Sword Coast Legends Max Level
Sword Coast Legends Game Guide D&D returns! The guide to the Sword Coast Legends game contains a detailed walkthrough for the game and a full set of advices that will help you in completing the title in one hundred percent. Oct 19, 2015 Sword Coast Legends holds a special place in D&D computer gaming — it’s the franchise’s first single-player role-playing experience on PCs (and soon, PlayStation 4 and Xbox One) since 2008.
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Sword Coast Legends belongs to the RPG genre and is developed by n-Space with help from Digital Extremes. It was released in 2015 October for Windows PC as well as Linus and OS X. We have learned that console version i.e. for PS4 and Xbox One are in the works and will be released sometime this year i.e. 2016. The story is set in Dungeons & Dragons universe in Forgotten Realms. Use the following link to grab Sword Coast Legends free download.
Use This Link for Downloading
Sword Coast Legends PC Download Free Full Version
Sword Coast Legends is similar to the Neverwinter Nights games which are also set in the Dungeons & Dragons universe. But we can definitely tell you that it falls short in providing a similar experience that the titles from that series offered.
Grab Sword Coast Legends download for free from this safe and trusted website and start creating your character. You get to choose from 5 races only. Also only 6 character classes are made available to choose from. We hope that the developers add some more races as well as classes to choose from in the future updates. Get Sword Coast Legends download for PC and hope it doesn’t get stagnated quickly before the developers bring out new things to keep us interested.
The game has decent story but the single player campaign is nothing to write home about. Demons and monsters are your enemies. The characters are good and entertain you enough for you to be interested. If you are someone who likes to complete all of the side quests then you will be playing a lot longer. Though, once you finish the story there is no compelling reason for a replay. You can learn where to or how to download Sword Coast Legends free for PC by reading this article.
Sword Coast Legends PC Download
The visuals are good but could have been better especially the character models, which look like they were created 15 years ago. The environments look vivid though that is something to look at as you will be spending most of your time in dungeons. The animations for combat and spells have also been done rather badly. Sword Coast Legends free download given here lacks the overall polish we expect from all the titles released in today’s time. If you want something that does a really good job of being a great RPG then we suggest full version of Divinity Original Sin Enhanced Edition free download given here.
The repetitive quests and somewhat drab voice acting leaves a lot to be desired, though we did like the story. With the premise that this title had of Dungeons & Dragons, the developers should have hit this one out of the park. Unfortunately you couldn’t live up to the titles like Baldur’s Gate II & Neverwinter Nights which had the same premise. Want to take a look at it? We are offering Sword Coast Legends PC download on this page, use the link to get the full version from the group CODEX.
Concluding
If you have never experienced an RPG title set in the Dungeons & Dragons universe then you will lie what this game has to offer. The battles are straightforward which we can win easily. No great battles, means no memorable moments to cherish. The developers had everything going for them but the squandered the chance. As a result, Sword Coast Legends download for PC given here is one title which will be forgotten sooner rather than later.
If you want to play a great RPG from recent years then we are going to highly recommend playing Pillars of Eternity PC Download full version of which is given here. This gives justice to the title we spoke earlier, Baldur’s gate and other old school RPGs.
Downloading and Installing
To get full version of Sword Coast Legends download for free we first need to install μTorrent and Daemon Tools Lite. We are going to use torrents for downloading. Links for both the programs are given in the sidebar of this page. Once you have installed μTorrent, use the link given above or the button given below to visit the links page which gives you lots of options to choose from. Usually the first link is the best one but remember only 1 link is needed. Open the link in μTorrent and save the files anywhere you want. This will give you full version from CODEX of Sword Coast Legends free download in the form of an ISO file.
TO use the ISO file we are going to use Daemon Tools Lite software that we installed earlier. This software creates a virtual DVD drive in your PC. Once you have this program installed, go to the folder where you have the ISO file and double click it. This will bring up the DVD of Sword Coast Legends download for PC in that new drive we told earlier. Open that DVD and run setup to install the full version on your PC. Then copy all files form the CODEX folder and paste them where you installed Sword Coast Legends on your hard disk and replace any of the files that are already present in that folder. You are ready to play then.
If you have any problems with downloading or installing then ask us in the comments below. You can leave feedback about this game as well. We will try to reply to your comments as soon as possible. We also have a tutorial videos section above which will show you how to follow the steps mentioned to get Sword Coast Legends download for free. Don’t forget to share this website with your friends on Google and Facebook as well as Twitter. Have fun!
