Might & Magic X: Legacy

Pyros

<Silver Donator>
11,310
2,416
Got my Runepriests promotion, game just got a ton easier. First they don't get resisted as much now they're GM fire, so that's really good, and they're also hitting a lot harder as expected. The GM Fire spell is ok, kinda, it's basically like sparks but obviously a ton stronger, it crits for 1400 with GM focus+fire, which is pretty hilarious but the mana cost means unless you're hitting 5+targets it's pretty shit.

The thing though that's really OP is the Runelord Fire Rune skill that you get. Reading the description it looks fairly unimpressive, but it's not just a one tile rune, it's a 3tiles width(basically one tile then all the adjacent tiles to it). It drops it 1tile forward(so not in front of you, but the one after) so it has a fairly large reach, then it stays for 3turns and does firebolt damage to everything in it every turn. Better, they STACK. I have 2runepriests, I can drop 2 runes, then mobs take damage twice per turn. But even better? They stack from the same rune priests too. You can stack 4(I think by the time you cast 6 the first one disapear before dealing dmg) which is hilarious damage. Know when the bosses start like 2rounds away from you before moving in? They reach melee range they're almost already dead from standing in all the runes lol. The only, and massive downside is the rune isn't usable in melee range, because if a mob is in front it'll cast the rune on it instead of behind the mob. That means YOU are in the rune aoe, so you take like 200dmg per turn for 3turns, generally die especially if you cast 2. But eh, can fireball, firebolt or fireburst anyway so no big deal.

So what happens now is I just stack the ground shit and mobs tend to die trying to reach me. Like I'll spam fire runes then once mobs are one round from melee my druid lays down a poison cloud and my freemage a cyclone(soon thunderstorm) and just keep going like that spamming aoes everywhere. It's pretty hilarious to see an entire room of blackguards shit dying before they even take a swing at me. Oh and when they do? +27armor stoneskin and 16% damage reduction liquid membrane(not GM water yet, expect it to be 20+% when I get that), so they do no damage. The minotaur boss took a swing at my freemage and crit him for 43. That's the freemage too, the weakest of my 4chars, my 2runepriests have shields and 40+ armor and my druid has a staff with a block attempt and 40armor from the unbreakable.

Anyway it's going nicely now, but fuck the start of act3 was rough with all casters, I couldn't kill anything easily it was just resists everywhere, plus pretty much every mob has either fire, air or earth resistance, meaning one of my char was always useless.
 

Vaclav

Bronze Baronet of the Realm
12,650
877
Really, the fire rune is setting two tiles out for you? Was doing 1 out for me almost all the time.... which sucked eating the damage.
 

Angry Amadeus_sl

shitlord
332
0
Lord Kilburn's Questionairre (i.e. good luck figuring this out on your own)


<spoiler>

tirya bay
navea
the eye
menthil
irisus
malyn
shadow woods
wyslin jungle

</spoiler>
 

Pyros

<Silver Donator>
11,310
2,416
Really, the fire rune is setting two tiles out for you? Was doing 1 out for me almost all the time.... which sucked eating the damage.
As I said, it only does that if there's nothing blocking it, as in, no monster in melee range. You have to cast it while mobs are still running towards you, otherwise yeah you cast it under them and you kill yourself. Just try it in town or whatever, cast it and you'll see it casts one tile away.


And Amadeus, [] for spoiler tags, and I figured them out myself. A bunch I just ran there to check the name, others can be found in the books you have. Hardest one for me was the lastest.
Was trying to find a reference to it in a book but none mention that name, then I remembered one book had some elven dictionary thing and translated the name, which gave wyslin. Didn't even know there was an area like that until I ran into it later in the game.
 

Pasteton

Blackwing Lair Raider
2,916
2,088
hm so i am at the elemental forge at level 10..the assassins are no problem but just got assraped by some of the elementals, basically one shotting my party. Am I just underlevel for them or is there some trick to these?
 

Pyros

<Silver Donator>
11,310
2,416
The elementals guard content for later, there's no reason to kill them, you can't open the doors behind them anyway. This will happen a lot in act2, if you run into mobs that just straight up rape you, they're simply part of later content so you'll have to come back later.
 

Caliane

Avatar of War Slayer
15,905
12,553
Just started this. Really should have bought it at the reduced pre-order price, but whatever, I was broke at the time.

