![]() It eludes me how this could be of any - ANY - use to the party at all. ![]() No, all in all I consider the fact that you have to wait until you get to the ship to, basically, correct the misplaced talent and civil ability points nothing but an inconveniance, something which doesn't add anything to the game but, quite the opposite, actually reduces the freedom you have.Īn example is the decision to have both wizard and enchanter companions put points into "loremaster". there goes any balancing, because in this very moment a virtually +100% physical damage dealer is born). you always get 2 talent points for free spending, even if you only recruit at level 1 so I don't think that balancing is a factor here, because the level 3-talent point could go into such crazy combinations that it is impossible to predict balance around them anyway (killer combo: give a melee fighter who already has "opportunist" that "executioner" talent - or vice versa. ![]() Just saying this to disarm a possible "balancing" argument against full custom parties. You're forced to THINK about such things when you start to min / max your playthrougs, you can even go as far as I did and jot down a plan in Notepad++ on your second screen where you lay out "when to buy which skill and when to do which quest, because it leads to this and that". The true strategic decisions in act 1 in gameplay are, for example, the teleporter quest (because when you do it to early you lose the only Aerothurge dealer and the really good Aero skills only come with level 4) and the slaverer-junkie-lizard (who happens to be the only Pyro-vendor). Gold was never a fun-factor for me, it was mostly something to work around. I can only speak for myself, but the joy in doing act 1 now, after multiple fun playthroughs, is to see "how much can I squeeze out of the game", "how fast can I do it" and "what other tactics and builds can I use successfully". One could argue that act 1 was balanced around NOT having optimal civil abilities, but this mostly applies for the first playthrough of this act (and I guess many players restart multiple times, just to try things out until a certain point), so I think such considerations can be dismissed with relative ease, because when you're at the point, as a player, to be able to optimize your civil ability distribution (and I, for example, do this using Excel, and I'm not joking here), you're not in the target group for act 1-balancing anymore anyway. I thought about this in terms of balance. This would make act 1, which I have seen soooo many times already, a lot less jolty. My current playthrough, which I will start in the next 30 minutes, will be 4 custom characters anyway (did all the companion quests now, this time it's about "lets see what the maximum possible ability setup gives you"), but I can't even count how often I wished to just be able to tell Ifan that "yes, I want you as wayfarer, but since my main is the Pet Pal, I want you to take "Far Out Man" instead". Right now I use the "FortJoyRespec" mod to solve this, but I really believe that, after recruiting a companion the character respec screen should pop up and allow for finishing touches. what do I need more than one barterer for? Two loremasters if you decide to take a wizard and an enchanter (which is a really useful combination, btw.)Ĥ. ![]() Pet Pal talent is redundant if you want a summoner and a wayfarerģ. Getting to level 2 on the Merryweather is punished by losing even more civil ability points on companions (which leads to a https:/ / en./ wiki/ Perverse_incentive - namely to leave the ship without doing everything that is possible there)Ģ. My list of grievances with companion recruitmentġ. Having tons of civil ability points wasted by redundance is bad.
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