I've seen a lot of different opinions on the difficulty level of Enderal and wanted to chime in. Personally I'm loving the changes to combat, the shorter time to kill and greater all around damage makes combat feel much more intense and dangerous. I'm only playing on Adept but I still have to focus on utilizing staggers, power attacks, and dodging to survive an encounter with even a few bandits. The extra danger is so refreshing compared to the same difficulty level in Skyrim.
The arcane fever system works really well with the added damage so you have to think about weather to heal or not in battle. Just an awesome melding of systems to make some really satisfying combat.
The arcane fever system works really well with the added damage so you have to think about weather to heal or not in battle. Just an awesome melding of systems to make some really satisfying combat.
Yes, I agree, as I tend to explore where I don't belong and got my butt handed to me quite often. I have to laugh at these guys that say it is much too easy on the master level. My advice to them, take off all your armor and play through with just an ordinary iron dagger!
I'm not to sure about magic gameplay. So far it's mostly backpedal and blast away, which would probably just turn into backpedal, blast away, run away to drink mana potions, and repeat if I turned the difficulty up- which is really more of a problem with the original game than anything. Probably a bit late in development to suggest it, but I'd like to see something in the spirit the old D&D, not so much in memorizing single-use spells, but in having them be more powerful and unique, but more costly and slower to cast. So instead of just holding down flame bite, you'd have a several second cast for a spell that sends out a series of more powerful fire bolts. For handling larger groups, there could be a greater emphasis on CC and Trap Rune spells.
Lmaoboat wrote:I'm not to sure about magic gameplay. So far it's mostly backpedal and blast away, which would probably just turn into backpedal, blast away, run away to drink mana potions, and repeat if I turned the difficulty up- which is really more of a problem with the original game than anything. Probably a bit late in development to suggest it, but I'd like to see something in the spirit the old D&D, not so much in memorizing single-use spells, but in having them be more powerful and unique, but more costly and slower to cast. So instead of just holding down flame bite, you'd have a several second cast for a spell that sends out a series of more powerful fire bolts. For handling larger groups, there could be a greater emphasis on CC and Trap Rune spells.
I would have to disagree with aligning the Enderal magick system with DnD's. DnD is not at all balanced for singleplayer and the magic of those games is designed with group play in mind.
I like throwing a powder barrel and blowing bandits up, Enderal makes the combat system more interesting than it is in skyrim.



