill him, he dropped a couple of my chars down but not far enough so I could just get them back up with heals and killed him. Also on the dagger, turns out that no, you don't replace a dagger with that mod unless you get another dagger with the mod. Just adds too much damage, even though it's the lowest tier of dagger and it's like 8 base max damage lower than the ones I find now, it's still better.
There's a lot of shit where you come back later, like you'll see often "need blessing of x" shit and that's when you finish a specific sub dungeon to unlock these areas, metroid style. Also in act2 there's a lot of "melting" of the areas, like you'll be doing your shit for a quest and it's just fine, but then you open a door and it's rapefest. Also for example in the act2 end dungeon, there's a part of it that's meant for later, the mobs are full on rape if you go the wrong way but you can come back later, and in some cases you can beat the mobs. I killed one of the groups cause it had the easier mob types for my group and ended up opening a bunch of chests and secret areas with higher level loot until I had to turn back cause everywhere had mobs I couldn't kill.
he was beatable in pre-release at like level 3. not sure what level you can take him, making good use of those shrines, or other buffs.
pryos, have you found anything for that secret area behind the bookshelf in castle porty? a quest send you back there in later acts?
Blackguards are really draining my resources. Got a crusader for the group damage shield, a dw dagger ranger for straight up dps, a druid for poison spray/regen and a freemage, mostly using the air single/aoe spell. The ranger damage seems ok against the enemy casters, but knight/warrior types block alot of these multi-hits. It's starting to feel extremley slow and I'm using way too many potions, mostly mana though.
Also, is anyone putting points in destiny to increase crit? So far I've done nothing but might for the melees, magic for the casters (with the occasional points in spirit) and sometimes a bit of vitality for everyone. Still, my groups damage seems to drop off pretty hard right now.
They buffed him a lot I read, I just don't see how you would kill it before like level 15 or so, he cleaves the entire group for 70-80 pretty often and sometimes stun too. I was 17 and it was a tough fight.
Not sure what bookshelf you mean exactly. There's quite a few secrets in there.
Btw turns out that you can't actually GM until you've promoted your class, which means that it doesn't matter all that much what you spec for. I mean it matters a bit since some of the master trainers are quite a bit later than others, but past that it's not much different. Think I'll try to see if I'm high level enough to do the crypt for the paladin promotion, get me that grandmaster sword shit on my paladin.
Bytes not sure my ranger tears apart shit, granted the blocking assholes less so, but mages also do shit damage against NPC mages and have resist issues with certain mob types(for example the boss of act1 has super high air resist). I do 2might 1destiny 1vit every level, but I also level dodge as my defense so it makes sense to get destiny. My ranger actually doesn't even have medium armor trainer, I use "cloth" armor, max dodge/dagger/dw, doesn't really seem to get hit like ever. Make sure to get magic weapons though, especially for DW dagger you want daggers with +dmg. I also use another melee with 1pt warfare for the armor debuff(well technically it's now like 8points warfare since I ran out of stuff to level and want to check the higher skills).
Last edited by Pyros; 01-25-2014 at 05:07 PM.
did you have pre-release pyros?
Probably not, if you don't know which I'm talking about. haha. I'll /spoiler it in case it is something to come later.
Oh right there's that but yeah it's not something you activate, you just kinda end up there later on, saves you some travelling. Progressed quite a bit, went to the crag and karthal both and checked all the vendors there as well as noted down all the trainers I found on the way, still have a bunch of missing stuff though. In terms of spells, the holy GM spell is in seahaven and it's an aoe damage+heal, the GM air spell is in the crag and it's a static aoe, the GM dark is in Karthal it's weakness 360 aoe -20%phys dmg and damage over 2 turns, GM prime is in karthal too and it's the shrine +might/destiny/magic/perception buff. Because I only have one mage in this party and it's a freemage I can't tell where or what the fire/water/earth spells are.
Also not sure where the Freemage upgrade NPC is. I found paladin easily(it's jon morgan so you kinda don't need to look for him), ranger was in a very easy to spot location too and mercenary was in town so again easy. Haven't spotted the freemage one though, I expected it to be in Karthal but unless I missed it, it wasn't. Not that important since I was still getting raped 2 levels ago so I'll probably need a couple more before I can go do these safely, or maybe it's just the paladin one that sucks I'll try the merc one since the skills you get from it are pretty awesome.
Gotta hate Uplay. I have the achievement for the finished act 2, but it won't unlock the point reward you get for that. Has anyone checked out the archmage hireling you can get for the uplay points? Hired npcs were absolutely beastly in MM3, but I haven't found anything interesting for my slots so far.
I still haven't gotten very far because I've restarted a few times, but I'm curious why you were regretting the lack of 2H? I keep seeing everyone else saying dual wield is the only way to go for melee.
I'm guessing it's how the Defense mechanics end up working - late Act 2/early Act 3 (it's hard to tell which is which for 100% sure) my Dual Wielder was doing less damage than my sword and boarder was with a UNENCHANTED mace with equivalent skill levels and Might on both on many of his swings.
With my 2H just in the beginning stretch he's L6 and is swinging for over 80 with some regularity - and that was a lucky round with a L3 leveled up Artifact DW'ed with a Tier 3 Sword in the other hand with the "Sunder" effect on the mob to reduce it's AC.
DW felt like a buzzsaw early on though.
What the fuck is a Uplay?
Uplay is the launcher that they use (might not need it if you pirated, no idea there) - they do some achievement stuff that gives you credits for buying promo stuff for the games, etc.
