MRW people say "Daggerfall Unity looks awesome, can't wait til it's done"

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FilthyCasual523
Posts: 53
Joined: Tue Feb 06, 2018 6:06 am

Re: MRW people say "Daggerfall Unity looks awesome, can't wait til it's done"

Post by FilthyCasual523 » Sun Dec 16, 2018 5:42 pm

pango wrote:
Mon Dec 10, 2018 2:43 pm
FilthyCasual523 wrote:
Mon Dec 10, 2018 2:00 pm
Spiders and scorpions spamming paralyze really shouldn't be a thing. lol
Is it currently different from Daggerfall classic in some way?
I was under the impression that if you have no paralysis immunity, a Free Action spell or ranged attacks have always been a must...
I never came across it during my gameplay in Classic.

And by "spamming" I mean that's literally what they use every time it wears off. As soon as it wears off, BAM! Paralyzed again. I main melee characters, and they're completely useless against an enemy that won't let them ever get a hit in. I've had to toggle god mode more than once since paralyze was added to the spiders and scorpions.

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mikeprichard
Posts: 370
Joined: Sun Feb 19, 2017 6:49 pm

Re: MRW people say "Daggerfall Unity looks awesome, can't wait til it's done"

Post by mikeprichard » Mon Dec 17, 2018 1:52 am

100% agree with the other comments here. Although I already prefer the DFU experience over classic Daggerfall, there are some important features (character advantages/disadvantages, item/potion creation, etc. as listed on the roadmaps) as well as continuing bugfixing/refinement still to go before I'll be motivated to start a complete playthrough. But at the pace things are going, I hope that will all be in place by this time next year, with maybe some more great UI/gameplay mods available as well. The recent progress by Interkarma and the other core contributors has been truly incredible - can't wait to see what the future holds for DFU. :)

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