![]() ![]() ![]() This is not how it’s supposed to work, goddammit. Before killing anything in DOS2 during harder fights, you always have to check the initiative queue and consider whether you will not be sabotaging your own planned courses of action for subsequent turns that way. Instead you are better off either ignoring them, or leaving them stunned as “initiative block decoys”. You will run into numerous occasions where finishing off an enemy is a bad idea, because in that way you will empower its stronger ally that is further down the initiative queue. I have no other words to describe this other than that it’s pure distilled stupidity. This gets particularly bad for big brawls, where strong monsters with low initiatives that you leave for last, in order to first dispose of their faster but weaker buddies, will keep climbing the queue with each turn, until they finally get to act first and bust your balls. So if one of the initiative 5 monsters were to die, the other would now act before three of your characters. ![]() Even worse, the queue reshuffles itself each turn if a combatant dies. So, in other words, if you have four characters with initiative 15, and you fight two monsters with initiative 5, those monsters will still take their turns before two of your characters. Combatants on the same side can only move in succession if there’s more of them than the opposition, and this will nevertheless occur only at the bottom of the queue. That is because the initiative queue functions as a round robin, where both sides take turns on a “you go, I go” basis – the initiative score only influences the queue arrangement within a specific side. This game is perhaps the first RPG I’ve ever seen where initiative is a dump stat. That award goes to the initiative system. However, armour is by far not the dumbest aspect of DOS2. ![]()
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