The "Walking Dead" Party
Posted: Thu Nov 06, 2014 10:57 pm
Hello! Just here looking to post something after all the reading, theorycrafting, a initial long hours of playing through this exciting installment of Grimrock.
So theorycrafting is fun but between some initial play-through’s and the great experience of beating the original Grimrock game there are some solid observations players can make when looking to create as close to a “most powerful group ever” setup as the game allows.
First let’s look at what we know about Grimrock after beating the first version:
Walking! To love this game is to love walking. To find every secret means walking up to every wall and looking for a hidden switch. To effectively kill the hardest enemies while minimizing damage you have to walk to kite them or walk to dodge them; often times literally walking in circles til everything is dead. To keep your party from starving you have to walk around looking for food. If you decide to use Throwing Weapons, after you’re done attacking you have to walk to pick them up.
Getting through doors or across a hallway? Walking on to switches, walking off of switches, walking to dodge projectiles, walking to catch projectiles, walking in to a teleporter, walking away from a teleporter, walking to avoid a ledge, walking to fall in to a ledge.
The final boss? Killing the Undying involved right-clicking a bazooka while walking as hard and fast as your fingers allowed. The right-clicking was easy, the walking was… lets say, remarkable.
The other thing of note… Eating. I always hated when games made me “feed” my party to survive (Betrayal in Antara anyone??) – but Legend of Grimrock somehow made this tolerable. I not only ate all the damn time, but I even carried food from level-to-level as “backup reserves.”
So, the major actions that were predominant, incessant, yet yielding little results in way of Character Progression: Walking and Eating. That was Grimrock Part 1.
Now lets look at a few basic observations about Grimrock Part 2:
1) Theorycrafting and initial play-through’s reveal that Throwing Weapons (especially in the hands of a Barbarian) are close to over-powered. We also know (from Part 1) that using these weapons means lots of walking – to pick them all up after each and every fight.
2) The current consensus is that Alchemy is the key to “god mode” in Grimrock 2. If you have at least 2 Alchemists (neither of them needs to spec in Alchemy) then you will “grow” enough ingredients to have as close to an infinite supply of health and mana potions as possible (hence the god mode). But how does growing work? Lots of walking (growth rates are measured in steps taken).
3) There is a farmer class that the community “thought” was only good for making the game harder to play, but after a few weeks of putting farmers to good use we find that they can be power-leveled early and (depending on Traits you picked at character creation) can become an awesome power-house; especially if you let them specialize in Alchemy. Gameplay research tells us that between fishing and 1 or 2 specific game areas, we have a virtually endless supply of food gathering; thus, power-leveling potential for Farmers. The catch? Lots of walking and lots of eating.
4) There is a new "stat potion" that can be made when you specialize in the Alchemy skill. Multiple Alchemists means an increased rate of growing stat potion ingredients; which means lots of walking yields lots of stat potions for your entire party (more god mode).
With the right party, we can center our tactics solely around walking and eating , and this time the result means… the strongest group of playable characters. Subjective but bear with me.
A few more things to note:
1) For melee, as of today, light weapons and dual-wielding is nice, but the 2-handed Scythe with Crit Chance is the over-powered option.
2) While Evade was over-powered in Part 1 of the game, in Grimrock 2 Evade is almost useless (some people don’t even care if they have negative Evade values) in place of high Protection.
3) Magic is still amazing, and Meteor Shower dominates all.
4) Bomb throwing is back in a big way, and there is currently no cool-down timer for them (and can be thrown directly from inventory) – which makes for amazing area DPS if you somehow manage to make lots of them all the time. Alchemy?
5) Earth magic is still horrible.
With all that in mind, the characters centered on Walking and Eating (Walking Dead Party) should go as follows:
Fontline 1: Minotaur Barbarian with Throwing Weapons
Frontline 2: Minotaur Alchemist with Large Weapons
Backrow 1: Lizard Alchemist (pure magic caster – Fire, Air, Water).
Backrow 2: Human Farmer (Alchemy level 5)
Races can be switched out of course and effectiveness is maintained. I would say that Human as a Farmer is necessary because of the Experience Increase and initial trait skill (for Alchemy). We want the Alchemists to simply grow the ingredients that the Farmer cooks. Plenty of growing will occur with all the walking needed to get those Throwing Weapons and make food runs; a farmer can hit level 5 Alchemy in the first hour or two of the game.
Large weapons are currently better than Light. We give up the “stun lock” ability of high-level dual-wielding for a “quick death” that comes from a Scyth/Crit combo. Lizards are great casters due to high metabolism and “resist all” against elements. Energy pools become almost irrelevant due to the infinite supply of Energy potions provided by dual-Alchemists. This puts my favorite Insectoids out of the race for Casting, since the Lizards metabolism basically acts as our DPS (coupled with mass Energy potions).
That’s it! Until they patch this game to make major balance adjustments, the Walking Dead Party is the way to go in terms of bulldozing your way to the end while enjoying every new game aspect Part 2 has to offer. Highest DPS, highest survivability, highest character levels, highest character stats. All because of walking and eating.
