Sykar
Arcane
Monster density needs to be fixed first. This stupidly high amount of enemies in small spaces makes it impossible for sneaky builds to function properly.
Again, what part of increased mob density after the patch dont you get?ive made a point of finishing game with stealth alone. Only place I had problem was rat cave in DP and as someone already mentioned I could have bypassed that with rathound king regalia.
I assume that if you had problems it was due to not stacking movement speed. Ive played last a bit over 6m ago so unless more mob were added since then my experience is valid.
To rephrase: due to mob density some areas are harder but none were impossible. Tackling density will lower difficulty.
ive made a point of finishing game with stealth alone. Only place I had problem was rat cave in DP and as someone already mentioned I could have bypassed that with rathound king regalia.
I assume that if you had problems it was due to not stacking movement speed. Ive played last a bit over 6m ago so unless more mob were added since then my experience is valid.
To rephrase: due to mob density some areas are harder but none were impossible. Tackling density will lower difficulty.
No, was not aware it adds more enemies. I assume it does make sneaking harder through that 30% skill diffJust so we are clear, you are also playing on Dominating, right?
rathound king regalia before you get infused hopper armorWith that out of the way, I do have Interloper and Ninja Tabi so there is not really much else I can do about sneaking speed.
sneaking is hard early game and you are not supposed to go through that path. Different one will allow you to get on the other side of the fence.The part where I am stuck at the moment is getting through Depot A. Specifically the gate on the map with the two plasma turrets and an ungodly amount of mutated dogs.
This is interesting. That being said mutated dogs were always covering large distance with their random walk and with bad luck it could result in their grouping. Might not be the case if indeed groups are larger.there are like twice as many now compared to Hard both mutants and dogs so sneaking past them is basically like playing lotto.
One by one as in killing one before another gets to you? Its quite an accomplishment as with dogs in that gate you get always agro of every critter on the map and they have nice movement pool.Earlier I could kill them one by one
What's wrong with it?Tygrende not only are you wrong in your analysis of infused leather armor and its impact on the character.
Damage on high-end infused leather gloves was inflated to begin with, it was pretty much the only weapon in the entire game that could reach 200 quality. It also made metal gloves completly not worth it, save for Power Fist (I don't think it needed a nerf by the way). Unarmed is arguably the strongest of melee builds so I don't think it's going to be a big problem.You are also missing the fact that unarmed damage just got that much lower thanks to lower quality and diminishing returns on the only high end material that could be used to make them.
Basically that its just numbers and doesnt acknowledge moment to moment gameplay. light armored builds were already very rng dependant, it has steadily become more and more of a crapshot.What's wrong with it?
Not really, the damage has always been low, you could not even hurt some opponents. Needing to rely on a single target feat thats on a cooldown to get by.Damage on high-end infused leather gloves was inflated to begin with, it was pretty much the only weapon in the entire game that could reach 200 quality.
Metal gloves always felt like they were intended for STR unarmed builds. Also an idea for this would be to improve metal gloves or give them their niche with different options.It also made metal gloves completly not worth it, save for Power Fist (I don't think it needed a nerf by the way).
Actually unarmed is the weakest melee build, without force emission its downright pathetic. With it its pretty great tho. But thats psionics, which also carry their own penalty and add to the RNG factor by lowering the HP pool, so the price for that was already paid for.Unarmed is arguably the strongest of melee builds so I don't think it's going to be a big problem.
Actually unarmed is the weakest melee build, without force emission its downright pathetic. With it its pretty great tho. But thats psionics, which also carry their own penalty and add to the RNG factor by lowering the HP pool, so the price for that was already paid for.Unarmed is arguably the strongest of melee builds so I don't think it's going to be a big problem.
Also HP reduction from psionics was a bad idea, as it basically leaves heavily armored builds that rely on miigation in the cold, as HP is much more valuable to them point per point.
Anyway, you are wrong, what makes unarmed good is the sheer amount of synergies the game offers for it, not the power of any individual thing in them. To counter it you could either limit said synergy (which would be retarded) or nerf every single element constantly (which has been even more retarded). Or you could leave it alone and focus on encounter design (which is something styg has also done and is a good idea) and bringing more interesting synergies for the other weapons in the game.
This is just bullshit. Light unarmed was (likely still is) by far the best melee. Since your weapons were Q190ish you were miles above everyone else thanks to nothing but raw numbers - it made knives which share feats/stats appear garbage by comparison. Psionics aren't even needed.
Not really, the damage has always been low, you could not even hurt some opponents. Needing to rely on a single target feat thats on a cooldown to get by.
