menkede

menkede

Joined Member # 5189524
1 Posts 2 Replies 94 Reputation

I definitely agree with splitting weapons back into categories. The setup now seems like a step back from FE. I get that there is only one damage type now but weapons types are still very different as developers pointed out to us, so why they lumped them all together is beyond me. The split between magical and non-magical would be nice too. I'd like to see it done with armor as well if it is done with weapons. I've had plenty of t

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I cast curse on a crag spawn, the spell is successful, the animation is there, but the crag spawn retains its armor and my damage against it stays the same.

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In fairness I didn't read all the comments, but I read a lot and was surprised to not see anything about the change to weapon damage. Adding abilities to weapons is great addition to the combat system, but taking out damage types reduces strategy in a real and noticeable way no matter what other mechanic you are adding. I like realism and logic, even in fantasy gaming. Swords, spears, axes, and hammers do not damage plate, leather, or chain armors in the real world

301 Replies 1,511,692 Views