"I see you have no romantic partner. Maybe some new drip will help with that."
AngusOReily
Soon to come from this modder: "Disable Gale and, Halsin romances", "Lae'zel adjustment" (makes her less aggressive and also a hot Drow), and a personal favorite "Realistic women" which just increases bust size like 2x-3x across the board.
Yes. They have to come along to the end of the act. Which makes sense given what's happening at the end of the act.
Here's a place where modders are your friends. There's a mod for all items already out there that just dumps a bag in you camp with every item in the game. Not something I'd do at the start of the game, but as you play, if you realize you missed something, just mod it in.
For example, I just found out that I made a.choice at the end of Act 2 that skipped out on a strong weapon. It's tied to a specific companion's personal quest, you have to bring them, and you have to select a specific dialogue choice essentially asking for a reward. I'm playing as a pretty run of the mill good guy, so I figured "hey, no need to reward me, just doing good for the sake of it." That was like 40 hours ago. I'd like to play around with that weapon, so I'm gonna mod it in.
Otherwise, a lot of the strongest gear is available in shops or along major quests. There are, however, a lot of items hidden behind obscurity. And the game does lock out old areas after a while, but usually prompts you before doing so. It's also probable that some things are story locked; make certain choices, get certain results. I don't think you can get absolutely everything in one playthrough.
I'd say it's a great enough game that the FOMO can take a back seat, but that's just for me.
Aside from a quest related craft or to condense components, I haven't touched it. That doesn't mean my bags aren't absolutely stacked with components though. I gotta stop clicking on flowers and shit.
There's a lot going on here. 7 mana over 2 turns to draw 2 and make a 4/4 flyer might be solid. The issue is it doesn't let you use mana of any color to cast the spells you exile, so you have to generate treasures by attacking or be playing the mirror to use them (or hit spell + a land to cast it). This will feel real bad when you cast the adventure on turn 3, hit two spells you can't cast, and they answer it before it attacks.
That said, card advantage, a solid body and ramp can be good. I think it's likely too weak to see play in standard main decks, but could be a strong play out of the board.
"Fuck!!! I should have lied! I hate this game. I hate this game!"
"Mom, can we have Hydroid Krasis?"
"No, we have Hydroid Krasis at home"
I realize food tokens can have more use than just life, but needing to pay more to gain life and attack to draw doesn't compare well to Krasis despite the +2/+2 to make up for it.
Having seen parts of the speed run, you start as an Origin character and do a lot of jumping (keeping this effectively spoiler free). I don't think they're using out of bounds, but they do "complete" the game before act 3 even starts. It's an "Any %" run, which essentially is a run that takes you to the credits even if it's not the end of the actual game. Apparently there is a way to trigger that state earlier in the game. Having pased that point, it makes sense what it is and why the game allows it. But it's not something you'd likely run into on your first playthrough.
I'm sure there will be other categories added later, likely "Any % Act 3" or an any % category with other requirements, like specific boss kills or end conditions.
This just in, Kareem Hunt seen house hunting in Miami. (I'm joking, but he's going to land somewhere soon)
Thanks for the info. I have a Durge evil run waiting in the wings after I finish my current playthrough, good to know who I'll be working with. May as well not even recruit them.
Late game they also feed you a bunch of strong gith fighter specific gear. Which is a bummer because I respecced her into a Tavern Brawler monk and she just shreds through shit like that. But, like Shadowheart, her story is so central to the plot, so she gets a ton of support and development. Gale is also pretty closely linked to the main plot, but Astarion and Wyll sort of aren't. Karlach is but I think her rewrite trimmed out on content (unless I'm missing something major in the last like 3 quests I have left in Act 3, which is possible).
I'd say that in terms of importance to the overall story, it's Tav, then Lae'zel, then Shadowheart. Lae'zel just has key story elements in every act that are personal to her, be it mind flayer or githyanki specific business. Shart's Act 3 is a little less central, but she's essentially the star of Act 2.
All that's a long way of saying, she has an interesting arc and a lot of race specific gear support to help her shine mechanically. More people need you give her a chance, even in good playthroughs, if they haven't already. I had her benched all act 1 as a very good paladin, then added her when we got to the creche stuff and never looked back.