AndarianTD wrote...
Finding the staff near the beginning is a good stroke of luck, but it isn't nearly as big a deal as you may be thinking. The quality of those finds is specifically designed to even out across the course of the module; you don't need to second-guess it.
Fair enough. Especially since apparently you're not expected to fight the spider at the beginning.
AndarianTD wrote...
2) When your parents are killed, there is a message from your sight telling you to flee for help, along the stream bed.
I did! That's how I got out of the area with my home in the first place
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Then it looked like the stream bed hit a dead end up ahead so I went across the bridge -- especially since there was something to interact with over there.
AndarianTD wrote...
3) The object of the opening sequence is to follow your sight and run along the stream bed to find help. There are popup text messages all along that route to guide you in the direction you need to go in order to do that.
Unfortunately, those don't pop up until you reach the "dead end" -- so if you don't realize you're breaking the "nudge" by resuming control you don't need another guiding message.
AndarianTD wrote...
If you think about the situation (you're a first level character being chased by a demon), it doesn't make sense to stop to fight or explore.
Believe it or not, most games don't make a ton of sense at times -- and in most cases, if you don't stop to grab an item on your route, either there's no inherent plot reason to return or sometimes you CANNOT return, meaning you grab it or you lose it.
Sanctum isn't immune from some of these issues as well -- for example, the appearance of the thing with the plot important poison (trying to avoid "spoilers" beyond the first few minutes). My character's actions at that point made no sense and were completely the opposite of what I had done prior to that.
Now, I can accept the cutscene because I know it's a game...but that means that people expect other game "tropes" to hold true.
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Highlight to read (more easily). Edit: or not, apparently it refuses to actually make the text a different color.
I'm playing a sorcerer starting at level 1 fresh on Very Hard. I noticed the book does not allow you to change it to Very Hard or Very Easy, just Hard or Easy -- any particular reason? I don't even know what changes based on the difficulty, so it's not like I can tell.
Also, since it is on Very Hard and a common issue with the hardest difficulty is sometimes it...makes certain things not work well, I thought you might be interested in hearing about a few specific combat related issues I found...
First, some of the oozes at the very beginning of the caves. I wound up having to separate the groups, especially since some of them were flinging acid bolts multiple times that did over half of my health! This seems particularly silly for a level 3 character with very few options for tactics/equipment/spells at that point -- especially a sorcerer who's still level 3 and thus has no level 2 spells yet. Those first few packs were the hardest encounters so far in the module.
Second, the vermin in the "meeting room." Not only did I have to pull a few (usually got 2-3) back at a time, I had to abuse doorways and the bad AI to avoid having too many attacking my companion (since I was basically useless against mobs of that power at my level as a mage -- woo-hoo buff but). Might want to tone these down slightly and/or make slightly less of them and/or spread them out more.
Finally, the vermin filled cabinet. First time, walked up, they spawned, got crit for 36 damage when I had 28 health. Second time, took multiple hits and also died instantly. Third time, blew up the cabinet from range...and bugs STILL somehow spawned out of it. Fourth time, said "screw it" and pulled out my familiar to give me invisibility so I could trigger the spawn without getting instantly killed.
Also, was I supposed to run from the Soul-Drinker instead of killing it?
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Modifié par MagicalMaster, 12 décembre 2013 - 10:55 .