Gnidrologist
CONDUCTOR
As this game and it's system was unfamiliar to me i made kinda jack-of-all tradish char and wondering if it wont gimp me in later stages. The game seems pretty large so i don't want to get too far (am at Junkyard quests right now) just to realize i'll have to suffer/be left out of some goody-goody abilities.
Lvl 7 now. Str6, AG and PER 7, everything else on 5. Guns, throw, lock, hack, dodge/ev, mech/taylor and little bit in pers.
Feats as per now: aimed shot, expertise, kneecap, nimble, suppressive fire and unfortunately psu empathy.
Now obvious that there's no room for investing in psy and investing just a little bit is waste of points that can go into my shootist build so all i get is gimped HPs.
Apart from this obvious mistake i think 30 points i invested in persuasion was a waste and i don't intend to increase it unless someone could hint otherwise. It has been useful in couple of quests till now (Cliff and Abram's bug quest to distract deputy).
Crafting seems a bit dissappoint in similar vain as it is in DivinityOS. It's a huge time sink in micromanagement and inventory hog with low returns. The profits in component crafted item sales are marginal and i haven't crafted anything that would be any better than stuff you can find or buy. In fact, most of the better stuff in shops are always better than what i can craft at any given stage. Also i don't like that i have to learn electronics to attach electronic scopes to rifles. Nor does it make sense as it's still mechanical work., not is it good to have another slot to dump points that could go into minmaxing others. Maybe i should though, as i've yet to find any interesting stuff to craft from electronic components.
Have doubts about chemistry. Grenades aren't expensive and always available. Does it make sense to invest in it just to have a bit cheaper grenades in the long run?
As for attributes, i probably should've set WILL to minimum and AG doesn't seem to be anywhere as useful as in most other rpgs (fixed action points). Could have better INT and DEX/PER probably.
Anyway, if char like this is still playable to the end game without much butthurt, i'll continue. What do?
Lvl 7 now. Str6, AG and PER 7, everything else on 5. Guns, throw, lock, hack, dodge/ev, mech/taylor and little bit in pers.
Feats as per now: aimed shot, expertise, kneecap, nimble, suppressive fire and unfortunately psu empathy.
Now obvious that there's no room for investing in psy and investing just a little bit is waste of points that can go into my shootist build so all i get is gimped HPs.
Apart from this obvious mistake i think 30 points i invested in persuasion was a waste and i don't intend to increase it unless someone could hint otherwise. It has been useful in couple of quests till now (Cliff and Abram's bug quest to distract deputy).
Crafting seems a bit dissappoint in similar vain as it is in DivinityOS. It's a huge time sink in micromanagement and inventory hog with low returns. The profits in component crafted item sales are marginal and i haven't crafted anything that would be any better than stuff you can find or buy. In fact, most of the better stuff in shops are always better than what i can craft at any given stage. Also i don't like that i have to learn electronics to attach electronic scopes to rifles. Nor does it make sense as it's still mechanical work., not is it good to have another slot to dump points that could go into minmaxing others. Maybe i should though, as i've yet to find any interesting stuff to craft from electronic components.
Have doubts about chemistry. Grenades aren't expensive and always available. Does it make sense to invest in it just to have a bit cheaper grenades in the long run?
As for attributes, i probably should've set WILL to minimum and AG doesn't seem to be anywhere as useful as in most other rpgs (fixed action points). Could have better INT and DEX/PER probably.
Anyway, if char like this is still playable to the end game without much butthurt, i'll continue. What do?
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