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Gunnulf dying in that fight actually showcases something that can be a recurring trend. His combination of high strength and low armor with his aoe ability means that it's tempting to slice multiple people, but he's insanely vulnerable to being swarmed. Overall, he's pretty hazardous to use for that reason, although fun. Banner Saga is pretty fantastic though, the choice element is handled quite well throughout.
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# ¿ Apr 22, 2014 12:05 |
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# ¿ Apr 26, 2024 13:42 |
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To empathize the point, it's not almost any path, it's every other set of options in that last sequence that gets Egil killed. The path shown in the LP is the only way for Egil to survive this particular event. I did a lot of repeats here on my 2nd game to figure out whether the kid could actually survive, and I was tempted at one point to leave him and Alette out of the previous fight before finally finding the right options.
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# ¿ Apr 29, 2014 00:59 |
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The talk about saving Egil in that first event is kind of funny, because I did the same thing the first time too and tried to use my axe since I've been using him to melee (basically used him as a bodyguard for his daughter). At that point though I did feel that was punishment for not sending them back to safety though. Tryggvi is actually helpful in the beginning too because he comes with an item when you're pretty short on items overall.
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# ¿ Apr 29, 2014 07:44 |
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3 injuries, 2 giants 1 trygg. Technically it's most I guess?
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# ¿ May 8, 2014 03:41 |
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First time round, I trusted Mogr and let him keep his peace about his suspicions. Of course, that curiousity just made the unknown bounce around in my head for a while. As for Yrsa, she's actually pretty awesome. She has really high break and exertion, where she can naturally break 6 armor with her bow. That's damned impressive, and with the number of varl units you have here, it's easy to physically prevent enemies from reaching her.
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# ¿ May 16, 2014 01:35 |
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Well you get renown if you let Eirik go back to Strand, so if you're not using him, it's not a bad idea to let him leave.
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# ¿ Jun 11, 2014 07:55 |
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I didn't know Ludin could die, but it honestly doesn't surprise me either. Given the fact that earlier in the trip you can knock Ludin out and send him to Grofheim with his men, the game can account for Ludin not being with you. Of course, if you do that, given how Grofheim is absolutely overrun, it's not hard to imagine he dies if you take that course of action.
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# ¿ Jun 12, 2014 08:32 |
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Honestly I don't find any of the lady archers particularly useful when fighting humans. Their abilities/fragility rely on being able to control enemy movements, and humans are far too erratic for that, especially the Backbiters. It also doesn't help that every human is still dangerous even with minimum strength, due to either high break, high exertion, Bloody Flail, archer's puncture... the list goes on. Edit: I have a question about the combat specifically, but the question may be slightly spoilerish in regards to combat. What's the spoiler policy on purely the combat mechanics? Keldulas fucked around with this message at 04:13 on Jun 13, 2014 |
# ¿ Jun 13, 2014 04:09 |
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I actually join Oddleif in shooting the vultures in that event. I THINK it gives a morale boost, though I don't quite remember.
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# ¿ Jun 17, 2014 01:35 |
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Speaking of choices that we didn't take, recently did a completely different choice in Chapter 2, the one where you ask Ekkill to let you out of the city and camp outside for the period. I liked how different it makes the beginning segment in this chapter play out, you end up fighting dredge, and there's a lot of opportunities for repeated fights. Makes the situation feel nice and dangerous overall. I had to have Egil facetank an entire flank though, those fights are HARD.
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# ¿ Jun 17, 2014 10:28 |
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Yeah I did all the fights too. It was loving messy, especially since that was the run I decided to not use Iver at all and go with human power! .... The early game ends up painful I only survived because of Egil.
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# ¿ Jun 18, 2014 23:22 |
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Egil is insanely effective at abusing those bombs. He can stone-wall block the damage, and if you withdraw everyone else from range, it's possible to lure enemies to attacking Egil and onto the bombs.
