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While that last video is just an attempt at the second boss fight, this one is spoilerish but fun and only 43s, but dont watch if you want one of the games most horrific things spoiled:

Spoiler :


All four Meltards just collectively pooped their pants before being killed by those horrific jump scare mobs. Also I did too ... brb cleaning my pants.

... Just one of those other things I have to go back to in a few levels time sigh.
 
Well legend of Grimrock 2 is rather brutal, it turns out that my low health backline rogue and alchemist still aren't safe behind my knight and battlemage, both of which are meant to be the tank classes.

From reading around, a lot of people just play the game with 4 barbarians for maximum health on all characters and specialise them in different weapons (heavy and light wep front row, missile and either thrown or reach in the back row). Silly unbalanced game.
What the hell, i must've played a different game. Are people actually playing it like that ? On what difficulty are you guys playing ?
Also, from the videos. You should ALWAYS have an offensive spell ready. And also, you're not doing any legwork. I learned this from the first grimrock, if you stand around like it's a turn-based game you're gonna have a bad time. Even easy fights should be you frantically square-dodging around your opponent, hoping he's alone and trying not to get hit. If he's not alone then sucks to be you, learn the map and try not to get cornered. Tanks only get to be "tanks" in very late game; until then, they can just take one or two hits more than mages before they die. Also, ranged combat is useless (unless it's spells). I never got the appeal of non-specialist classes like the battlemage, the knight is barely good at fighting and he specializes in it the whole game.
That's my 2 cents, but then again i only played it for fun. I seem to not know how the game is played "normally". :crazyeye:
I just played it like the first game. Slowly, carefully, putting hundreds of notes on the map, hugging and feeling every wall and corner, running scared at the first sign of trouble and dying/reloading the game every minute.

Great game, but it did not have much replayability for me. The exploration made the game for me.
 
Well thats what Im thinking now. 2 barbarian front liners and a rogue and wizard backline would have been much better than the knight and battlemage, I just wanted to try the different classes.

And how do you do legwork in the mummy ganked from all sides situation lol. In the second summining boss, I tried keeping one forcefielded so there was only one side to attack from, but as you can tell that was highly ineffective as the forcefield doesnt last long enough. I need to level up my fire + water magic casters, the battlemage needed 3 concentration and 2 armour first and alchemist alchemy and a bit of firearm splash (I'm thinking 3 water, 3 conc, 1 poison, 1 air for all water spells, and 5 alchemy, with the rest into firearms for him, and max fire, conc and 3 air on the main caster).

And just 1 point of accuracy on anyone using a weapon, 2 on the rogue.
 
Oh god, I forgot my Alchemist can cast dispel on the stone elementals. And also shock does double the damage of flameburst on them for my battlemage.
 
@Civ'ed - Is that Darkest Dungeon ?
It seems like an interesting game. How is it ?
It is.
I bought it on recommendation of a friend.
I've gone completely insane, lost myself twice, became hopeless twice, had someone become abusive, thus causing the deaths of two other characters before dying himself
 
Grimrock 2 gave me another heart attack. I couldnt find anything more to do in on Sleet Island so I moved onto the Cemetary. Oooooh I findz a locked chest, UNLOCK FOR EPIC LOOT! ....

'Le unlocked chest turns into big scary super stronk mimic that eats all the Meltards' ...

I ... just ... THIS IS SOOO UNFAIR!!!
 
And how do you do legwork in the mummy ganked from all sides situation lol. In the second summining boss, I tried keeping one forcefielded so there was only one side to attack from, but as you can tell that was highly ineffective as the forcefield doesnt last long enough.
For the mummy situation, that's a low level trap. You're not supposed to go there until you're higher in level. As for the rock golems situation, you could try it a few times, but it's a hard battle at that level, forcefields are only good indoors in very specific situations, or if you want to commit suicide by cornering yourself.
 
I saw a youtube video where the player corners himself at the entrance which is covered by 3 sides so no need for forcefields, and just chug healing potions on the front chars. Also I got up to level 3 water magic on my alchemist now at level 6, so his dispel should be strong plus spark.

I went to explore the bog, I found giant frogs that swallow my weapons QQ.

This game is unfair, yet awesome.
 
Now I'm trying to beat these buggers:

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But they keep spewing poison clouds at me and poisoning / killing the Meltards. Brutal.
 
I'm going to keep my RP meltards group saved, but start again with a better custom group as this one wasn't great.

Seriously 3 Mino barbs and 1 caster alchemist is what all the guides suggest as the best group lol.

I still feel like giving the knight class another chance ... On a max dex ratling with Evasive and Mutation using a dex weapon and shield. But his damage would suck compared to a barb.
 
Would you say Grimrock 1 is worth playing? If you've played through it.

I started it one day and played for a couple hours, but then never went back to it. It seemed pretty fun though - but a bit different in terms of gameplay than what I'm seeing in your screenshots/videos.
 
No, I did the same with Grimrock 1. Grimrock 2 is a lot better because the open world is more fun for exploring and full of surprises.

My screenies / videos are Grimrock 2, not 1.

This will be the group I try now:

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Still giving the Knight a try because 3 Mino barbs would be boring, this time on a max Dex ratling with Evasive and Mutation for maximum evasion. I wonder if it will work.

The Alchemist doesnt actually need the Alchemy skill, he just multiplies herbs and can pass them to another char with the skill, allowing him to focus on magic instead.

Mino barbarians get the highest health and strength in the game, giving them both the highest weapon DPS and survivability, silly broken things, and throwing weapons are affected by strength, making a mino barb with throwing weapons, aggressive, and head hunter the most powerful ranged option in the game. My first mino had Aggressive and Weapon Training for more accuracy because they get -4 dexterity giving a base accuracy penalty, while I put head hunter on the thrower, who will also have reach on heavy weapons too.
 
I was having a hard time naming my minotaur, but i settled for "How now brown cow".
 
Alchemists only get +4 energy per level, but you end up loaded with etherworts to make energy potions anyway so it hardly matters. The 50+6 per level health is much better than a lol wizards 35+3.
 
Erm, am I supposed to spend this long farming in Herder's Den?

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I'm still in there with 1 spore left alive, I dont want to kill it QQ. So much XP forever.
 
I still don't see what's funny about 'Meltard the Wise'.
 
Tard means a couple of things that are usually unwise.

I moved past the respawning mob boss at levels 9 / 9 / 9 / 10, my party is now sooo powerful.

And also that maximum evasion ratling knight is indeed useless, such a shame that every weapon based class sucks compared to overpowered minotaur barbarians. The martial weapons feat (+7 accuracy with melee weapons) and a few ranks in accuracy completely overcomes their low dexterity, and since that doesn't work on thrown weapons put head hunter on the thrown char (+1 str per skull), and aggressive for +4 damage. And lol, with 5 points in thrown, you throw with both hands at once, each one capable of 30-60 damage. Pew pew pew killed by stones.
 
Right.
 
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