Plot / setting spoilerDo they ever elaborate as to the conflict between the Writers and the Painters in 'real-world' Lumiere? I thought there would be some elaboration as to that and how that led to the fire...unless I just missed it.
Given that Verso doesn't like being a Painter I also wondered about Musicians, would they be a third artist group?
(The getting lost in worlds you create that are better than real life is a serious deep cut at the whole gaming industry)
But you can do 2 chicks separately.the most important thing to know before going in too deep is that you can only fuck 0 or 1 chick, you cannot do 2 chicks at the same time
Nerf incoming tomorrow or later today. A certain skill is way to strong apparently.
Pretty sure Stendahl is the highest dmg skill overall, atm. It is why it is getting nerfed. If there is/are skill(s) that can do triple the damage of Stendahl as you mention, then those would need to be nerfed as well. There reasoning for nerfing Stendahl is that it was an underwhelming skill during development, so they buffed it prior to launch, and now the see it was buffed a bit too much. Its the only skill that I've seen a screenshot of that hits for more than 1 billion dmg, there could be others, but if so their logic for nerfing Stendahl is wrong.This one and who cares…single hits are all kinda meh anyway. Why hit once for couple million when you can hit 3+ times for a triple the damage.![]()
Stendahl | Expedition 33 Wiki
Stendahl is a Skill in Clair Obscur Expedition 33. Stendahl Skill Guide: Related Character, Effects, Requirements, and more for Expedition 33.expedition33.wiki.fextralife.com
The only ability that hits harder is:
maelle's lvl 3 Grommage, which is how people hit 3 billion
Even if they nerf it, she's still going to 1 shot everything, just not dozens of times over lol
That level of balance only should matter in pvp/ multiplayer. My wife being clueless on a build isn't being hurt by someone's 1 billion dmg mael.I mean it's no different than hitching Mime to Knights of the Round in FF7. JRPGs always have broken shit at the end game.
So sick of this culture of homogenization and everything having to exist in this stupid state of "perfect balance" amongst gamers. Let the player decide.
I don't really agree with that line of thinking. the problem with "first order strategy's" is twofold; they generally take away options. if 1 strat/character etc is just so much better than the rest, then the others may as well not exist. the game loses strategy, and tactics. and thats part of the fun. coming up with new builds, theorycrafting etc. but if the answer is always the same, that sucks. yes, you can obviously, force/challenge yourself to not use the OP stuff. but that is inherently contradictory. the point of strategy/tactics is to find the strong/op stuff..That level of balance only should matter in pvp/ multiplayer. My wife being clueless on a build isn't being hurt by someone's 1 billion dmg mael.
I don't really agree with that line of thinking. the problem with "first order strategy's" is twofold; they generally take away options. if 1 strat/character etc is just so much better than the rest, then the others may as well not exist. the game loses strategy, and tactics. and thats part of the fun. coming up with new builds, theorycrafting etc. but if the answer is always the same, that sucks. yes, you can obviously, force/challenge yourself to not use the OP stuff. but that is inherently contradictory. the point of strategy/tactics is to find the strong/op stuff..
And then the second problem is, these OP abilities can often make the content trivial. again, removing strategy and tactics.
Roguetrader has this problem for example. its so easy to become busted OP, that all the interesting game design, around movement, cover systems, armor, dodge, damage types, etc can be completely ignored. who gives a shit about any of that when you can deal 10000 a hit, 50 times a round, with 700% chance to hit, on the first turn, before any enemy can act? enemies having 30% dr from armor, and 500 hp, and 10% avoidance..
this problem can also make bosses forgettable. again, if you never have to adjust tactics. and kill bosses in one round every time... they lose impact. again RT really has this problem. "oh, that was supposed to be a boss?"
presumably you are playing a turn based game, because you want to make actual turn based choices for strategy and tactics.. sure, there is an argument to be made that the tactics and strategy is in the character building/loadouts.. but, games need to be designed around that, if that is the case. these rarely are. and again, then the game should be action based, not turn based. also, that is then often trivialized by build guides. Starsector is a good of example of that working. 90% of your game can be in setting up your fleet, and ship loadouts. action combat then, where you pilot 1 ship. Additionally, since its effectively a roguelike, and you are limited on what weapons/hulls you may have at any given time, build guides don't instantly solve your fleet/party loadout. because there is never 1 correct way to build, it also has tons of replay. (obviously starsector is not a turn based or even action rpg. think big picture here, not 1:1)