jack1974 wrote:I can lower the HP a bit of some non-boss enemies even now if that's the problem (like the crabs). I thought people wanted fights to be more challenging in general (even if what you say makes sense, a mix of long/short battles), but I can do it by raising Attack/Speed, which will make the battles last less for sure
What I mean to say is that more HP/defense/magic doesn't necessarily make a battle tougher, just makes it longer. If you want to test the party's endurance (like saving Merrow's Men), long battles are fine. But the crabs, for example, aren't challenging, they're just long. And you can rest right after them anyway, so it's not like they're an endurance test.
fabulaparva wrote:I thought there already was a mix of long and short battles. The slimes and grubs take long, the snakes in MErrow's Men take some time at the start of the act, the crabs go down pretty fast towards the end of the act (with Vaelis and a hunter in the party, anyway + Riley's Slumber), and with quite a few quests you can choose between a quick route and lots-of-battle-route. Am I playing with the wrong classes or what when I don't see any "takes too long" problems here?
I'm picking on the crabs because they're the easiest to get to. It takes me 11 party turns (about a minute of time on slow animations) to kill 450 HP crabs - not using buffs, but having everyone nuke. If I buff and set up big combos, it takes longer (for dealing with two mobs). My level 16-17 warriors/thieves at the start of the fight deal 30-50 damage (Krimm can do 80), some of that to multiple targets. My casters can do 70-100 damage, but have a long delay. And the crabs are the fastest mobs in the act (that I've seen so far), so most fights take upwards of that. How many turns do you kill crabs in?
There are some points in the story where you can skip fights, yes, but there are other points where there are a
lot of fights in a row, some of which can take several minutes. So you get a line of dialogue or two and then another battle very similar if not identical to the battle you just finished. That's where I think the long fights can get grueling and could be shortened. If making them too easy is a concern, than raise their offensive power to compensate. Kind of like Riley's golem, if the mobs aren't actually threatening me, than what difference does it make between taking 20 turns and 100?
I'm not actually expecting a mass retuning of SotW, but I think the overall percentage of time I spend fighting is a little on the long side. Especially when you have something like 400 battles in the game.