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# ¿ Jun 28, 2014 21:51 |
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Captain Oblivious posted:That It's honestly pretty hard to do just due to how the turn order could be when the bombs fall, and if Egil is too healthy or there's delicious targets out of range, I have had dudes ignore Egil entirely still. It IS funny when it happens though.
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# ¿ Jun 28, 2014 21:59 |
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That item plus the fact that Rook can naturally reach 3 break is the reason why I have NEVER found mark prey all that useful. Rook is just too loving good at absolutely obliterating armor. Just as good as Yrsa naturally is. Only Rook can always get that item and isn't made of damp paper. Granted, Yrsa's probably still better but eh.
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# ¿ Jul 1, 2014 00:50 |
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My main problem with the archer swarm idea is that I'm not fond enough of the archers to have more than one girl archer in the party. Hell, my last party used none of them. They automatically have a harder time if there's too many slingers/archers in the enemy lineup, and I generally don't find them useful at all in human fights since humans don't have varl-size units, which I use liberally to jam up enemy advances.
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# ¿ Jul 1, 2014 01:26 |
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Captain Bravo posted:The key is learning to use the enemy's big units against them. Not only are 4-tile dredge easier to nab with the trap arrow, they also make mighty fine roadblocks when you lure them into the right position and stick them there. That's one of my points, I find the archers get REALLY useless during human fights, there's no 4 tile units to keep them safe.
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# ¿ Jul 1, 2014 06:51 |
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Captain Bravo posted:Oh! Ohhh, I misunderstood. When you said "human" fights, I thought you meant fighting the dredge with rook's, mostly-human caravan. Ah. That makes sense now. Honestly, the archer party Mark Prey idea (plus Tryggvi since spear range is usable with Mark Prey too), sounds like a blast to pull off, but the main thing that stops me from trying it is the logistics of how to handle the fights with human opponents. My only idea right now is to injure Egil deliberately to make him baity and throw him in a corner stone-walling off half the opponents to waste their exertion.
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# ¿ Jul 1, 2014 20:39 |
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I.... honestly wasn't aware that the Stonesinger had other spells. No matter how many times I let him cast it's always the Str/Armor spell.
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# ¿ Jul 4, 2014 05:29 |
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Omobono posted:Menders and their chain lightning. Dredge can't checkerboard or the back ranks get blown up in a single spell. Yeah one of my very regular turn orders is Rook/Yrsa followed immediately by Gunnulf. It's insanely effective.
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# ¿ Jul 11, 2014 10:40 |
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Doctor Reynolds posted:Yeah, Nid... you're cool and all, but uh, would have liked to use you, say, hours ago! Yep, that's her biggest problem. I like her ability a ton more than, say, Alette's, but she gets like so little play time comparatively. Funny thing is that first time I played, game bugged out on me (at least I'm pretty sure it's a bug) and gave Nid like 6 floating points to spend. So she ended up being the best archer just due to all the extra stats.
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# ¿ Jul 15, 2014 09:00 |
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Fister Roboto posted:Well no, the damage still gets reduced by armor like normal attacks. It's just that when Nid's strength is lower than the target's armor, it ignores the target's chance to deflect. That's not particularly useful because you're just plinking for 1 damage and you'd probably be better off breaking armor. The nice part is the extra range, which keeps her safer and gives the standard archer passive more flexibility. One guarenteed damage is honestly still more useful than it sounds, to a large degree because it's so long-range. Against any of the melee dredge at least, it's a completely safe action. Plus the puncture thing that you mention works on it too. Honestly, Nid/Rook's abilities/capabilities work really well together, it's just a pity that Nid comes so freaking late in the game.
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# ¿ Jul 16, 2014 10:40 |
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With our decisions, he's supposed to be critically injured but alive, but he still passes leadership to Rook. Granted I don't know what actually happened to him, the game hasn't made another mention of him since the initial escape. Though I have a suspicion based on how you address him and how he's labelled.
