Changes from Grimrock 1 you DIDN'T like

Talk about anything related to Legend of Grimrock 2 here.
Ixnatifual

Re: Changes from Grimrock 1 you DIDN'T like

Post by Ixnatifual »

Luj1 wrote:
Drakkan wrote:
Ixnatifual wrote:I preferred the deeper skill trunks. I felt it was too easy to become a master of a skill in LOG2. I also preferred having 4 points per level up as it made me take a little longer to think about where to place them, which made the leveling up process feel more involved.
exactly the same feeling. I am quite dissapointed from new skill system, I expected much more. Les hope it will be fully moddable

I enjoy both skill systems ... mb this one is more elaborate and allows for more combinations ? Because in LoG 1 you really had to focus one tree
I think both have their strengths and weaknesses. For example I like alchemy being a skill as well as the new skill types and bonuses. I do think LoG's trees were a little too deep for the length of the game.
User avatar
Saice
Posts: 399
Joined: Mon Apr 16, 2012 11:17 pm
Location: Level 14 Mount Grimrock

Re: Changes from Grimrock 1 you DIDN'T like

Post by Saice »

Luj1 wrote:
Drakkan wrote:
Ixnatifual wrote:I preferred the deeper skill trunks. I felt it was too easy to become a master of a skill in LOG2. I also preferred having 4 points per level up as it made me take a little longer to think about where to place them, which made the leveling up process feel more involved.
exactly the same feeling. I am quite dissapointed from new skill system, I expected much more. Les hope it will be fully moddable

I enjoy both skill systems ... mb this one is more elaborate and allows for more combinations ? Because in LoG 1 you really had to focus one tree
So much this. In LoG 1 you picks one skill and bee lined down it and then maybe sort of work on two more. Here you got more wiggle room. Also with the class system your not forced into a class for any one sort of build.

Look at my End game stats from LoG1 all near maxed 1 skill and then kind of worked on two others. The break points in LoG1 were pretty far down the skill lines. In LoG2 get a bit more millage out of skills only going 2-4 deep giving you more break point room. Like you can toss two points in accuracy for back liners if you want to skip range or just have extra melee. You can toss some points on conc on your front liner use charge weapons that do mage spells if you like or cast protection. And while this might not be the most Min/Max way to do things it is vary playable for people that want to spread things out a bit. While in LoG1 if you did not focus quickly you basically would get to mid game and realize you have to reroll.
It is pitch black. You are likely to be eaten by a grue.
My end game stats LoG 1st play through
Hyman Hardy
Posts: 7
Joined: Sat Oct 18, 2014 12:23 am

Re: Changes from Grimrock 1 you DIDN'T like

Post by Hyman Hardy »

Luj1 wrote:This game is vastly improved in all areas, but there is miscellanea that pokes the eye...

1. Charged weapons
Now: Charged weapons consume energy as well as one charge.
This is a absurd idea, making any charged weapon like garbage in the battle.
Both waste your time and energy.
Maybe the team doesn't want us to fire it rapidly in a short time like LOG1.
That's fine unless it takes 0 energy
Luj1 wrote:2. Mortar & Pestle
Now: Required to use from hand.(which is quite tiresome)
Alright it looks like we're making herb things but pain in the ass annoying.
According to this, why don't we have to hold any food or potion to consume, pointless though.
Luj1 wrote:3. Empty bottles
Now: There is no empty bottle left after consuming a potion. You craft potions with herbs alone, after drinking they disappear
It gives me the wonder, where is the bottle coming from when we're making a potion.
But I could understand the idea here. Not everyone could loot all the stuff in the game.
A few bottles left could put a team in danger, especially encounter a tough fight.
This is a change, not bad one at all, actually I like it.
Luj1 wrote:4. No 'unarmed' skill to govern weaponless fighting
Not a popular skill in LOG1, never bother to try it myself
It could turn out pretty well in LOG2, maybe a hidden gem.
Luj1 wrote:5. Missing equivalent to Toorum mode
There are some victims on the island before, but their names remain unknown.
They do mentioned a person named KilXXXXX. (prevent spoiler)
It depends they want to create a whole story about him or not.
Luj1 wrote:6. 'Treasures' (collecting golden items) from the first game
I do miss this stuff, at least they escape without empty hands

