![]() ![]() Which is why, if you're having trouble choosing between the 25 (!) base classes, it's worth narrowing it down to those good at going toe-to-toe. Hours later you accrue a selection of frontline fighters to choose from, but even then you'll probably end up with multiple archers competing for any magic longbows. While you do get a paladin to tank with, the rest of your party will be an archer, a spirit hunter (tough later, fragile at low levels), and then a rogue, witch, oracle, and wizard. It's not quite as rough as Kingmaker, which threw you into the tutorial with only a flimsy gnome illusionist and a halfling bard as backup, but there's still a slight bias in the companions. ![]() It's worth a heads-up that early on your party will lean toward ranged characters. I can't be the only person injured by that lack of a road.(Image credit: Owlcat) Maybe don't be an archer Instead we have to either walk all the way up and around or waste two days fast traveling back onto the act 3 landmass. That road would've been such a good outlet for parties who just finished up cams or lanns/Wendy's personal quest and wanted to go do one of the southern act 3 things. The fact that I can't easily travel back onto the act 3 landmass without fast traveling is quite another. The fact that I have to march my ass all the way from either gargoyle canyon or that other fort all the way down to Kenabres is one thing. It would be so easy to just connect those roads and keep the level 7 army there as a "no-no checkpoint".Įvidence B: (2) separate occasions for companions, at least (1) for war events, perhaps (1) if doing Jernaugh's quest.in total we're asked to go back to act 1 and act 2 territory like 5-6 times in this game post the start of act 3. And even then I don't think the game let's you leave Drezen once it starts. There's no way I've found to be able to effectively beat that army in act 2 short of doing Drezen, choosing your mythic path and then somehow going all the way back down there to wipe them out with the Azata power. Why in the ever loving light of Sarenrae, is the road south of where we meet Regill not connected to the act 3 landmass?Įvidence A: the army guarding that pass (it's not so much a pass as it is a dead end - it would be a pass in a perfect world) is level 7. We'll need Starrok for this one trust me boys. Unfortunately it seems like the paths are probably all splines that have the dashed texture projected along their length as you explore, so there's no practical way to generate them other than just redrawing them. Source map diffuse PNG 8192x8192 (60MB): mega.nz/file/z1ZhDa7C#shlYeO_y7AkN_qE-dWOcY9-DI1vEcDWHn3BuB-1O1IsĪnd while I'm at it, the map marker texture, PNG 64圆4: mega.nz/file/OpRlDLZJ#ZZ8U7M6xsJ1dOjlRO_bhLQbBq5jlj8PXrOYrftYM32c Map and overlay PSD, 8192圆597 (218MB): mega.nz/file/604UyJqL#lCFydxBk8PlOjByGYJV930rcEoCTFyDxGLAeUskOSpsĪnd for those that just want the map texture. It's a few pixels out here and there, but it's close enough that if someone wants to do the donkey work of adding all the paths, markers, and labels to the clean map image then it's a useful starting point. Seems like there's some distortion in your image due to the nature of it being a screenshot and likely the way the map texture is UV mapped to the table model. I have overlaid your montage over the actual map texture, extracted from the game files. ![]()
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