Larian Banner: Baldur's Gate Patch 9
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Joined: Jan 2014
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Joined: Jan 2014
Finished this build with:

Characters level 11 // roughly 600-700ish hp
All quests complete
Approx ~70k gp, all spell / skill books complete

Used: 4 healing potions, no combat wipes, lighthouse is still the most difficult battle ingame.

  • Mobs are currently not choosing to use multiple skills / spells, which is a shame:
    • Undead mages - heal only & resurrect allies
    • Pirate Cove boss - used stoneskin only
    • Orc Boss - inspire
    • Wolf boss - fear
  • Ice wall - are mobs supposed to be targetable in ice wall? You can, but it's very fiddly / only 20% to get a hit in
  • As far as I can tell, no mob has 1-use // "power up" abilities triggered by conditions. e.g. get to 30% health, X happens - barring the new fire undead boss, which seems graphical only
  • No mobs currently use AoEs, barring the passive bombers
  • No mobs use ice // environmental ice impacts barring Ice Elemental
  • Resist mobs should be more common and/or variable. Earth / Air still under-represented in resist usefulness. i.e. fire / water are much more useful. Never used any -resist spells, nor did any mob use them on my party
  • Braccus Court fight is a bit of a scrum, although the jester is hilarious
  • Magical shield that uses mana (? blue hp bar) is excellent
  • Pirate Cove fight seems to have lost the second wind of ghosts - cf issues with spamming stoneskin
  • Mages in general seem to have lost AoE spells
  • Blind is OP
  • Having said that - witch blind is OP, air blind ("headvice"?) only blinded one (1) AI the entire game -- might be a % check issue
  • Petrify is OP in certain circumstances (stone guardian fight is nicely challenging, summons + blinds + ice wall = win)
  • Black Cove got nerfed hard
  • Burning / poison damage is now a real threat - sadly most fights have this self inflicted due to fire / ice summons dying or TREES
  • SparkMaster simply isn't challenging
  • No mobs use electricity attacks and/or mix in shock -- in alpha, there were instances where they did! Was this removed purely due to the crashes / overlay issues with burning + water + elec?
  • Evelyn's fights got faaaar easier. Early cultists all had ~15% health with no explanation
  • Wish-list, but it would be nice if Hard Difficulty widened the list of abilities that mobs used. e.g. "easy" zombie boar = no specials. "hard" zombie boar = poison cone
  • Summons are still the largest % DPS for mages: witch summons are all melee however; was expecting source abomination or something a little kinkier
  • Witch haste + damage buff = happy tank
  • Inspire fighter specials (+stats auras) seem useless? 3 turns + AP usage for...?
  • Tripping on ice = OP. That said, only couple of fights where AI used knockdowns / trips on party
  • No spells to summon small patches of floor environmental effects. e.g. small pool water (not rain) or small pool of fire
  • AI doesn't use denial of area spells such as fire / ice walls
  • Toxic clouds of poison - does rain get rid of them?
  • 600 hp -> no mobs I faced could really chip much off this
  • NPCs level up their gold # -- @ level 11, if I then killed off Cyseal, I'd have ~1,000,000 easily. Market vendors in particular had 100k each
  • Perception mechanics are really cool, but totally opaque to the player at the moment. Engine feedback would be nice - especially in Church / hidden hatch! "...you get a sense of something... maybe it was nothing"
  • Using open dialogue to get NPCs to turn their backs on chests / doors etc is a nice touch. Issue is... it's permanent on static NPCs.
  • Enchanted pickaxes drop: I have a unique orange pickaxe. Not sure it shouldn't just be a tool? Did not find ore to mine.
  • Eagle Eye scroll - vision / hearing ranges seem to be entire screen atm, not sure if the +hearing / +vision are actually any use, even with the +2m spell range
  • Big & Better / All skilled up are still the best perks by a mile: no character would not take them
  • Taking lone wolf @ level 11 =/= bonus +stat points. Get the +2AP etc though. Lone Wolf / Raistlain should be "select on character generation only" skills.

Last edited by SteamUser; 29/04/14 07:32 PM.
Joined: Mar 2014
old hand
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Joined: Mar 2014
Very good feedback.

One thing i think i got correctly:

I think that ice spells actually give a certain resistance to damaging those enemies, based on the logic of being practically like a kind of armor, to those that you freeze completely.

Then you are hitting all that ice you created too, not just enemies. If youre using ordinary weapons for it... hm, should try using other elemental spells on those, see what that does.

I found that really cheeky, in a way, completely fitting the game - and great fun smile
- i really hope it isnt just a bug.

Joined: Apr 2013
Location: Germany
veteran
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Joined: Apr 2013
Location: Germany
Freezing an enemy leads in fact to giving him a kind of armor. But I think this happens on purpose. You have to hack through the ice before you hack hit the enemy... wink

The major benefit of freezing is to take the respective enemy "out of the game" for a few turns which gives you the ability to fight against other enemies. Freezing an enemy is imo not an attacking or damage inducing spell, but a secondary spell.

Hitting a frozen enemy with fire can end his frozen status (if burning suceeds) IIRC. The other way works as well. Freezing or chilling a burning or warmed enemy ends his current status if the spell suceeds).


Lighthouse combat is difficult??? Not in my game...

The lighthouse combat was much easier than the one against Braccus himself or the fight against his court of sceletons which is imo the most difficult combat encounter in the game.

Last edited by LordCrash; 30/04/14 11:21 PM.

WOOS

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