Basically UBIsoft's own Steam. (but not nearly as feature laden - the achievement points buying stuff is cool though)
So it seems fairly even to me, but one thing 2H does a lot better is not rape your healer when fighting vindictive enemies(the ones that get +1strike next turn per miss/block). That shit's brutal if I get a bad roll on my DW dagger and miss 4 hits in a row. On the other hand, finding a good 2H was very random(I didn't find a 2H sword until the end of act1) and until you get GM it's more prone to bad RNG against blocking mobs. Granted, if you warfare you can spam the autohit for 10mana until you're out, so there's still guaranteed damage. Also not a fan of mace bonus, stunning is great on trash but I'm fairly sure it does nothing at all against bosses. So I guess it's axe if you want the big damage.
Anyway balance between the 2 seems fine and mostly the difference has been whoever gets the best weapon. Also you can GM swords, maces or axes a lot easier than dagger as far as I can tell, not sure where the dagger GM is but all these others can be obtained during act2(seahaven, the crag and sea haven respectfully). Still need to unlock the class though. My initial assessment of DW was based on early game but it does catch up nicely after a while. Might bonus being only on the physical part of the weapon helps with that too, daggers have low phys but compensate with many attacks giving flat elem bonuses a big boost, but that means they scale not as good with might. That's why the expert and GM bonus are so strong I think.
Btw anyone helped the 3 brigands? You get a quest in the first city to find 3 brigands and kill or help them. Wondering what's the reward for helping them.
I can't learn dark because it's apparently Freemage only. Will that be a problem? I assume there must be another way to detect secrets besides the whispers spell...
You can get Scrolls from vendors quite frequently - and they last 100 turns vs. 30ish so they're honestly a ton more convenient anyhow.
Pyros: What's your 2H showing on the character sheet for his damage? Mine sounds like he's already matching yours non-crit wise 96-153 for what it's listing on the sheet, and I'm still in Elemental Foundry right now. (And he's practically one shotting stuff in there...)
makes some good points on 2h vs dw.
I hadn't actually put any points into dw yet... considering swapping.
but yeah, one of the warfare skills makes the "first hit" always hit. obviously favors 2h greatly.
offhands low hit chance, fueling retaliation, as noted..
Tried the cyclops at level 10 with some real prep. still failed.
well fed buff, hour of power buff. freemage with regen, and evade. druid with regen, celestial armor.
If I focused on it from the start, might have been able to do it. celestial armor absorb+regen heal is very strong. if focused on mana, so I could just spam both each turn, and burned him down with my scout/merc, probably could do it.
Right now I'm running
Dwarf Defend Mace-Warfare-Shield-Heavy Armor
Orc Barb 2H-Spear-Warfare
Elf Blade DW-Dagger-Warfare
Human Freemage Prime-Earth-Light-Dark
What is the advantage to using a spear for your 2H weapon? Seems like 2h maces and axes are way more damage. I muss be missing something
Hmm apparently you can fuck yourself and block progress on the fire shard room. If you activate the things in the wrong order, you can't complete the puzzle. Only solutions seems to be reload an earlier save, thankfully I hadn't erased my autosave upon zoning in since I hadn't saved other than quick save in many hours.
Vaclav I guess it depends on the weapon you're using? I'm using a blue 2H sword, best one I found but it's not really that great. Swords might also do less damage I haven't really compared. Currently my merc uses a 36-44 sword I bought forever ago, his might is 56, he does 133-159listed damage with 16% crit chance. One big downside of merc though is I'm missing on like 125% damage from being capped at master in swords(10points at 5% per level then 3% per point for the grandmaster bonus so 3x25=75%), so in retrospective it wasn't a good idea to make this char. Still kills shit in seconds if I crit but meh.
Also the promotion to windsword requires you to have the shard of air blessing, so it takes quite a while to get in comparison to some others. Example ranger can be acquired very early, you have to clear a tough camp of blackfangs bandits but iirc no elites just normal blackfangs, and that's it. On the other hand, the warden ability sucks unless you have been leveling your bow, but it does let you "melee" with a bow, at a hefty 30mana per turn(it's aoe though). Also get access to a free hireling that detect secrets and increases your chance to open them(great for my group that has 0 perception user).
Paladin however is OP as all fuck imo. Lay on Hands basically uses all your mana to do a full heal. But it works the same if you have 1 or 100mana left. On top of that, it doesn't a cooldown of one day like you'd expect, you can just lay on hands to dump mana then drink a pot, use a few spells, and lay on hand againt to dump. The other skill grants like 20ish holy damage to every melee attack for 4turns, which is great for DW dagger since you get 80dmg bonus a turn. Costs 50mana though, but I've been dumping points in spirit since I'm GM holy so I can make good use of the mana. Paladin definitely great class for a secondary healer, does good single target damage and has ton of utility with the heals, especially to like revive your main healer if he's unconscious or even dead.
Found some yellow relic footpads that have an awesome +8 evade bonus and more, and can level up. This game is great, brings me back in time.
EQ Beta B Tester.
Just aquired this game, and a quick question. Should I be building my party based on normal MMO type? Healer, tank, dps, dps? Or is there ways to make it work if I choose all DPS or all tanks?
Figure I'll manually create my party, as the pre-sets usually are no good?
Also, Adventure versus Warrior mode? If I like a hard ass challenge, can I go Warrior mode for my first play through? or will it just suck balls and be frustrating?
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