Anonymous
10/20/2025, 1:15:55 PM
No.3861855
[Report]
>>3861856
>>3861861
>>3861863
>>3861873
>>3861890
>>3861894
>>3861896
>>3861999
>>3862012
>>3862051
>>3862356
>>3862628
These games are incredibly fucking shallow and bloated with "trap options" that give the appearance of tactical depth.
There are probably maybe a handful of "optimal" "builds" that you can run through the game with, the rest is just arbitrarily or unwittingly making the game harder for yourself by picking bad mechanics that have no reason to exist beyond punishing you for lack of system knowledge AKA "trap options".
There is absolutely no room for inventiveness or outside the box thinking in combat because by nature of the game the more challenging enemies you fight will be buffed out the ass to prevent you from steamrolling them with "cheese" attacks (combat maneuver builds, sneak attack builds, instawin spells, etc), so all combat basically resolves into a game of buff and debuff. Nothing else matters.
The nature of combat in these kinds of dumbed down d&d derivatives is that anything that gets around the buff-debuff cycle ends up being stupidly overpowered. You can't just push someone off a cliff, like in BG3, that would be too easy. You can't just sneak up to someone and cut their throat, that would be to ignore the entire tactical backbone of the game. You can talk your way out of a fight with the big bad dragon, but it's a quick persuade check that resolves with a button press and a fraction of the XP, because fuck you you should be fighting in this superficial tactics ga-I mean role-playing game.
There are probably maybe a handful of "optimal" "builds" that you can run through the game with, the rest is just arbitrarily or unwittingly making the game harder for yourself by picking bad mechanics that have no reason to exist beyond punishing you for lack of system knowledge AKA "trap options".
There is absolutely no room for inventiveness or outside the box thinking in combat because by nature of the game the more challenging enemies you fight will be buffed out the ass to prevent you from steamrolling them with "cheese" attacks (combat maneuver builds, sneak attack builds, instawin spells, etc), so all combat basically resolves into a game of buff and debuff. Nothing else matters.
The nature of combat in these kinds of dumbed down d&d derivatives is that anything that gets around the buff-debuff cycle ends up being stupidly overpowered. You can't just push someone off a cliff, like in BG3, that would be too easy. You can't just sneak up to someone and cut their throat, that would be to ignore the entire tactical backbone of the game. You can talk your way out of a fight with the big bad dragon, but it's a quick persuade check that resolves with a button press and a fraction of the XP, because fuck you you should be fighting in this superficial tactics ga-I mean role-playing game.