Yes I'm fixing that nowfabulaparva wrote: I think I definitely noticed this as well on magic bolts and most likely also on my druid's elemental nukes. None of my mages were resurrected in there, so I didn't get to compare the power before and after and see if the 2H-penalty vanished from them, too, like it did vanish from Krimm.
Well wait, that's MY ESTIMATEfabulaparva wrote: I finished Act II in NM-mode, but I must've missed some kills, quests or areas, as most of my chars were left on level 12 at the end, instead of somewhere between 13 and the maximum of 14.
The lizardmen are due to the bug of caster's damage because considers the staff 2h weapon. Now that I'm fixing this, should be much easier: ice spell of Druid went from 6 to 34fabulaparva wrote: In general, I think that the difficulty was good for NM-mode. Some individual fights felt a bit over the top. Most difficult ones were:
+ The lizardmen in the sewers (especially if one happened to get 3 mages at the same time)
+ Assassin boss (I read that the arena slaves aggression-level was lowered after I got through that part and the assassin boss, so this might be fine now )
+ Kiduu -fighters... considering that it's just the start of the act, when you have the luck of getting 6 of them
+ Getting out of the Lugal area in the beginning of the act, if you repeatedly counter 3 of them
I'm mostly worried about the Kiduu and the Lugal, since happens early in the story, so might make those easier, at least during the first part (it should be like that in last update though, maybe you played it before).
OK. That should be hard. Though I think might wait for Anima new AI battlecode to make a very bastard Yeldin that debuffs all your party membersfabulaparva wrote: Final boss fight was on the easy side. Not sure if I should blame Jariel or Rowinda for that.![]()
Yes definitely!! Damn bombsfabulaparva wrote: There were some fights that might've benefitted or suffered from bugs, though. Like the fact that Krimm got all her powers back in the tunnels after a resurrection...but then again if the mages were penalized too... hard to judge. Also, one could cheat with the bombs since they can be thrown at the back row again....which is a bug.![]()
I think you stumbled in a bug, sometimes would show up an extra guard. There should be guard left alive + 1 (or 2, don't remember now). So 1 alive = 3 might be rightfabulaparva wrote: Question about Chalassa's personal quest: How does the number of guards you kill affect the number of guards joining the fight in the end? I only left 1 alive, but still 3 of those romanced-to-death guards joined the fight.
Ah they don't have them? lol I didn't even notice!fabulaparva wrote: And...an anatomical question: Why do all the male elves have nipples but the Dingirran males (Riley & master of the pits) don't?
Yes probably better! I'm tweaking some Chalassa's skills but want to hear about the others too.fabulaparva wrote: I'll post some general feedback on the skills a bit later. Should I put it here or in the skills thread?
