![]() Active character indication - I can’t count the number of time I went to do something with a character only to find it was the wrong character.This would allow some of the more niche abilities to be selected, and more interesting characters. Existing abilities will still have to be adjusted for balance, but then allow a pick from a major category and one from the minor category. Categorize Abilities into Minor and Major.It's a shame, because while many abilities are interesting, you don't dare take them. Made even worse with that water bow from before)Ī must-have for a certain class with a certain playstyle isn't bad, but a skill that every class and every playstyle should take is problematic, as is the opposite. Then there also 100% auto-picks for any character. There are plenty of abilities that are traps, as in, you should never pick them. Next, ability balance could use some work. But if you blindly rush the main objective, "So what if that village is getting attacked." then the campaign is much much easier. It's sort of strange here, because if you try to do all the things and explore all the stuff that makes a campaign interesting, you get punished hard. (Totally opposite of battles) Time is your enemy. Here I'm referring to how the campaign playstyle favors rushing around with the most reckless (thematically) and most brutally efficient way possible. Anyway, this is touching on a different problem - Wounds cost campaign time, and once again, this favors ranged combat. I don't really know what +10 means, though. I only now notice that warriors get better recovery rates in exchange for their earlier retirement. Better wound recovery between battles.This stays inline with the low-healing game style, while allowing a bit more freedom. There might be design space here for some kind one-use first aid off-hand item. But it makes melee play even more problematic. It looks like Wildermyth has deliberately made a design choice here, and that's fine, actually. This means that killing a mob outright is so much better than doing much even much more damage spread out. Because right now, a 1 HP mob is just as lethal as a 20 HP mob. Such as enemies that react to wounds and status effects like running away when on fire, or hit for less when injured. Enemies that get less dangerous when hurt. ![]() If your going to do this, however, it probably needs to be in conjunction with making melee a bit less problematic, too. Reduce bow effectiveness on non-ranger classes.This isn't bad by itself, and adds an interesting depth of challenge. Possibly by building up a legacy hero over multiple plays. Seems to be very dependent on collecting the right abilities. I've been trying to do runs with a melee focus, and it feels pretty tricky. Still, it's hard to compete with "give everyone a bow") That said, it feels like Wildermyth is a bit better in that regard, than say like *cough* XCOM *cough* (I'm still exploring tank builds with a leaf-rapier. But this usually feels frustrating because the core issue isn't that everyone just wants to play conservatively, it's that aggressive play is usually unforgiving and unsustainable. Some games have tried to address this by introducing timed elements in a battle - I guess to encourage more aggressive play. Please understand, I'm not disparaging this playstyle, but I feel the game would be more interesting if other styles were represented and viable. So the emphasis is always to kill each mob before it can act, or get in range to act, every time. In that gameplay is heavily skewed towards conservative, defensive play, because other playstyles are typically harshly punished. To be fair, part of this is a common issue (hallmark?) of tactical turn-based RPGs. ![]() Earth is pretty good too, but water is better. Now then, there are some glaring balance issues.ĭo we really want every character to be running around with a water bow as one of their weapons? As it is now, you really get severely punished for not having a bow, and water is very very good. But the ability to use legacy characters is a very nice way to bridge playthroughs and still feel a sense of progression between games. In some ways, it feels a little like a rouge-like with each campaign being a separate thing. You really start to feel for your characters. ![]()
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