![]() In the system I'm suggesting the kills don't matter. And I loaded my save if I accidently fell on enemy, again for the same reason. Also, reason why I never dropped enemies into pits was because if they die from the fall I will lose xp. That would also get rid of the weird mechanic that everybody must hit the enemy once to get full xp. It would be better that characters learn as they do. Same with the warrior= armors until you hit the armor profiencies and the rest of the points to swords/axes/maces/unarmed. Best mage build=5 spellcraft and 50 in some element, maybe ice. When thinking the Grimrock's skill system I didn't like that the best strategy was put almost every skill point in the same skill. And maybe those perks/bonuses that were in those skills could still be in those skill: you just can't choose to put/ not to put skill points in the skill you are practising. This would make it feel more reallistic than the current one and it would be easy for the player, because your characters would become good in things depending on your playstyle. Like - a wizard gains firemagic when he casts fire, swordsman learns to use swords better when using one and armours level up when taking hits. I think that sounds awesome! How about blood call/bloodlust trait for minotaurs later on? Every kill would make the minotaur rage for a moment, and it would combo-slaughter everybody like a raging bullīut I would personaly like to see a Dungeon Master-like class system in Grimrock 2.
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