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Gothic 2 - Requiem features a whole new weapon skill system, new forging system, new quests, new characters, new textures, new weapons and armor, improved AI, new & tweaked monsters and much much more!

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General Feedback (Games : Gothic II - The Night of the Raven : Mods : Gothic 2 - Requiem : Forum : Discussion Megathread : General Feedback) Locked
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Nov 27 2015 Anchor

At chapter 4+

"Character data: Level,Guild,Attributes(Str-Dex-Mana-HP)
Difficulty Feedback: ranging from easy to difficult, please provide a description too, I don't really care if you write "gg ez" without context, it doesn't help me at all.
Overall Feedback: Did you like it? Why?
Suggestions:"

Im in chapter 4 without killing a dragon yet.

  • Lvl 29
  • Guild: Magician
  • Hp:226 (Beliars claw in use)
  • Str 16 (bonuses used)
  • Dex 16 (bonuses used)
  • Mana 187 ( no bonuses, with equipment)
  • Two-handed 27%, rookie
  • No other fighting skills

Difficulty feedback:

So i play as a mage, since i want to see the new spells, but havent got any new spells or can learn them yet. :D Overall, i think that the game could be more challenging, i played returning 1.1 and im used to that difficulty and i like it. NPCs are too weak in my oppinion, they go down really easy in the middle of the game. You die faster in Requiem, but you deal more damage (maybe npcs and monster just die faster, not sure), at least thats how it feels. Spells need some balance tweaks and/or additions because there are only a few spells that are worth using the lps, like fireball,icelance, iceblock and so on. For instance geysir, beliars wrath or water fist are just not worth the lps, since they are very inefficient. So there are alot of spells just doing the same with different numbers and other grafics(thats a problem since vanilla version, nothing new). Note: i havent tried all spells as runes, since i think they are unchanged, please correct me if im wrong! :D So maybe adding effects like slowing down or more AoE spells might be a way to go. Im sure there are enough nice ideas for spells. :) I hope the new spells will change that a bit. Im making use of beliars claw alot, since you get it as weapon(not like in vanilla) and it works so nice in combination with ice block. You can 1v1 draconians just with 1 iceblock and the claw. Seekers are hard to kill in pairs but with some skill you can seperate them and kill them 1 by 1(ice block + claw and its easy) :D The spells xardas teaches you are useless except for the summoning spells. Beliars wrath for example does 200 dmg to 1 target for 100 mana. Storm does 350 dmg for 100 mana to multiple targets so its very inefficient. Didnt try insect swarm since its 20lp for that and it wasnt very good in vanilla(maybe its changed here, let me know).

Now something that was really annoying was that alchemy just sucks bad here :D Mana extracts refills 50 mana and you need 1 meadow knot weed(not sure if its the right name) These plants are too rare, to make alchemy efficient. Maybe changing it to let potions refill by percentages is better and will fix that problem. I was constantly out of potions since they are not refilling enough so i had to use beds all the time and im at day 187 (yep very bad hero... :D). Of course im playing without regeneration, since it doesnt work for me. Maybe as soon that is fixed, the potion problem is solved.

Overall Feedback:

Very nice mod with incredible potential! Well done guys. I like the new animations, the armors, new enemies and especially the world itself. Cant wait for you to implement all the other features and especially quests, since there are so many empty houses and caves which need to be filled. I'd really appreciate if exploring would be more rewardable. New armors or more special weapons should be obtainable by exploring the world and killing difficult enemies and so on. I mean there are so many new interesting locations that are just empty. ^^

So i hope that enough feedback and you can use it to improve requiem further.

Thanks for working on it so hard






Nov 27 2015 Anchor

I agree that creatures should have more hp or resistance so you dont 1 hit everything. I'm at chapter 2 and stuff like bloodflies and weaker are 1 hit kills (with a critical hit) with 50str 50% criticals (idk if you want these creatures to be a threat even on later chapters or not), also you should reduce meadow knotweed prices so they're somewhat worth buying and perhaps reduce healing properties of fried meat ( i can regenerate full hp with 3 pieces of meat and i have like 100+ meat on me. I would say that the beginning of the game (chapter 1-2) is easy to medium difficulty if you know what you're doing that is (like use escorts to gain exp to gain some stats and so on)

Nov 29 2015 Anchor

Tweaking all spells would be near to impossible, because some spells are just meh. For instance Waterfist. Its mechanic is bad, that most times it won't even reach the target.

As for others: well yeah, single target spells should always be more powerful than area of effect spells.

Alchemy was always bad, because you only learnt it to be able to create perma potions, so yeah, making alchemy more useful would be useful. Maybe giving the possibility for the player to create poisons? So players could craft poisoned weapons. Just an idea.

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