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rasputin177

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#1 rasputin177
Member since 2009 • 2535 Posts

Dude, this is not up for debate. Its basic math. Its numbers its not opinion. The more slots people have to work with the more possible variations that are possible. What about that don't you understand? I am not sure if your one of those people who just wants to argue or one that loves the game so any negative remark is rebuffed. Which by the way only makes your love for the game cheap and less real.

Now, I have proved my point with basic logic but I am still not done. Your argument is just silly and contrived. If you give people 6 slots that are going to go with the "best augments" so their pawn will be used more often. If you give people 10 slots that are going to do the same exact thing but they have more room for diversity. The more slots that open up the more room people have to give their pawns "unique" augments such as "lantern light" or a "bonus with vendors". In what world does limiting this number create more diversity? Hahha I mean really.

So, give me a break man.

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rasputin177

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#2 rasputin177
Member since 2009 • 2535 Posts

I would like to know as well. What are the best augments. Ill start.

Sinew-Leg Strength-10% str buff from Fighter tree-Arm Str- The assassin augment that gives you an insane bonus to magic and str at night.

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#3 rasputin177
Member since 2009 • 2535 Posts

I have seen at least 3 Mystic Knights. How is this possible?

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#4 rasputin177
Member since 2009 • 2535 Posts

Whats the deal? Is it some sort of post game thing?

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#5 rasputin177
Member since 2009 • 2535 Posts

Second, the augments. I was so excited when I thought I could keep trying out new classes and at the same time add passive augments to my character. I loved the idea of learning new jobs and at the same time bringing back new passive traits that buff my character but I can only have 6 at a time? This undermines the whole idea of trying out new jobs to help make your character super powerful. Sure, I can switch them in and out but its just not the same. I really hope they increase the number with a new DLC? 10 would make alot more sense to me.SethCypher

I think that would actually make the game too easy. 10 Augments would in fact limit variation in augment builds because you'd have more leeway to pick the best. 6 Augments is just right, I have to mind my options to optimize best build that suits my playstyle. Having 10 slots for augments would in fact limit diversity more.

The last thing is with the main pawns. Its a great and fun system but I wish there was more options to make our pawns more diverse. Almost all mage pawns have the same augments. It would just be nice if I could make my pawn more unique.

Almost all pawns have the same augments because that is probably the most optimized way to build a mage pawn. Unless the game featured a mechanic where augments grow in different ways based on playstyle, you won't be seeing varied augment builds no matter how many slots you have.

Thats not true. Its just basic math that the more open slots people have the more diverse their builds will be. Not to mention the less spots the more the player feels he or she needs to min/max thus using only the 6 "best augments". I am sorry but argument is not valid. Like I said its basic math.

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#6 rasputin177
Member since 2009 • 2535 Posts

My pawn is often used for a good deal of time but comes back with either a rock or nothing. I was under the impression you had to give "something"

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#7 rasputin177
Member since 2009 • 2535 Posts

Also, the Assassin augment that gives you 70% extra str and magic at night seems to be absurd. That almost doubles your damage at night. Seems like a must have augment for every class. I also like Sinew and Leg Strength, and the fighter augment that gives you 10% STR. I also want the health regen augment from magic archer and the stamina skill reduction augment from warrior.

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#8 rasputin177
Member since 2009 • 2535 Posts

For the pawn since they can only use so many yes the limit does not matter as much. I think they should have had more augment options so people could vastly different pawns. Maybe just access to Hybrid Class augments? Or any augment the played knows can be purchused for the Main Pawn.

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#9 rasputin177
Member since 2009 • 2535 Posts

I get what your saying but why does that mean you can't use Swords and Daggers?

My biggest issue is limiting The Augments. Its fun to switch builds and collect new ones but not if you can only use 6. That kinda defeats the whole point. I really wish they would consider at least changing the number to 10. Do that and I will buy your DLC.

While were on the topic what do you think are the best augments for a Strider type class?

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#10 rasputin177
Member since 2009 • 2535 Posts

I love the game it does so much right, but a few things just make no sense to me.

First of all, The Assassin can use swords and daggers but they can't use them at the same time? Weird but I can live.

Second, the augments. I was so excited when I thought I could keep trying out new classes and at the same time add passive augments to my character. I loved the idea of learning new jobs and at the same time bringing back new passive traits that buff my character but I can only have 6 at a time? This undermines the whole idea of trying out new jobs to help make your character super powerful. Sure, I can switch them in and out but its just not the same. I really hope they increase the number with a new DLC? 10 would make alot more sense to me.

The last thing is with the main pawns. Its a great and fun system but I wish there was more options to make our pawns more diverse. Almost all mage pawns have the same augments. It would just be nice if I could make my pawn more unique.

Like I said tons of amazing ideas that could have just been a little better if they were tweaked.