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CmdrKing
Oct 14, 2012

Maybe if I called it 'Interpretive Stabbing'...
It should be noted the game has some odd mechanical quirks that mean the combat bogs down substantially in the last ~80% or so of the game (short version: you hit the level cap and certain enemies scale with you so every fight becomes needlessly long). Up until that point it's quite good however, and the endgame plot remains strong.

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CmdrKing
Oct 14, 2012

Maybe if I called it 'Interpretive Stabbing'...

Blind Sally posted:

I never had that become a problem. Once you figure out how the various status ailments work and how they stack with each other, it's pretty easy to break the game's combat system.

Oh, you're not in much danger at all of losing. Just fights take too long; most of the statuses are poison-types that drain HP over time and all. Unless one of the ones I didn't get much access to (I ran a Warrior) had more direct damage.

CmdrKing
Oct 14, 2012

Maybe if I called it 'Interpretive Stabbing'...
Yeah, I read at least two interviews that mentioned it; one of the first things Obsidian asked them when they got into full production was "so what's our map", and they kinda had to go "uh... actually we've never done it. Guess we have to now don't we". But since they HAVE now, they're going to remember it.

CmdrKing
Oct 14, 2012

Maybe if I called it 'Interpretive Stabbing'...
Heh, figures. Points for being consistently inconsistent I guess.

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