Re: General Beginner Tips
Posted: Tue Dec 16, 2014 5:11 pm
Not Hud but Hub. A special locationJefrach wrote:...By using bags and crates or is there more to the HUD?...
Not Hud but Hub. A special locationJefrach wrote:...By using bags and crates or is there more to the HUD?...
Alchemists as a class have one special ability regarding reagents aka potion components. As long as they have at least 1 unit of a reagent they do "grow" more of them inside their inventory following a fixed ration for each reagent. Those extra reagents can then be used to create extra potions that parties without an alchemist won't have.Jefrach wrote:Alchemists seem to be a bit contentious. I think tips for beginners would be things that make the game a little easier to get acquainted with. If Alchemists are good but not required then picking them up on the second play through might be a good suggestion.
This is a bit of a tough one to answer since it requires to spoil some info about the game so let me put it this way:Jefrach wrote:Don't waste your time with the humans' fast learner trait. It's pointless.
Why do you think it's pointless? At first glance it seems really useful.
Because it doesn't necessarily get a character an extra level. I found this out the hard way: On my first play through I made a party of two humans and two non-humans, and all characters almost got to level 15.Jefrach wrote:Don't waste your time with the humans' fast learner trait. It's pointless.
Why do you think it's pointless? At first glance it seems really useful.
I really wrote Hud Should have been Hub, a location.Jefrach wrote:The Hud is very useful for storing items.
By using bags and crates or is there more to the HUD?
This right here is exactly why having an alchemist is a good tip for a beginner. Having one lets you be more loose with your potions so you don't have to 'save them in case you need them later.' Can you do the game just fine without them? Yes you can, but a beginner might find things easier with the virtually unlimited potions you can make with alchemists. If you find yourself needing more ingredients for potions or bombs you can just wander different maps to cause enemies that drop food to respawn and go hunting them while you wait for ingredients to grow in your alchemist's inventory.Jefrach wrote:I think tips for beginners would be things that make the game a little easier to get acquainted with.
Attribute potions are not required, but they do make things easier and making things easier is what tips are about. Dismissing something that makes the game easier because it's 'not required' is inane. That's like suggesting someone not take a caster in their party because they aren't required. In the spoiler is the absolute bare minimum spell casting requirements for the entire game.Thorham wrote:Yes, it is, but it's not required. Not for beginners, not for anyone. You make those potions because you want to, not because you have to. That's why I said that you don't need an alchemist. Exceptions may be the harder game modes, of course.Azel wrote:Glad you like something, but this is a discussion about Beginner Tips. Letting someone know that they can get additional Attribute points in the game is a tip.
No one argued against focusing skill points, specializing each character into a specific role is a great tip. Also, no one is saying to take an alchemist over any other class you want to take instead. We are just pointing out that for a beginner they are worth considering because they do give you more leeway so you can play a bit more loosey-goosey.Thorham wrote:Nowhere did I say, nor imply, that one should do whatever. I specifically said to focus one's skill point use. Things like picking one weapon type for a character and sticking to it. I said to just play whatever class seems like fun to play, it's what they're there for.
Again, I disagree with you. Yes a beginner might not know where to look for the keys, but part of the game is about exploring and looking for secrets hidden throughout the game. The secrets in the game are bonuses, not needed to complete the game, but definitely nice to have just like the gold key rewards. Some of the gold key rewards I found to be completely useless because what they offered didn't fit into my party's build so definitely try to look beyond the door to figure out what the reward is before using the key, but don't forgo something that looks like it might be nice to have because you 'might find something better later.' A beginner has no idea what they'll find later or how long they'll have to go before they find something better. So for a beginner, if you aren't sure what you are going to get for that key, save the game check it out and decide for yourself if the reward was worth the key. If you think you'll use it, it's probably worth the key.Thorham wrote:The reason for my advice is that a beginner won't find as many gold keys as someone who knows the game well.
Are you lying to me, Thorham? Is it because you were using 2 frontline Knights? If so I may have to second-guess my take that Knights are currently useless based on the notion that Warriors are just as effective at tanking only with better damage output. I still need to do some playtests but more to the point... the only time I used Heal Potions heavily is during boss battles and extra crowded areas (rats, zombi hordes). Are you saying even boss battles and monster hordes didn't push you to needing heal pots?Thorham wrote:In my first play through I found that I actually hadn't used that many potions because of the healing crystals. I had more ingredients left over then I knew what to do with. Clearly they aren't a hard requirement. Then again, I must admit that I did use the crystals excessively to save potions and ingredients on purpose.
I actually agree with minmay regarding the Gold Keys. I originally read a tip that said to save gold keys for mid to late game. I ended up at the final battle with 4 unused Gold Keys because I was hoarding them.Thorham wrote:Only marginally weaker, and obviously not for very long. Not spending resources as quickly as possible is not bad advice.
lol @ loosey-goosey. Did you just call my Alchemist Duo sluts?? Bad Anurias!Anurias wrote:We are just pointing out that for a beginner they are worth considering because they do give you more leeway so you can play a bit more loosey-goosey.
Honestly the boss fights in the game don't require many healing potions. I also had a stack of 25+ herbs for Health/Energy potions left over at the end of the game. On many of the bosses a simple Rage potion will decimate a boss before it inflicts much damage on you. I used more healing potions traversing spike trap puzzles and jumping down pits than anything else.Azel wrote:Are you lying to me, Thorham? Is it because you were using 2 frontline Knights? If so I may have to second-guess my take that Knights are currently useless based on the notion that Warriors are just as effective at tanking only with better damage output. I still need to do some playtests but more to the point... the only time I used Heal Potions heavily is during boss battles and extra crowded areas (rats, zombi hordes). Are you saying even boss battles and monster hordes didn't push you to needing heal pots?Thorham wrote:In my first play through I found that I actually hadn't used that many potions because of the healing crystals. I had more ingredients left over then I knew what to do with. Clearly they aren't a hard requirement. Then again, I must admit that I did use the crystals excessively to save potions and ingredients on purpose.
taken from Webster'sThorham wrote:They're not vital.Azel wrote:Agreed; if a player skips out on an Alchemist then they won't be able to grow extra potions (Energy, Health, Rage, and Shield) that are vital to the game;
Thorham is right. An "extra" is never vital.extra: more than is usual or necessary
vital: extremely important, needed by your body in order to keep living
No... but now that you bring it up my minotaur knight might be interested in getting to know them.Azel wrote:Did you just call my Alchemist Duo sluts?? Bad Anurias!