I was clearly overgeared for this fight and the elixirs were clearly not needed but I had them in my chest and figured why not. Spent too much time exploring and doing contract after update. #stoneshard
And money, he went insane because he kept lossing his money, his pocket was always empty and he had no food, so he ate his enemys for ........... i'll stop here, or else i'll go too far. xD
The bugged knockback effect helped you a lot - the "troll collides with troll, taking 2x ~350 damage" combat log lines. But I have no doubt you would win anyway, it would just take a little longer :)
@@crmax after you figure out the pattern it's pretty easy, the game is awesome but it needs some serious balancing, i fucking destroyed everything playing with daggers,staves and 2h maces (plus athletics and a little bit of combat mastery) but if you want to try something different than just getting the obvious skills and instead try to make some creative and fun builds? You're fucked. The game becomes boderline impossible, i did an archer mage hybrid and i died more times than i can count, sometimes dying 3 times on a dungeon and having to do everything again, in comparison, my first run with staves, even without being optimized died 6 or 7 times in the whole run, killed both bosses and reached level 22, the other 2 runs i never died once because i only got the skills that matter Yeah...the balancing is REALLY bad...but the game is extremely fun still, just don't try to get creative untill you understand what stats/skills are good or dogshit and even them only if you want to get fucked in the ass like you chose the ultra mega insane hardmode
@@Gsus2Retardado its not really about balancing. You really cant expect to cast all archer and mage skill in a turn base game without sacrificing distance. You have to remember this is a turnbase game. Its either you hybrid longrange+melee or pure build.
@@Seproc nah it's balancing, or at the very least not the problem you said, i either always had enough distance to buff before enemies see me, used boulders in dungeons or used petrification to always have around 8-9 tiles of distance at least, the problem is the bullshit "enemies don't follow you after you exit a dungeon", combined with dogshit damage caused by how stupidly high piercing resistance is (not a problem for RoT dagger because i destroyed the game and never died a single time with that build but for crossbows it sucks, maybe with the end game gear it gets better but getting Brynn rep with the dogshit mid game crossbows is such a chore that i dropped the build), so i keep getting huge Long Shots that get they're damage reduced by 70-80% (even with 100% armor penetration because it only bypasses protection not resistance) so it ends up taking so many shots that i end up at the start of the dungeon (when i didn't clear it enough yet because i just started it so it's the only way to run) and if you exit/rest/enter they are right at the door and you're dead I stopped playing after i made a discussion on steam talking about how bad the balancing is (because i made 3 builds that turned the game into a hack and slash without ever needing consumables and 2 of them never dying once, while that build that should have worked since it makes consistent long shots with way more damage than a headshot because of distance and very high weapon damage% died enough for those 3 builds combined it feels like, but my main problem was how you always get pretty much the same skills on multiple playthroughs because of how insanely good some of them are while the rest of them being absolute garbage in comparison, so even if you CAN choose the skills you want from whatever skilltree you want, if you're a mage you always get the same mage skills and if you're melee you always get the same melee skills, the response from the dev: "Some builds are stronger than the rest, and some skills are better than others, that’s pretty much the intended design philosophy and I don’t really plan to change that. Don’t think it’s even feasible in the game with so many skills and combinations to begin with, there will always be more optimal and less optimal builds anyway no matter how long you finetune it. Sure, there may be some issues here and there which will be ironed out eventually, but different builds should provide different experiences (including varying difficulty), and not slightly different ways to climb essentially same difficulty curve. So some builds serving as some kind of in-game challenge is totally fine as a replacement for difficulty modes we don’t want to introduce (same approach Dark Souls uses). It’s not a competitive game after all, and there’s no need to balance maces against the pyromancy at all. Also, mage/melee builds are totally doable if you combine the right kind of magic and weaponry (like maces + geomancy). But generally lore-wise hybrid archetypes aren't really justified, so I didn't introduce many ways to viably mix different categories of abilities as it would be immersion breaking. I can't stand the very idea of some magic rangers or paladins, because it would feel very out of place in Stoneshard setting." It's their game and they can do whatever the fuck they want (i did get 100+ hours of content after all), but i like games that give me a challange and let me be creative with how i deal with it, sadly by the response i assume it's not the direction this is going
@@Gsus2Retardado the fact that you need to run out of the dungeon says otherwise. Hybrid-long range builds like mage+bow/crossbow have such a bad synergy. My assesment was still right since youve admitted that you need to run out of the dungeon and complaining they dont follow you, you actually need the distance for your hybird build to work. I dont really care how many build youve successfuly done, i have finshed this game plentu of times permadeath, and this is all about synergy. Your bow+mage build wont work because you need distance, and that is a fact. You can only make it work if youve overleveled. This is not balancing issue, you just gotta admit that youre theocraft build didnt work and it sucks. Its all about synergy buddy, your bow+mage build dont have it. Period.
Quite a bit, but it depends on the pace of your gameplay. Obviously on permadeath you're a bit more careful I would say. I don't have a precise number for it.
The Skinning mechanics are as follows: Each pelt has a hidden HP number, which decreases each time the animal receives damage. If the pelt's hidden HP is too low when the animal is killed, you won't get any pelt from skinning. Damage to the pelt is multiplied from certain damage types. Fire deals more damage to pelts than Slashing, which deals more damage than Piercing or Crushing. Bleeding damage doesn't damage the pelt at all.