They're not bad games-they're just repeating past successes. These are RPGs so old-fashioned they should come with a pair of suspenders and a hat. We also had Eastward, which is a love letter to Earthbound and The Legend of Zelda, Encased, which is a love letter to Fallout and STALKER, Monster Crown, which is a love letter to Pokémon and Dragon Quest Monsters, and Solasta: Crown of the Magister, which is a love letter to Neverwinter Nights and every D&D campaign run by a teenage Dungeon Master. Pathfinder: Wrath of the Righteous is a particularly blatant example, an homage to Baldur's Gate with a strategy layer from Heroes of Might & Magic, one chapter set in an extraplanar city that would be right at home in Planescape, and two dungeons that reference Fallout vaults. There's also Black Geyser, The Iron Oath, Project Witchstone, Dark Envoy, Space Wreck, and probably more I don't know about. Old school as they may be, I'm looking forward to a bunch of the upcoming top-down party-based RPGs.īroken Roads is basically Fallout Australia, Odd Gods is a '90s-style RPG about the '90s, and Sovereign Syndicate is a steampunk game where you can play an alcoholic minotaur in a top hat. But after a legacy recycle or two when you select the skills that benefit wolf mode and you build around that new concept, suddenly it comes alive and is much more powerful.Durante called 2014 the first year of the CRPG renaissance, but it's really kicked into gear now. If you've been building a hunter around being an excellent bow user and doing great long range damage.wolf form sucks. I think the biggest problem that I have is how conflicting your previous abilities are when doing transformations. And I don't like skeletal at all because of how limiting it is. I don't like legs that reduce speed for example. I admit that there are some transformations that don't seem to be good, and are especially bad for certain classes. 3/4 celestials are pretty awesome for any class. On top of that, he has like a 9 movement, so he can always position himself to make the most of his actions.Ī crow head at a minimum is great for the swift attack. If nothing nearby is alive, toss a quellmoss that does 4 poison damage to multiple enemies. So if stuff nearby is still alive, frenzy again. If I get a melee kill, I get another action. Follow that with a frenzy attack making three high damage attacks. My fully transformed wolf hunter is probably the strongest character I have by a long shot. There are some other things I could mention as well, but hopefully this provides some insight into why it's not a cut-and-dry rule. The only characters I'd never transform arms on are archers, as bows are significantly better than crossbows. It's very rare that wielding a 2H melee weapon is superior to a 1H weapon. Some transformations like Celestial, Elmsoul, Child of the Hills, or Flamesoul get particularly potent replacement skills to justify the lost weapon.ĭon't underestimate the value of not having to upgrade a weapon throughout the campaign with resources! I have a Warrior I use regularly on WL+CiS which leans into Child of the Hills, and her armor is the only thing I ever have to pay to upgrade, which lets me ramp strength across the rest of the team much faster. Skeletal transformation comes with the Oldwane Dagger baked into an arm, which substitutes for a normal weapon. That said, virtually all optimized builds do still want at least 1 hand available for a weapon, though there are some notable exceptions and commentary: If you're looking to min/max for high difficulties (which it sounds like from your post), then transformations are actually a very important part of that to optimize your action economy.
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