Hope you found this useful, or at least mildly entertaining. Fin.
So theorycrafting is fun but between some initial play-through’s and the great experience of beating the original Grimrock game there are some solid observations players can make when looking to create as close to a “most powerful group ever” setup as the game allows.
First let’s look at what we know about Grimrock after beating the first version:
Walking! To love this game is to love walking. To find every secret means walking up to every wall and looking for a hidden switch. To effectively kill the hardest enemies while minimizing damage you have to walk to kite them or walk to dodge them; often times literally walking in circles til everything is dead. To keep your party from starving you have to walk around looking for food. If you decide to use Throwing Weapons, after you’re done attacking you have to walk to pick them up.
Getting through doors or across a hallway? Walking on to switches, walking off of switches, walking to dodge projectiles, walking to catch projectiles, walking in to a teleporter, walking away from a teleporter, walking to avoid a ledge, walking to fall in to a ledge.
The final boss? Killing the Undying involved right-clicking a bazooka while walking as hard and fast as your fingers allowed. The right-clicking was easy, the walking was… lets say, remarkable.
The other thing of note… Eating. I always hated when games made me “feed” my party to survive (Betrayal in Antara anyone??) – but Legend of Grimrock somehow made this tolerable. I not only ate all the damn time, but I even carried food from level-to-level as “backup reserves.”
So, the major actions that were predominant, incessant, yet yielding little results in way of Character Progression: Walking and Eating. That was Grimrock Part 1.
Now lets look at a few basic observations about Grimrock Part 2:
1) Theorycrafting and initial play-through’s reveal that Throwing Weapons (especially in the hands of a Barbarian) are close to over-powered. We also know (from Part 1) that using these weapons means lots of walking – to pick them all up after each and every fight.
2) The current consensus is that Alchemy is the key to “god mode” in Grimrock 2. If you have at least 2 Alchemists (neither of them needs to spec in Alchemy) then you will “grow” enough ingredients to have as close to an infinite supply of health and mana potions as possible (hence the god mode). But how does growing work? Lots of walking (growth rates are measured in steps taken).
3) There is a farmer class that the community “thought” was only good for making the game harder to play, but after a few weeks of putting farmers to good use we find that they can be power-leveled early and (depending on Traits you picked at character creation) can become an awesome power-house; especially if you let them specialize in Alchemy. Gameplay research tells us that between fishing and 1 or 2 specific game areas, we have a virtually endless supply of food gathering; thus, power-leveling potential for Farmers. The catch? Lots of walking and lots of eating.
4) There is a new "stat potion" that can be made when you specialize in the Alchemy skill. Multiple Alchemists means an increased rate of growing stat potion ingredients; which means lots of walking yields lots of stat potions for your entire party (more god mode).
With the right party, we can center our tactics solely around walking and eating , and this time the result means… the strongest group of playable characters. Subjective but bear with me.
A few more things to note:
1) For melee, as of today, light weapons and dual-wielding is nice, but the 2-handed Scythe with Crit Chance is the over-powered option.
2) While Evade was over-powered in Part 1 of the game, in Grimrock 2 Evade is almost useless (some people don’t even care if they have negative Evade values) in place of high Protection.
3) Magic is still amazing, and Meteor Shower dominates all.
4) Bomb throwing is back in a big way, and there is currently no cool-down timer for them (and can be thrown directly from inventory) – which makes for amazing area DPS if you somehow manage to make lots of them all the time. Alchemy?
5) Earth magic is still horrible.
With all that in mind, the characters centered on Walking and Eating (Walking Dead Party) should go as follows:
Fontline 1: Minotaur Barbarian with Throwing Weapons
Frontline 2: Minotaur Alchemist with Large Weapons
Backrow 1: Lizard Alchemist (pure magic caster – Fire, Air, Water).
Backrow 2: Human Farmer (Alchemy level 5)
Races can be switched out of course and effectiveness is maintained. I would say that Human as a Farmer is necessary because of the Experience Increase and initial trait skill (for Alchemy). We want the Alchemists to simply grow the ingredients that the Farmer cooks. Plenty of growing will occur with all the walking needed to get those Throwing Weapons and make food runs; a farmer can hit level 5 Alchemy in the first hour or two of the game.
Large weapons are currently better than Light. We give up the “stun lock” ability of high-level dual-wielding for a “quick death” that comes from a Scyth/Crit combo. Lizards are great casters due to high metabolism and “resist all” against elements. Energy pools become almost irrelevant due to the infinite supply of Energy potions provided by dual-Alchemists. This puts my favorite Insectoids out of the race for Casting, since the Lizards metabolism basically acts as our DPS (coupled with mass Energy potions).
That’s it! Until they patch this game to make major balance adjustments, the Walking Dead Party is the way to go in terms of bulldozing your way to the end while enjoying every new game aspect Part 2 has to offer. Highest DPS, highest survivability, highest character levels, highest character stats. All because of walking and eating.
Hope you found this useful, or at least mildly entertaining. Fin.