Not a fan at all of the highly restrictive race/class selection thing, but other than that I'm very much liking it, and looking forward to delving into it more!
yeah. that was one of my early complaints.
Its more of a design thing, then actual gameplay thing. as I noted even then, the 12 classes do allow variance in party composition.

Like, the way its set up, I dont really know why its not entirely forced progression. Why do we even get to pick stats/skills? yes some are more versatile then others. But I think there is very much a right and wrong way to build your char. And the forced limits on race/class, and how insanely strong many GM skills are, there is really a preset. Its kindof in the middle as it is now. giving the illusion of choice, and allowing people to make build mistakes. I'd rather it went one way or the other. either give us more preset builds, like a gauntlet or whatever. or let us have real freeform builds. human hunters, runepreists, etc. Maybe druid can only be elf or orc.

Ps. in case anyone hadn't noticed, some npcs have different dialogue for different races. nothing major. just some gossip: that specifically notes you have one of said race in your party generally.
 

Joeboo

Molten Core Raider
8,157
140
Dual wield + multiple hits(dagger/sword) + items that add damage to entire enemy party upon hit = ridiculous.

I have 3 different items on my ranger that add +AOE damage, like 13 ,14, and 12. And it triggers on every hit he connects with on his main target. Talk about screen spam, numbers flying everywhere. Thats 39 damage that can apply to all enemies in front of you up to 4 times at this point(and eventually 6 once I get to GM daggers). The ranger is a 1 man wrecking crew, I'm level 22ish. By the time my party kills the main target, the other 2 are under 50% health just from the ranger AOE melee damage. I don't even bother AEing with my freemage anymore, I just have her hang out until she needs to toss a heal, conserving mana. Can go a LOT longer before having to rest now.

And I guess there are daggers with a +extra attack mod, I don't have one yet but that shit would be even crazier with those added as well.
 

Crone

Bronze Baronet of the Realm
9,714
3,211
Dual wield + multiple hits(dagger/sword) + items that add damage to entire enemy party upon hit = ridiculous.

I have 3 different items on my ranger that add +AOE damage, like 13 ,14, and 12. And it triggers on every hit he connects with on his main target. Talk about screen spam, numbers flying everywhere. Thats 39 damage that can apply to all enemies in front of you up to 4 times at this point(and eventually 6 once I get to GM daggers). The ranger is a 1 man wrecking crew, I'm level 22ish. By the time my party kills the main target, the other 2 are under 50% health just from the ranger AOE melee damage. I don't even bother AEing with my freemage anymore, I just have her hang out until she needs to toss a heal, conserving mana. Can go a LOT longer before having to rest now.

And I guess there are daggers with a +extra attack mod, I don't have one yet but that shit would be even crazier with those added as well.
I kept hearing that Rangers were pretty weak. Good to hear that they are not. Not sure I really like an all caster team, might consider a new team with a Ranger in it!

Ranger
Barbarian
Crusader
Druid/Freemage/RP
 

Joeboo

Molten Core Raider
8,157
140
I guess the only downside to a melee ranger is that you can't GM dual wield, only Master. Hasn't slowed me down any. You can still GM dagger and Master sword(extra attack). He's also my backup emergency healer since you can master Nature magic(regen)
 

Crone

Bronze Baronet of the Realm
9,714
3,211
Is Nature and Holy = Earth and Light? I dont' see Nature or Holy schools in my skill trees. Just wondering for clarification.
 

Joeboo

Molten Core Raider
8,157
140
Yeah that's right. Not sure why I always say nature, I guess because the icon is a leaf
 

Pyros

<Silver Donator>
11,310
2,416
Is Nature and Holy = Earth and Light? I dont' see Nature or Holy schools in my skill trees. Just wondering for clarification.
Yeah well it's earth and light but often make the mistake and I'm sure others do too.

I'd still take Bladedancer over Ranger, I've done Ranger with the same idea of being able to master earth, but I didn't even bother putting more than 1point, I leveled dodge instead(which arguably wasn't really needed either). Thing is the ranger special ability is complete shit, while the bladedancer one can be alright if you give the +5mana/+1spirit pots to your bladedancer and the passive one is sometimes nice. In terms of healing, since regen doesn't stack, you really only need one and anyone can cast it, it's not even needed either you could use group heal from light instead. The only thing you want from a secondary healer is a strong enough heal that you can always get your healer back up if he gets hit hard, and regeneration is awful for this, better get expert light on any other char that can.