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# ¿ Jul 26, 2014 03:37 |
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Honestly, I'm not all that fond of Egil going down because of this. Literally the only way to avoid is to just steer clear of the entire mess and not take them along in the first place. The only real follow-up hints about their trustworthiness or lack there-of (other than the warning from the crazy man in preorder-only content) happen after it's too late to stop it. It's a bit of a pity just because while Onef is basically a backstabber (Backbiter hurr), is that he raises good points about what people would be afraid of in the caravan. It's good for the overall narrative, but it's kind of punishes you gameplay-wise.
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# ¿ Jul 30, 2014 01:03 |
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Same thing as if you just stay within Frostvellr's walls. Both those decisions are the same outcome.
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# ¿ Jul 30, 2014 13:09 |
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ViggyNash posted:Oh, that's a little disappointing Don't be too disappointed, while staying within the walls or allying with Ekkill are the same, the choice for staying outside of Frostvellr is VERY different and pretty interesting in it's own right. It's a LOT harder but the potential rewards for staying outside are pretty awesome if you can handle it. On the entire discussion of the game's difficulty, I personally find the renown thing to be just fine to manage myself, with the exception of permanently losing invested renown if you lose someone in an event. Given that Chewbot already said he's fixing that in Banner Saga 2, nothing more to be said there. Funny thing is that I find the difficulties to reflect the risk/reward system in general, if you can handle the harder battles, the increased amount of renown actually makes it easier to keep the caravan from starving. I didn't have Onef's supplies exiting Frostvellr, but I managed to stop starvation from massively dinging the caravan (admittedly I both rushed completely through Hakon's thing with no resting whatsoever, and had to rob those poor farmers).
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# ¿ Jul 30, 2014 22:41 |
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Coolguye posted:Could you point to the situations you felt like this? I've been through the game going on 4 times now and I have never felt "lol lose a thing" was ever really in this game's vocabulary. To be clear on what I would consider "lol lose a thing", let's consider the example of Zafehouse: Diaries. Yeah, that's largely why I stopped playing Zafehouse Diaries. Pretty much everything is RNG-based with little direct control, which gets annoying.
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# ¿ Jul 31, 2014 07:40 |
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FairGame posted:Gameplay-wise, the whole Onef thing really screws you if you relied on Egil at all. It's a great punch in the gut. I actually did a run with Egil, Hogun, Mogun in my main party you can replicate that formula reasonably well by adding Rook as the back corner of the formation. If you raise his armor, he does well enough to tank the occasional hit, albeit the dudes he's adjacent to have 1 less armor than your listed formation. However the ranged attack/his armor shredding still works wonders and it means the rear person isn't wasting a turn.
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# ¿ Aug 1, 2014 22:56 |
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CzarChasm posted:I like it, and I like the idea. It gives weight to your choices. And for me, it adds to replayability. "Wow. That guy hosed me over after all I did for him. What happens if I tell him to go eat poo poo the next time?" Is this a rhetorical question in terms of talking about game design, or do you actually want someone to tell you what happens?
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# ¿ Aug 5, 2014 01:01 |
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Doctor Reynolds posted:The "win the game with never getting to bad morale" achievement is impossible, I swear. It's vital to side with Onef early on and loot the room for all it's worth (including the additional fight). Beyond that, prioritize buying the markets out if you find markets with a ratio of 3:1 or better.
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# ¿ Aug 6, 2014 07:51 |
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I know you don't want people who played before to vote on the decisions, but what is your stance on us voting for your party to use? If my vote is valid, 5 votes for Yrsa (she's a stellar unit, she deserves more gameplay dammit).
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# ¿ Aug 25, 2014 14:04 |
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# ¿ Apr 26, 2024 13:42 |
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Yeah the ending definitely hits the right notes. My first game, Alette made the appeal to me for the arrow, and I gave it to her because she wanted to show us how she had grown. Narratively speaking, it feels right that Alette is the one that shoots, even if it's sad. Shooting Bellower is well done in motion. After the scream, which pushes everyone away, he moves on the grid to the archer, and you get the pan of the screen.
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# ¿ Aug 29, 2014 03:28 |