![]() ![]() ![]() When I put points into skills after 50, why am I not getting more skills for that area? So Melee skills after 50, should actually count as 2 levels to that skill per 1 skill point, since before 50, each skill point spent in melee was worth 2 level ups, 1 for 1 handed and 1 for 2 handed. ![]() Others have some synergy with each other, but you would never dare spend that many points on just two trees with the limited points.Įven many Master trees are just not worth going for.Īnother question. Some of these virtuoso perks look fun, but do not feel worthwhile to spend so much time getting. I definitely wouldn't mind having such a thing on a melee beefcake character, but it requires me to spend almost half of all my levels just to get this single thing. Again, useless against range but sounds alright against melee. Then we have the virtuoso base skill unlock which causes attackers to take damage instead when perfect blocking. If the game had shields maybe it'd be better against range since you could block a few shots from the range and done within a decent window, would count for the debuff. This sounds pretty great against the beefcake melee enemies that take more than a couple hits to kill. Yet at 100 block, you get a 100% bonus damage against any enemy you block. Most people have agreed from my reading and research it is mostly useless for even melee characters. It's clearly meant to prevent you from becoming the godly OP character most RPGs allow which is fine, but then why even bother having virtuoso base skill unlocks that are completely inefficient to attempt unlocking? It just doesn't feel right at all. I just don't understand the design philosophy here. I know gear and item mods can solve or help with some of those problems, but then you still end up missing out on a lot of really good low level base skill unlocks. That just doesn't seem right for a game that really wants you to have more than one way to solve a problem at your disposal. Looking through the viruoso skills some of them seem alright to downright awesome, and some of them would have great synergy! But you need to pour (depending on base stats) 13-15 levels into getting them. Honestly seems like some really janky balance considering that there's "leveled" enemies and leveled weapons while also having many optional flaws that outright destroy your stats in return for very mediocre perks that sometimes don't even outweigh the price of getting them. That means you only get 330 skill points in total, plus whatever base you get from your base stats assuming you don't take any flaws. When I saw it was 33 I was honestly frightened because skill bonuses only apply if the base value hits that point. Higgins' that says he's borrowed the volume we're after, and he's taken it to "the pit".Ĭarry on through the Plant until you reach an area with a lot of ladders that head downward, where you'll find Higgins - the only survivor of the robot malfunction - cowering for his life.I was sorta wondering if there was a level cap given how similar this game is in terms of mechanics to other games of the same style. You'll find a message at the reception desk from a 'C. You'll find a few hints scattered around, but they'll all point to the same place - the Geothermal Plant, the same place you have to go to as part of the Comes Now The Power story mission. However, he's unsure of the location of the third. He'll tell you exactly where to find the first two volumes, and they're clearly marked on your map - the first is in the Emerald Vale Community Center, the second is in the Edgewater Cannery. He confesses that he's not very good at engineering, so asks for you to pick up three volumes on Mechanical Engineering to help him. You'll find Thomas trying to mend a Workbench in the Emerald Vale area, as he's one of the deserters. The Outer Worlds The Frightened Engineer quest - Where is Volume 3?
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