A daring rescue: Let's Play Monomyth: part 9

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Raphael Perry

Raphael Perry

Күн бұрын

Пікірлер: 11
@ラザーテオ
@ラザーテオ 17 күн бұрын
Ooh, spells! A taste of things to come. Maybe certain attribute increases or pieces of equipment can help with mana/health regeneration, beyond the usual potions and food...
@naytch2003
@naytch2003 16 күн бұрын
Haha what a rant..😆
@naytch2003
@naytch2003 16 күн бұрын
Haha ..jump you fn fly 😆
@Xendrasch
@Xendrasch 17 күн бұрын
Do you remember the prison, you freed one of your brothers servants, from one of several cells? There you read a note, saying not to put prisoners in one of the other cells. A curious mind might want to investigate why that is so.
@wmsymms
@wmsymms 17 күн бұрын
🤔
@seanprevost4500
@seanprevost4500 16 күн бұрын
When you light a candle it goes on your belt somewhere so you can still fight with both hands
@seanprevost4500
@seanprevost4500 16 күн бұрын
There’s a fountain near the church that glows red you can fill the empty vials you have 4 or 5 to dip in fountain and create a healing potion wait 20 seconds and make another one , rinse repeat. The blue fountain makes mana potions
@hakbash7588
@hakbash7588 16 күн бұрын
Jumping puzzles are awful and have no place in this sort of game. I’m totally with you on that point.
@raphaelperry8159
@raphaelperry8159 16 күн бұрын
While I don't disagree with you, I might have voiced my objection a bit too vocally at times.
@Xendrasch
@Xendrasch 16 күн бұрын
@@raphaelperry8159 I don't like jumping puzzles either. Personally I think the best solution for games, that are not entirely based on them, but have them to add variety, would be to make them optional (or very easy), through detailed difficulty settings. Just add separate difficulty settings for combat, jumping puzzles, how much grinding is needed, loot scarcity, item degradation, etc. That said, it is understandable, that it is more difficult to do, since it requires developers to balance many ways to play the game, instead of one way to play the game. It is noteworthy, that there are game mechanics in Monomyth, that allow you to bypass the jumping puzzles. That is a spell and a consumable herb, that allows high jumping. You encountered the herb several episodes ago, but refused to pick it up, because it looks evil. In my two playthroughs, I did not spent much more than a minute on the jumping sections you encountered today, or the maze like jumping puzzle you found in another dungeon some episodes ago. In my first playthrough I used the jumping herb to bypass them. In my second playthrough I had all my attributes in 2*Int, Cog and just a little bit health and all my skill points in the magic attributes and solved all problems with magic. Generally you are also making your playthrough harder, by spreading your skills and attributes points so wide. This results in your character being good at nothing and bad to mediocre at everything. E.g. with a pure physical build, having a lot of athletics and one very high melee combat skills (my first playthrough), you can just jump to all kinds of places and defeat enemies much easier in melee combat. E.g if you would put all points in intellect, cognition and the magic skills (my second playthrough), you might have the spell, that allows you to jump sky high and far. You can stack the spell onto yourself so many times, that you can jump across the whole map. You might splat to death, if the spell ends mid air, though. The herb, does the same, and also stacks. A pure magic build also allows you do decimate the enemies quite quickly, from range.
@raphaelperry8159
@raphaelperry8159 16 күн бұрын
Yeah. Have them be optional.
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