Your attacks cost 4 AP (used to be 2 AP), that's 12 attacks minimum, do you expect each one to 1-hit KO something
I provided more than numbers, I also said how those numbers affect gameplay. Specifically the value of high DR and flat HP bonuses.Basically that its just numbers and doesnt acknowledge moment to moment gameplay.
The only build I ironmaned the game with was lightly armored, wearing 20% penalty pig leather. It's anything but RNG dependant. I would agree than dodge/evasion builds are RNG dependant, but wearing light armor doesn't necessarily mean you will be investing in them. High stealth and lots of MPs are the main benefits of low armor penalty.light armored builds were already very rng dependant, it has steadily become more and more of a crapshot..
25% HP reduction is a very small price for everything psi offers, arguably too small. Even with it psi builds are still the most powerful builds in the game.Also HP reduction from psionics was a bad idea, as it basically leaves heavily armored builds that rely on miigation in the cold, as HP is much more valuable to them point per point.
Not according to my experience, but then again, i never made room for skinner feat. I found that without expose weakness my character could simply not hurt anything with high armor.This is just bullshit. Light unarmed was (likely still is) by far the best melee. Since your weapons were Q190ish you were miles above everyone else thanks to nothing but raw numbers - it made knives which share feats/stats appear garbage by comparison. Psionics aren't even needed.
I haven't reached Foundry yet, but I always found the final fight in that questline to be pretty underwhelming. Twice the amount of bladelings with more HP and DMG doesn't sound too bad to me.Anyone else facepalming at the sheer stupidity that are the waves at the final step of "The Beast" quest series? Seems like double the amount of bladelings alongside 50% more HP and permanently buffed with extra melee damage (Taste for blood....) there seems no end to them and the entire fight deterioates into how many bear traps one can spam.
Anyone who wants to try this on Dominating, unless you have a crap ton of AoE you will need something like 50+ bear traps probably. Maybe more. This has nothing to do with "hard" anymore, it is just flat out obnoxious and anti-fun.
I haven't reached Foundry yet, but I always found the final fight in that questline to be pretty underwhelming. Twice the amount of bladelings with more HP and DMG doesn't sound too bad to me.Anyone else facepalming at the sheer stupidity that are the waves at the final step of "The Beast" quest series? Seems like double the amount of bladelings alongside 50% more HP and permanently buffed with extra melee damage (Taste for blood....) there seems no end to them and the entire fight deterioates into how many bear traps one can spam.
Anyone who wants to try this on Dominating, unless you have a crap ton of AoE you will need something like 50+ bear traps probably. Maybe more. This has nothing to do with "hard" anymore, it is just flat out obnoxious and anti-fun.
I'm not having a lot of trouble with DOMINATING so far actually, playing sniper/pistol build. I do need to skip some fights and stealth through enemies I can't handle, but it's fine so far. Saving Newton is easy enough if you use doors to separate the psi beetles, I did Silent Isle before Depot A without too much problem (killed the rathounds without aggroing the bettles and then simply stealthed by them to pick up the cargo, took some reloads to get it right, mostly because Broderick was feeling suicidal). Depot A was easy enough even without disabling the turrets (EMP+ Snipe and Aimed Shot with AP ammo was enough to make short work of them). Looking forward to the Rathound King fight.
I provided more than numbers, I also said how those numbers affect gameplay. Specifically the value of high DR and flat HP bonuses.
starting at turn 3 the overcoat will provide a bigger bonus increasing with each turn.
Remember that quality of infused going down means less dodge/evasion/othergoodies, making the character easier to hit. But its true, you could just as well not invest in it, the game does offer other sensible choices, which makes the fact that it got nerfed more inane.The only build I ironmaned the game with was lightly armored, wearing 20% penalty pig leather. It's anything but RNG dependant. I would agree than dodge/evasion builds are RNG dependant, but wearing light armor doesn't necessarily mean you will be investing in them.
Way to miss the point of what you are quoting.25% HP reduction is a very small price for everything psi offers, arguably too small. Even with it psi builds are still the most powerful builds in the game.
That's even better!Twice? Try quadruple at bare minimum.
That's even better!Twice? Try quadruple at bare minimum.
I think you just have the wrong idea about this difficulty. It's not supposed to be a carefully balanced step-up from Hard, at least not yet. Right now it's experimental madness that was given to the seasoned masochists who played the game so much Hard just doesn't do it for them. Hell, even the in-game description says that Stygian doesn't gurantee it's possible to finish it. I love it.