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Interview Lionheart gameplay Q&A at RPG Vault

Saint_Proverbius

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Tags: Lionheart: Legacy of the Crusader

<A href="http://rpgvault.ign.com/">RPG Vault</a> has posted a little <A href="http://rpgvault.ign.com/articles/382/382610p1.html">interview dealie</A> with a few of the <a href="http://www.blackisle.com">BIS</a> and <A href="http://www.reflexive.net">Reflexive</a> boys about how they play <a href="http://lionheart.blackisle.com">Lionheart</A>. Here's a sample.
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<blockquote><b>Jonric: One of the features of the SPECIAL character system is that every few levels, characters can choose bonuses called perks. Based on the way you enjoy playing, what are a couple of your favorites? </b>
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<b>Chris Parker
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Producer, Black Isle Studios</b>
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Lately I have been playing a character who focuses primarily on Unarmed Combat. My horrible Speech, Barter, and Sneaking skills are offset by my ability to quickly beat the crap out of just about anybody. My current favorite perks are therefore:
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<b>Bonus Hand to Hand Damage</b> - You can get this Perk as early as Level 3 and it just adds a flat amount of damage to every hit you land. Bonus, you can take it up to three times, turning your hands into a killing machine. Fun!
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<b>More Criticals</b> - This is first available at Level 6, and it adds to your chance to perform a critical any time you land a hit. So in case the Bonus Hand to Hand Damage wasn't enough, this gives me a little extra something-something.
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Educated - This is first available at Level 9, and in my opinion, is one of the best long-range Perks in the game. You get a bonus +2 skill points per level. Regardless of the character type this is always going to be one of my Perks of choice.
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<b>Dodger</b> - Also available at Level 9, Dodger increases your chance to avoid being hit. Overall, a solid Perk for any melee character - if not any character, period. You can take Dodger twice also, so I'm likely to take it again later.
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After about Level 12, I might throw in another Perk here or there, but mostly I switch between taking more Bonus Hand to Hand Damage, more Dodger, and more More Criticals with an occasional Gain Strength, Gain Agility, or Gain Luck thrown into the mix.</blockquote>
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Oh, <b>Chris</b>, you silly guy! Don't you know that <i>More Criticals</i> is useless once you get <i>Slayer</i>? Taking multiple levels of it is just poor planning.
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Another thing is whether or not <i>Bonus HtH Damage</i> results in a percentage increase like <a href="Http://www.interplay.com/falloutbos">Fallout Tactics</a> or a straight +2 a la <a href="http://www.interplay.com/fallout">Fallout</a>. A simple +2 bonus is okay at first, but utterly worthless once you get higher level which is why <a href="http://www.microforte.com">Micro Forte</a> made it percentage based. By the way <b>Chris Parker</b> is describing it, it sounds like the straight +2 bonus, which means old <b>Chris Parker</b> is a SPECIAL n00b!
 

Spazmo

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Well, maybe they finally decided to axe the Slayer perk. It's ridiculously overpowered and realy should be removed.
 

Deathy

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793
Especially in a game where the main form of combat is melee.
 

Jarinor

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Actually, in Fallout, I found Slayer to be ridiculously hard to get. I know I sure as hell didn't get to level 21 in Fallout, so for a perk to be powerful at that level is fine by me, it's a just reward for all the hard slogging you've gone through to get there.

Getting it in Fallout 2 is a different matter, of course. An unarmed fighter with Slayer is incredibly powerful in FO2, but then just about any character build is as long as you take Slayer or Sniper.

What I don't get is, what's so wrong with a straight +2 to damage? I mean, it's not like there are any mega power-fists hanging around, so while some gloves could potentially do some pretty good damage, an overall bonus of +6 would be pretty handy.

Of course, three levels is a waste of perks, unless you're REALLY focussing on the mindless basher, in which case it's only sensible.

Edit - I just read a bit more of the article. They've got Slayer, but it's been modified, so that instead of every hit being a critical like it used to, now it's like Sniper and dependent upon a luck roll. Of course, even with a luck of 4, which is what I usually use, I still get critical hits most of the time. Maybe that was just the bozar though :). I just hope they make that luck roll a little harder, in the interests of balance.
 

Spazmo

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I think Slayer worked the same as Sniper and crit rolls on every attack is still madly overpowered.
 

Jarinor

Liturgist
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Aug 8, 2002
Messages
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No, I clearly remember. Sniper rolled for each shot fired, but Slayer was automatic. Damn I miss those lovely instant kill criticals that I got all the time.
 

Saint_Proverbius

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Jarinor said:
Actually, in Fallout, I found Slayer to be ridiculously hard to get. I know I sure as hell didn't get to level 21 in Fallout, so for a perk to be powerful at that level is fine by me, it's a just reward for all the hard slogging you've gone through to get there..

Slayer in Fallout is 18th level. It's 24 in Fallout 2.

What I don't get is, what's so wrong with a straight +2 to damage? I mean, it's not like there are any mega power-fists hanging around, so while some gloves could potentially do some pretty good damage, an overall bonus of +6 would be pretty handy.

+2 per Perk is ludicriously weak in Fallout, especially if you're wielding something like a Ripper or a Supersledge, which can do 50+ damage.
 

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