I'll say it plainly: I feel like the game balance is a dozen time better than it was when talking about Classic difficulty with just a few hiccups that I consider more like oversights or possible improvements than anything. I absolutely do not understand how other people can feel the other way around regarding balance.
I will not say anything regarding Explorer mode since I haven't (and will not) tried it.
Not only does the difficulty now feel more in line with what I'd expect from a Classic mode, but the changes also removed a TON of cheesy exploits as well as easy and cheap tactics that would drain the challenge out of the game.
The game now feels challenging, resources feel scarce (As they should), manageable and, more importantly, a lot more impactful.
More impactful in that every single item you buy with your gold will make a major difference instead of just being "another spell for the spellbook that will only be used once in a blue moon" or "a slight upgrade to replace that one piece of armor since all others armor slots already have rare items".
Let me break down this feedback into categories...
The new AII have so many good things to say about the new AI.
The most notable things I've seen:
1. The voidwoken creepy crawlies ambush in the marsh. The crawlies would rush through fire surfaces to you, avoiding electrified surfaces, because they knew that on death, they would blow up straight up your face, unlike other monsters who would try to avoid the fire surfaces in some fashion.
2. The alligator that ate teleportation gloves seems to also have eaten a brain.
3. Enemies actually ganked up on a weak member of my team when they were given the opportunity to do so.
4. They actually try not to waste their status effects on armor, especially on abilities that doesn't even deal any damage and only does status effects.
5. They PUNISH you for not spreading your characters.
However, there are a few points that I'd like to mention:
1. It is still possible to control certain enemies too easily using surfaces. Example: The ONE arena under Fort Joy, a surface of fire caused both the warrior and dog to make a HUGE detour around the arena to get to us, giving us 2 entire turns to deal with their allies before reaching us. A player would simply have used a surface clearing ability like Rain, Rain of Blood and Ground Smash or would have used a charge or teleport ability to move themselves (or their enemy) to a more favorable position. Which brings me to the second point...
2. Enemies still lack utilitarian abilities. I haven't seen a single enemy cast Teleport, Nether Swap, Rain, Rain of Blood, etc. Besides the occasional Fortify, Armor of Frost or heal, they severely lack in the utility department, especially when talking about surface removal.
3. Enemies don't seem to have a proper priority on using their Fortify, Armor of Frost or heals. I don't think I've seen an enemy clear a stun yet with an Armor of Frost. And aside from the First Aid to remove Knockdown that was already there on AI 1.x, they don't do much to help their comrades intelligently.
Also, what's up with Rage? Enemies keep raging my characters, which has never been negative for me and always negative for them.
I know you mentioned it in the video for the patch, but it really isn't the balance team fault here.
DifficultyWhen it comes to classic mode, me and my friend have been cruising through it. Of course, this isn't my first rodeo. I already knew everything to expect, the only surprise was the new AI 2.0 but the game absolutely didn't feel too hard or unfair. It felt just right. Now that we are past Fort Joy, it is actually starting to feel... too easy.
I don't know if it's because my Ifan has become an immovable wall of tungsten (<3 Armor of Frost, Fortify and Shield innate), but there is no longer this scary feeling of how the table can turn in a single ability... let alone an entire round.
The further we go, the less I feel like I *must* get my hands on that one spell book or new weapon. So long as I keep the tank decked out and on the frontline.
Companions class presetThis feature is extremely welcome, but I still think it should be taken a step further.
Please give us FULL customization options for our party.
I don't want Ifan to be a Hydro-Necro-Warfare sword and board warrior. I want Ifan to be a Hydro-Warfare sword and board warrior. This isn't possible using presets.
I'll go even further and say I want Ifan to be a Hydro-Warfare sword and board bald warrior with an overly manly beard.
Please make it happen.
SurfacesI love this change a lot.
It offers possibilities like this:
http://i.imgur.com/NnftvYN.jpgIt changes the landscape and the players must adapt to it.
While it can be annoying to have to clear the surfaces in the aftermath of a battle, I think this could be fixed in a couple of changes.
1. Ice shouldn't stay around forever unless in an environmental condition where it favors such a thing (i.e.: Hiberheim).
2. Electrified puddles shouldn't stay electrified forever.
Also, player made surfaces should have a limit... otherwise, a player can simply throw oil, water or blood everywhere before starting a fight and remove any difficulty from said fight with a single Fireball or Lightning Discharge.
Gold, skill books, itemsIS FINE!
That's right. I truly, truly, believe the extreme prize on the skill books and rare items is perfectly fine.
This is the FIRST TIME I ever increased a character specific attribute for BETTER PRICES at a shop in ANY GAME over the past 18 years I've been playing video games.
I actually STOLE a skill book even if I was playing my character as a GOOD character.
It actually FELT like I was a prisoner in a concentration camp. Living on scraps and doing my best to get through this hell, even if it meant going against my conscience.
No more black and white, just shades of gray. Tough times requires tough choices. I'll pay for that skill book by liberating Fort Joy from the Order's oppression.
Every ability I had counted and I couldn't simply run around with every single spells learned in my book, ROFL stomping all fights with rare items I shouldn't be wearing.
I actually felt bad for using Bartering because of how good this civil skill has become.
Skill books SHOULD be expensive in a high difficulty mode. Maybe reduce their prize for Explorer, but keep them hard to get for harder difficulty.
The players should have to choose between "having" or "not having", not choose between "using" or "not using".
This also comes back to getting full customization for companions. Not being able to choose the 3 starter skills of all 4 characters makes the start of the game much harder.
Even if the presets are pretty good in themselves, they still limit us.
Bugs, weird interactions, etc.1. Holy (Blessed) Fire surfaces doesn't go away like Normal or Necro Fire does.
2. Enemies that are extremely far won't move or do any actions until player character(s) are moved to a certain range of them. This means a player can easily exploit fights by aggroing only a few monsters from a fight at a time while the other monsters will stay back waiting for the players to get closer.
3. Teleporting a character into an electrified puddle deal the air damage and stun effect to the character but remove the electrify effect from the puddle. Characters walking through electrified puddles doesn't remove the electrify effect from it and suffer the same damage and stun as a teleported character from walking through it.
4. Not sure about this one, but Ricochet doesn't seem to work properly? My friend can't seem to get Ricochet to bounce the majority of the time and enemies are clearly within less than 8m of each other. He's been using a Crossbow for most of the game so I don't know if it did that with a bow too.