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My SCL first impressions
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<blockquote data-quote="JValeur" data-source="post: 6735370" data-attributes="member: 6795723"><p>I played a few hours during headstart. When I first heard that the game would feature cooldowns instead of rest periods, I was disappointed, but not put off. I can live with that. Then I found out that it would feature skill trees, instead of class features, I was put off, but decided to still give it a chance. I played a few hours during headstart. Here's my take on it, for those who care:</p><p></p><p><strong>Graphics</strong></p><p>I guess it looks okay, although it plays choppily (could be my setup, and not the game) and have jarring cuts to black whenever you speak to an NPC. Item icons are very small and not very pretty. Outdoors terrains feel cluttered, which completely ruined my immersion. I've heard others love it, though.</p><p></p><p><strong>Characters and gameplay</strong></p><p>Doesn't feel like D&D here, for me. Some skills have the same names, but they rarely do the same as in the PHB. You increase them by 'leveling' up the skill (increasing damage by investing more points in the skill, similarly to Diablo 2), which just feels very.. empty. The wizard has it worst, with 3/4 of his 'skills' being evocations, that scale really poorly into the higher levels. Magic Missile I, II, III, IV, anyone?</p><p></p><p><strong>Loot</strong></p><p>Magical items drop from level 1. They have Diablo'esque stats, like 10% cooldown reduction, 5% acid resistance, and so on. They feel bland, and you feel overdecked. Makes magic items seem positively SPARSE in NWN2, which was overflowing with magic items. I never got excited over picking up a magic item.</p><p></p><p><strong>Monsters</strong></p><p>They scale to fit your level, so you never really feel strong or weak. You feel adequate. Which is nice, I guess, but doesn't really make it very exciting to gain levels, because you'll just... be the same.</p><p></p><p><strong>Death</strong></p><p>You can't die. You can stabilize someone mid combat, and bring them back in. Not just make them not die, but just 1-click resurrect them. If your party is wiped, you just come back to life, and so does the monsters you were fighting.</p><p></p><p><strong>DM Mode</strong></p><p>I didn't do much with the DM mode, but from what I've read, it's full of restrictions, and lack simple things like tile-by-tile dungeon building, customizable creatures and branching dialogue. I do think, however, that the interface is pretty and accessible, which makes it good for the creative mind, that doesn't want to learn hours and hours of code. If the gameplay itself had fit my wishes more - closer to 5E D&D - I think I would have LOVED the dungeon builder after it had these features implemented.</p><p></p><p>I refunded my game before launch, but will check back periodically to see if things start swinging in a direction I like. The game has tons of potential, but no draw for me, in it's current form.</p></blockquote><p></p>
[QUOTE="JValeur, post: 6735370, member: 6795723"] I played a few hours during headstart. When I first heard that the game would feature cooldowns instead of rest periods, I was disappointed, but not put off. I can live with that. Then I found out that it would feature skill trees, instead of class features, I was put off, but decided to still give it a chance. I played a few hours during headstart. Here's my take on it, for those who care: [B]Graphics[/B] I guess it looks okay, although it plays choppily (could be my setup, and not the game) and have jarring cuts to black whenever you speak to an NPC. Item icons are very small and not very pretty. Outdoors terrains feel cluttered, which completely ruined my immersion. I've heard others love it, though. [B]Characters and gameplay[/B] Doesn't feel like D&D here, for me. Some skills have the same names, but they rarely do the same as in the PHB. You increase them by 'leveling' up the skill (increasing damage by investing more points in the skill, similarly to Diablo 2), which just feels very.. empty. The wizard has it worst, with 3/4 of his 'skills' being evocations, that scale really poorly into the higher levels. Magic Missile I, II, III, IV, anyone? [B]Loot[/B] Magical items drop from level 1. They have Diablo'esque stats, like 10% cooldown reduction, 5% acid resistance, and so on. They feel bland, and you feel overdecked. Makes magic items seem positively SPARSE in NWN2, which was overflowing with magic items. I never got excited over picking up a magic item. [B]Monsters[/B] They scale to fit your level, so you never really feel strong or weak. You feel adequate. Which is nice, I guess, but doesn't really make it very exciting to gain levels, because you'll just... be the same. [B]Death[/B] You can't die. You can stabilize someone mid combat, and bring them back in. Not just make them not die, but just 1-click resurrect them. If your party is wiped, you just come back to life, and so does the monsters you were fighting. [B]DM Mode[/B] I didn't do much with the DM mode, but from what I've read, it's full of restrictions, and lack simple things like tile-by-tile dungeon building, customizable creatures and branching dialogue. I do think, however, that the interface is pretty and accessible, which makes it good for the creative mind, that doesn't want to learn hours and hours of code. If the gameplay itself had fit my wishes more - closer to 5E D&D - I think I would have LOVED the dungeon builder after it had these features implemented. I refunded my game before launch, but will check back periodically to see if things start swinging in a direction I like. The game has tons of potential, but no draw for me, in it's current form. [/QUOTE]
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