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After playing SCL a bit, it's becoming abundantly clear that crowd control spells, especially disabling effects like Sleep and Hold Monster, rule the game. With the ability to stack cooldown reduction (CDR) items, you can get cooldowns down to essentially nothing, allowing you to spam crowd control effects until your level 1 buddy can gently whittle enemies' hit points down to 0. Some HistoryIf you haven't played tabletop DnD, bear with me.
This will all make more sense with some historical context.In older editions of DnD (looking primarily at 3.5, since that's where I started), the concept of 'Save or Suck' spells emerged. These were spells that you cast once, and essentially hit an off switch on the encounter (or outright killed it). Sleep was available at level 1, and every spell level had a handful of similarly powerful spells. Sure, a handful of enemies would be immune to your favorite Save or Suck, but since your party members had been napping all day while the Wizard played the game, they were fully prepared to render those one or two enemies into pink mist.4e tried really hard to get rid of save or suck spells. Everything which was a save or suck in 3.5 now allowed multiple saves, so you couldn't be dropped by one bad roll. Flesh to Stone, for example, took three failed saves in a row. This fixed the issue of Save or Suck, but since 4e was widely reviled and full of other issues, I think people missed out on a lot of the things 4e got right.That brings us to 5e, the basis for the SCL mechanics.
5e is a very slim ruleset compared to 3.5 and 5e; the math is very simple, the rules are massively simplified, and most importantly to this discussion, numbers are very small. In 3.5 a +10 bonus to a skill at level 1 was entirely possible. In 4e a +10 bonus to a skill was essentially required. In 5e a +10 bonus to a skill at 20th level is good. How 5e balanced things5e's math relies on a 'bounded system'.
Within the scope of the rules, numbers can only get so big. Excluding magic items, a 20th-level wizard's spells will never have a DC higher than 19. While 19 is still a big DC, anyone has a small chance of resisting those spells.
A handful of very rare magic items in 5e can boost ability scores beyond the cap of 20, but even with those you probably won't see more than 22 or 24. A DC of 21 is horrifyingly powerful in 5e, but it's still remotely possible to beat without being proficient in whatever save the spell calls for.There are 6 saves: one for each ability score. If you're proficient with that save, your proficiency bonus adds quite a bit. The problem comes from the saves in which you're not proficient. Fighters don't get Wisdom saves, and generally have low Wisdom, so when you walk up the Beholder at the end of a dungeon crawl, the first thing the DM will do is Charm the Fighter. It works nearly every time.Wizards present essentially the same problem. Sleep and Hold Monster both allow a save, but roughly 1/3 of enemies have a decent Wisdom save, so 2/3 of enemies will roll over as soon as you hit Sleep.
But even those 2/3 of enemies should have at least a remote chance of resisting. This is the case in 5e tabletop rules, and in me experience it works fine. Where SCL went wrongItems. Items, items, items. I love items.
I want them in my games, especially video games. But oh man, are they a problem.DnD has long had the idea of 'stacking', or adding similar bonuses. The general rule was that things generally didn't stack, so if you piled a bunch of +1 intelligence items on your character, you got the biggest bonus, not all of the bonuses together. And that's where the wheels start to fall off of SCL.I'm playing the story mode right now, and just hit level 6. I'm a cleric, but I have the NPC wizard in the party constantly because Sleep and Hold Monster are too effective to forego. I got Hommet to the 20 ability cap in Intelligence, then threw every +1 Intelligence item I could find onto him. Between two rings, his boots, his hat, and his amulet, he's rolling with 25 Intelligence.
His Sleep and Hold Monster DC's are 19.Enemies at this level with decent Wisdom saves probably have a Wisdom Save bonus of +5, so even when they're supposedly well equipped to handle these effects, they still have only a 30% chance of resisting. That's pitiful. 30% of an encounter is cleanup.Then we have cooldown reduction items. Pile on two or three (one of which can be your armor), and your cooldowns are so low that you can live on two or three abilities, and use cantrips for cleanup when everything is nicely subdued.
So you get a wizard or two, paralyze everything in the room, then send your pet fighter in to poke things to death with his pointy stick. How do we fix it?Remove stacking. It worked for the tabletop, and I think it will work for SCL.Bonuses need to be a 'best of' not a 'sum of'.All the items can remain exactly as they are, and they're still fun and useful, but now I'm not compelled to dump that really cool ring I looted because a +1 to Intelligence is better than literally anything else in the game.TL;DR: I'm enjoying SCL, but items with the same bonuses should not stack. The OP isn't really addressing the most important issues.The problem imo is that some classes (like fighter) are powerful all throughout the game, they don't need items. By the late levels they have 5 attacks per round (and even more when action surge is up).
