Franka wrote: ↑Mon Feb 05, 2018 8:37 pm
You may recall my minimum QoT run, where I finished at level 6 (with lots of bombs). I'll have to try something similar here. Which background gives access to bombs?
debt collector. and yes, I remember it : )
my playthrough now wasn't that extreme, I did the mandatory fights (duh), the story-driven optional one and a few arena battles (on days where nothing else happened).
before the castle storm the chars had, with two exceptions, level 6 (one was 5, my PC 8 ), and economy-wise it worked quite nicely - I had more or less exactly the 4000 gold I proposed for the end of act 1, or about 500 per char for equipment upgrades. Apo's deus-ex-machina money seems to be fine : )
with the exception of the low defense pacing and combat mechanics were nice. I said it before: more on the easyish side compared to your other RPGs, but I like it.
two notes:
- paralyze resistance: the vampire bosses reduced chains (journeyman) to 1 turn. this is even worse than disabling the skill ; ) [pinning shot, on level 3, shut them down for 2 turns, imo fine for bosses but it shouldn't be lower]
- I'm not sure if I like the slower SP progression - on the one hand the skills shouldn't be used exclusively, on the other hand they create much of the fun. low level chars with less than 10 SP can use maybe 3 to 4 skills before they have to rest/abuse drugs. a little bit to restricted, imo. maybe use the old SP gain formula up to level 10?