Originally Posted by Brainer
They did claim they made the final fight more difficult with the last update, though
They sure did.

I'd usually complain how the Sorr-Akkath deflate way too quickly as enemies despite being the plot's main threat, and they still do - by the time the abominations and the shikkath appear, your party is way too powerful for them, so a single one isn't gonna make a whole lot of difference - even on the Scavenger difficulty which I played the game for the second time on, and that made combat a lot more enjoyable and challenging (I still think that raw 5e fights are a borefest, though).

So in the final fight they throw them at you in bulk now. Three Shikkath at once, who are legendary creatures, so they get to act beyond their own turn and reroll saving throws which renders control spells useless, combined with several abominations. It's actually a very tough fight now, one that you can't quite win without some heavy spell conservation in its first phase (with the Tshar, who also got a few more friends, so the draconic assistance didn't last long against them frown ), which does work with how you're supposed to barely hold on rather than actually crush them without noticing.

All in all, the game still suffers from being much too stiff and much too restrictive, and the finale is so obviously rushed and poorly slapped together that it feels like a good third of the plot is missing. We'll see how the dungeon editor's gonna look in the future, but so far it's not exactly NWN level - mostly due to the lack of scripting, not being able to create properly custom creatures and gear, and map editing being very basic. It's the case of them not making the editor first to make the game in, like Bioware did with the Aurora toolset for NWN, but adding the editor as an afterthought. We'll see where it goes, though. People praise user-made dungeons as basically infinite D&D-based content, but for me personally it lacks the power that the NWN modules had behind them, being proper role-playing adventures rather than a dungeon crawl. Here's hoping that BG3's custom content tools will be both powerful AND user-friendly this time around, unlike the toolsets for the D:OS games - although, since it's the same engine, it will likely not be the case.