But yeah you can make a ranger work, as a melee. Ranged is still completely awful. To be honest I think you should be able to do ranged dmg even in "melee" range, casters don't have any issue and the advantage of being able to shoot a couple tiles away is of very little importance when you're being swarmed by groups of 8-10mobs in endgame, plus the fact you can't block with a bow, seems balanced enough for 100% damage all the time, not sure why they went with such a harsh penalty.
 

Vorph

Silver Baronet of the Realm
11,702
5,527
Ranged is still completely awful. To be honest I think you should be able to do ranged dmg even in "melee" range, casters don't have any issue and the advantage of being able to shoot a couple tiles away is of very little importance when you're being swarmed by groups of 8-10mobs in endgame, plus the fact you can't block with a bow, seems balanced enough for 100% damage all the time, not sure why they went with such a harsh penalty.
I agree completely, and if I ever used a ranged class with an actual ranged weapon, I'd go edit \Might & Magic? X Legacy\Might and Magic X Legacy_Data\StreamingAssets\config.txt and change rangedAttackMeleeMalus to 0.0 instead of 0.5. The penalty just makes no sense whatsoever when you consider how ungodly powerful casters are.
 

Caliane

Avatar of War Slayer
15,905
12,553
the only real advantage xbows and bows could in theory have, is they focus on 1 stat, and 1 skill tree.

Which is also, kindof why it falls behind. xbows and bow vs 1 handed weapons might be reasonably balanced. but vs 2h or DW, which are getting dagger+dw, or sword+dw, sword+2h, or axe+dw, etc. yeah. no contest.

GM bonus for xbow doesn't add damage, so falls behind even further.
GM bow is an extra strike with the bow. which is much better then gm xbow. (although master xbow is +50% crit damage, while master bow is just more range)

Generally, yeah. a Blade dancer will be better due to gm dagger/sword and DW.

what does a ranger have, a BD doesnt?
gm endurance. lots more hp possible. meh.
master air and master earth spells. not ideal. but having those master earth spells isn't bad. bd can only expert earth.
master medium armor vs expert.

BD can master warfare. which is good. ranger can only expert it.


huh. looking at it.
no one can GM axe and DW huh.
only scout and defender can GM axe. and Defender cant dw at all. (scout can master it)
 

Pyros

<Silver Donator>
11,310
2,416
Well I forgot what the DW GM bonus is, but iirc it wasn't that good, it's not like GM Two handed which is really strong so you'd always want it if possible(which sadly means you can only play barb, which severely limits your weapon options). It's weird they went with some of the choices they did. At the very least and I've seen that mentionned on the boards, when you promote a class it should get better. For example promoting a merc to windsword would give you GM sword/DW/2H instead of just master. Or it could just be the base, remove maces or whatever. Makes no sense a class named windSWORDS can't GM swords.

But yeah there's a lot of stuff missing. You can't GM axe, DW or 2H, you can't GM sword+2H but you can GM it with DW on bladedancer, you can't GM mace+DW.
 

Vaclav

Bronze Baronet of the Realm
12,650
877
Pyros: Honestly that's one of the telling signs of how half-assed the development was.

But at the same time, it's telling how great the formula is and that it needs to get serious love with a real budget behind it again - because even with all the numerous flaws to how they executed MMX it's still a standout title - and even being early in the year, I'll be shocked if it doesn't make some lists for best of 2014. (At least for nomination)

Can you imagine a full budget M&M XI with a full dev team behind it?
 

Gavinmad

Mr. Poopybutthole
44,438
53,911
Can you imagine a full budget M&M XI with a full dev team behind it?
Yes. In fact I can quite easily imagine them reverting back to producing dumpster fires if they ever got a full budget and dev team for M&M again. If anything you should pray that they produce more low budget M&M titles.
 

Joeboo

Molten Core Raider
8,157
140
How extensive are the customization tools for this game? I would think the engine would be perfect for recreating 4th edition D&D modules if the basic combat rulesets & skills can be changed. It's already tile-based for easy transition to D&D movement/strategy