Personally I love the innovation about special attack base on which weapon we hold.
Sadly on the other hand it's inevitable we cannot but lose plenty of opportunities holding the button.
And remaining members got to wait and watch the show.
Why not make it faster or auto-charge right after we triggered it ??
At least I never see any enemy spending the goddamn time to perform a cripple blow.
minmay
Posts: 2789
Joined: Mon Sep 23, 2013 2:24 am

Re: Changes from Grimrock 1 you DIDN'T like

Post by minmay »

Hyman Hardy wrote:[
Luj1 wrote:4. No 'unarmed' skill to govern weaponless fighting
Not a popular skill in LOG1, never bother to try it myself
In Grimrock 1, mods notwithstanding, unarmed combat offered much higher damage output than maces or axes. It also gave much better defensive bonuses than weapon skills so it was at least theoretically competitive with swords and daggers too (but in practice in Grimrock you generally just avoid getting hit so defenses aren't very important).
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
User avatar
Chimera005ao
Posts: 187
Joined: Sun Jun 29, 2014 8:34 am

Re: Changes from Grimrock 1 you DIDN'T like

Post by Chimera005ao »

I preferred the deeper skill trunks. I felt it was too easy to become a master of a skill in LOG2. I also preferred having 4 points per level up as it made me take a little longer to think about where to place them, which made the leveling up process feel more involved.
Really? In the first Grimrock, I leveled up, got 4 skill points, dumped them all in "maces" without any thought, and got no benefit becuase I needed 6 points for the next tick-mark.
In the second Grimrock, I leveled up, got 1 skill point, and realized that pretty much every choice would improve my character. Granted there were some choices I wouldn't choose, because another party member already had that area covered, but that was just based on how that particular party worked. I could easily see another using different skills.

What's the difference between getting 4 skill points each level, and needing 8 to attack from the back row, and getting 1 skill point per level and needing 2 to attack from the back row? There isn't really one...but being able to make a warrior attack from the back row instead of NEEDING an assassin was a huge improvement in my opinion.
Not a popular skill in LOG1, never bother to try it myself
I used it on with a minotaur, and it was awesome.
If I were to make an unarmed character in Grimrock 2, I'd probably make them an alchemist, with focus on accuracy, crits, and endurance. Then drink lots of bear potions.
User avatar
Luj1
Posts: 168
Joined: Mon Jun 18, 2012 11:12 am
Location: Belgrade, Serbia

Re: Changes from Grimrock 1 you DIDN'T like

Post by Luj1 »

Hyman Hardy wrote:
Luj1 wrote:4. No 'unarmed' skill to govern weaponless fighting
Not a popular skill in LOG1, never bother to try it myself
It could turn out pretty well in LOG2, maybe a hidden gem.
Actually its a hidden gem in LoG 1 :D

Respectable damage (around 180 on three-point technique) while giving a ton of evasion :D
RPG veteran
User avatar
Luj1
Posts: 168
Joined: Mon Jun 18, 2012 11:12 am
Location: Belgrade, Serbia

Re: Changes from Grimrock 1 you DIDN'T like

Post by Luj1 »

Just realized there are no 'Iron doors' like those from LoG1 :D

Maybe golden keys are to serve as a replacement , but then we had *both* in LoG1 :D
RPG veteran
Ixnatifual

Re: Changes from Grimrock 1 you DIDN'T like

Post by Ixnatifual »

We also have buried treasure.
User avatar
Chimera005ao
Posts: 187
Joined: Sun Jun 29, 2014 8:34 am

Re: Changes from Grimrock 1 you DIDN'T like

Post by Chimera005ao »

Just realized there are no 'Iron doors' like those from LoG1 :D
The purpose I remember the 'iron doors' serving was giving you an obvious puzzle that was optional, for a reward.

There were plenty of those in LoG2. I still never solved the tetris piece one in the sewer.
User avatar
Sorez
Posts: 73
Joined: Fri Aug 23, 2013 9:26 pm

Re: Changes from Grimrock 1 you DIDN'T like

Post by Sorez »

Chimera005ao wrote:
Just realized there are no 'Iron doors' like those from LoG1 :D
The purpose I remember the 'iron doors' serving was giving you an obvious puzzle that was optional, for a reward.

There were plenty of those in LoG2. I still never solved the tetris piece one in the sewer.
SpoilerShow
The tetris one is actually an order puzzle, depending on the icons on the note you got.
Post Reply