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Original sin 2 fort joy
Original sin 2 fort joy













original sin 2 fort joy

As a fight is starting, there would be no way for the enemy to know which of your party is largest threat. But logically you would not expect a random enemy party you encounter in the wilds to have a complete and accurate assessment of every one of your party member's abilities and damage potential. Once you get through the learning curve it's not a bad system at all. On the one hand I appreciate the desire by Larian to innovate and try to provide a unique and stimulating combat experience. Even still I was barely successful and my party was 1 or 2 levels higher than the enemies. Eventually I had to back off, collect some money so I could buy some of the level 3 combat abilities, and rebalance the damage potential of my squad so that my glass cannons didn't get group focused.

original sin 2 fort joy

I must have tried the encounter a dozen different ways, utilizing different approach methods and openers. If they managed to overwhelm one of my primary damage dealers early the fight turned into a quick loss.Ī certain voidwoken deep dweller on the first island gave me a lot of trouble. Often this 'tank' would take no damage at all until everyone else was dead. Essentially all his ability and attribute points were allocated in a highly inefficient manner since I got no value out of them, while also lowering my overall squad damage potential. This resulted in some pretty frustrating early fights where every enemy in a given encounter would would tunnel my best damage dealer, and completely ignore my front line disruptor/tank. The Enemy AI chooses targets based on damage threat potential.

original sin 2 fort joy

If you build a tank or other resilient, disruptive, team member, he will most likely have lower potential damage than other members of your team. I did my first blind playthrough on Tactician and the combat experience was nothing like DOS 1.















Original sin 2 fort joy