rijackson741 wrote: ↑Thu May 27, 2021 11:58 am
It is impossible to make all the weapons (or anything else) equally good. Many are just filler items, because seeing the exact same 10 weapons in every shop would be really boring. There are very good high AP weapons though. You just haven't found them (perhaps because you have not progressed far enough in the game?).
I think a big issue (at least for me) here is that you need 12 AP to get the full potential of the weapons, but you can't get that before lv 30, wich is quite late into the game. 4 AP cost is no advantage with less than 12 AP, 6 AP weapons are meant for two swings but have only one with less than 12 AP. And even 5 AP wepons can't be used with armores with AP penality with less than 12 AP. Combat speed L2 is a must, and yet you can't have it before lv 30.
Another thing that bugs me is that anything that's "too good" gets some serious penality in compensation, but usually the penality overcompensates the advantages. I refer to the talk in the "No rest for the guilty" thread. Also take Llegaris for example. I don't know if he is there to troll the player or you seriously thought his stuff is good. So, he sells special weapons, so special that you have to prove yourself worthy to trade with him. And yet all his weapons are garbage. Those that seem good at first glance turn out to have some serious penality that make them useless. And there are many more examples everywhere.
rijackson741 wrote: ↑Thu May 27, 2021 11:58 am
Early in the game gold is indeed an issue. Since you just left a farmhouse in a small village that should not be surprising. As you progress, it becomes much less of an issue, and most players end up with gold they don't know how to spend by the time they have completed existing content. AT is a RPG, but it is also a strategy game. Potions of health are useful (and in many monster drop lists, so you can farm for them), but they are not intended to be a single solution to HP loss.
It's probably just me but I don't buy overpriced stuff even if I could afford it, out of principle. Both IRL and in games. And 320 GP health potion is definitely overpriced when it does the same as a 51 GP Bonemeal potion. And it can get even a rich character broke very quickly if they plan on using them for anything but emergency.
rijackson741 wrote: ↑Thu May 27, 2021 11:58 am
A potion that gave +6AP for 10 turns would be grossly OP unless it's either available in very limited quantity or obscenely expensive. There are buff potions. I'm not sure which ones you are referring to that have the nasty side effects. There are also many potions that remove harmful effects (at least nine of them).
+6 AP would give one (1) extra swing with most weapons, from 4 to 8 AP cost (or even 9 if you have 12 base AP). I don't consider one extra swing OP.
Other potions? Well, I didn't get to Lodar yet so I don't know what he can make (but he is hard AF to reach so his potions should be special, and we are talking about general ones). In other places, in most places there is only health potion or nothing at all. There is a potionmaker in Stoutford, but his potions have nasty side effects. Cures one illness, gives another, etc. And the other place is Lowyna's hidden tavern, and those drinks too have nasty side effects while their main effect isn't even that good. And I don't rememner finding anything else, and only Blackwater and Remgard are the places I haven't been yet.
rijackson741 wrote: ↑Mon May 24, 2021 1:42 am
"Evasion". My main build has three levels of it. That means I can stand next to a monster forever, and unless it tries to move onto my tile, it will never attack. It also means that if I choose to flee, I have only a 5% chance of failure (with 4 levels, it would be 0%)
I don't think it worths 3 skill points to not have monsters attack you in a game that's in part about killing monsters. Better spend them on something that gives a real advantage and you can fight the big boss normally.
Strategically placed NPCs bother me a lot more than wandering monsters attacking. They are placed in locations where you are guaranteed to bump into them even when you try very carefuly circumnavigating them, and sometimes even just getting to the nearby square initiates conversation. If there was a skill that shuts up NPCs that have nothing to say, I'd spend a point on that. Maybe it could be called "Antisocial".