While other classes are like dead weight if they do not have the right items.Damage-wise, a paladin needs lots of +radiant dmg, massive cooldown reduction and dual radiant dmg weapons to compete. Ranger likewise needs to have low enough CDs to keep Swift Quiver active and be pushing out those Hunter's Marks frequently.Another major problem is that a damage-based spellcaster is not viable atm. Even if the wizard can throw out big cooldown nukes every round, (which would require a very large investment in CD reduction), they would STILL be doing several times less than a physical-based class, quite simply because you can only throw one per round.It's a shame because I see they spent time putting in a large variety of big and fun looking spells in the wizard and cleric tree (and other classes too).Another major issue: If you're a damage dealer, you do not want to use abilities that interrupt your basic attacks. Basic attacks will outdamage abilities that take up an entire round simply because you swing several times per round. So you generally do not invest into them unless it is instant cast (like victorious surge), or it buffs or heals or CCs.Also can I ask. Why is the game built around you being able to stack up to 90% cooldown reduction?
That forces the abilities to be put on extremely long cooldowns (200+ seconds) making them worthless until you scrape together your cooldown set. It also makes the low to mid levels exceptionally uninteresting. I don't want to throw a fireball every 120s to do 30-ish damage. It's not impactful on HARD difficulty. I'm not certain why you're being downvoted.
I disagree with you on a few things, but you make some good points.The problem imo is that some classes (like fighter) are powerful all throughout the game, they don't need items. By the late levels they have 5 attacks per round (and even more when action surge is up). While other classes are like dead weight if they do not have the right items.Coming from a tabletop DnD background, I strongly disagree here. If you measure everyone's success in DPS, then yes, you're absolutely right. But it doesn't really matter how fast I can kill things if I can cast Sleep and Hold Monster and disabled everything in the room for as long as I want. Admittedly this is much easier to do with a bit of CDR and some Intelligence-boosting items, but from what I've seen in the game you still have a very solid success rate without items.Even if the wizard can throw out big cooldown nukes every round, (which would require a very large investment in CD reduction), they would STILL be doing several times less than a physical-based class, quite simply because you can only throw one per round.It's a trade-off between hitting one thing five times, or hitting everything in the room at once.
Sometimes a pile of attacks is better, but when you're in a room with 10 enemies that fireball looks pretty great.Why is the game built around you being able to stack up to 90% cooldown reduction?That was the root of my point. Stacking items in SCL is really not a good mechanic.I don't want to throw a fireball every 120s to do 30-ish damage. It's not impactful on HARD difficulty. At all!That's probably a relic of attempting to stick close to the 5e rules. Spells in 5e don't scale damage with character level, so once you have access to the best version of a spell (i.e., you can cast it at the highest level it allows), the damage stops improving. Actually, you're better off with 'focused fire' killing one enemy at a time, as opposed to damaging multiple targets.The reason is this:even at 1 hp the monster is still doing the same amount of damage as it did at full hp.Now wizards that cast sleep/hold monster, delay this incoming damage so that you can control the battlefield.but all they are doing is turning a 6 monster fight into 2 x 3 monster fights (for example)Pure damage focused to single target, destroy and move to next target is a quicker, less incoming damage, method of fighting.
OR, you could just not take advantage of these broken aspects of the game and play it as you would a normal D&D tabletop adventure. Sure, you can stack cooldowns to 100%, but you might as well go ahead and turn god mode on while you're at it. Nothing is forcing you to take advantage of these weaknesses in the game.This isn't the first time a game has been exploitable and it won't be the last. Hell, I remember stacking 100% camouflage on my character in Elder Scrolls: Oblivion and just blasting through the game. Was it challenging? Of course not. The real issue would be if you were FORCED to take advantage of these weaknesses to actually continue further along in the game.
So far that doesn't appear to be the case (I've had plenty of challenging fights already without trying to exploit or min/max my characters).Play the game like it should be played and you'll be fine. I'm sure there are plenty of players that would rather enjoy becoming a god amongst men instead of fighting tooth and nail for every gold piece.
So what if they do? Let them enjoy the game as they choose. Well, I agree with you on multiplayer.
The multiplayer component is totally jacked right now so I'm staying away from that. Play single player or with trusted friends. Rando's are just a bad idea and a waste of time (not that I'd want to just hop into a D&D game with random people personally).I bought the game for the story to be honest. I don't have much interest in playing with other people due to my schedule so some of these issues don't affect me as much as others if you are committed to multiplayer.