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Heroes Community > Other Games Exist Too > Thread: What do think about Baldurs Gate 2
Thread: What do think about Baldurs Gate 2 This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
frostysh
frostysh


Bad-mannered
Famous Hero
WHY?
posted February 09, 2017 08:04 PM
Edited by frostysh at 20:07, 09 Feb 2017.

Elvin -

This is looks like a cheating, and most likely you played without SCS, and on the low difficulty. And where the hell you have found "Sling +5" ?
The guy from city - the Lich from the house, that is protected by many other mages summoner included , they, cannot be defeated by a single char... IMHO.

And I still wonder, how you can restart new game on BG2EE, the world of BG2EE is large, it takes month of not so long play to fully eplore it, every corner, every map, etc.. I cannot restart such journey too easy, as for myself .

Doomforge -

I am almost totally disagree!

1) BG1EE - is the best gamer from a series, and you will not spent a 90% of time just running through a map. Personally I have spent 90% of time to defeat a frigging hard foes... such as Aec'Latec, for an example (my playtrough was on max possible difficulty, with SCS on max difficulty setup, etc.). Why BG1EE is better than BG2EE for me - well, there is alot of stuff in BG2EE that I do not like. And most of this stuff is represented in smaller numbers in BG1EE, for an exception about Durlag's Tower, which is like BG2EE.
I also like "Diablo 1" but not "Diablo 2", I have played with hellfire mod, max difficulty etc.

2) Mods:

--- Tweaks - nah, too much of changes, screwed all balance and stuff.

--- NPC Pack - nah, the game have enough NPC, the months of gaming...

--- SCS - yes of course, it is not require for tuning, just set anything on the max possible difficulty and play!  

--- Tactics for EE - any components that does not interact with SCS. But without this new classes, such as Acid Kensai or whatever.

--- Asteria's Restoration Project - the all stuf that is not adds new classes, etc, only a small cosmetic stuff, and perhaps some subquests.

--- Unfinished Business, the same config as with Asteria's RP,

(I have installed all of that with Big World Fixpack for those modes, in such sequence, as I remembered 1 - UB, 2 - ARP, 3 - SCS, 4 - Tactics (only few components) )

This mods will not ruin the vanilla game, and will bring a lot of fun.

3) About strongest classes, mainly I do not care about such things in the RPG where the death of your char is not mean the entire story from the beginning ("Witcher 2", "Torchligh", "Sacred 2" , etc...). But I am disagree with you.

--- What about a version and configuration of BG you are talkin?

--- I have never used dual-sub classes, my char have only single class - Diviner. So I cannot say something reasonable. Well I think my Diviner is the best . Anyway, actually he is pretty weak, have no hp, no powerful magic, and no DEX, but he can heal the party member in combats ^__^, and cast "Otiluke's Resilent" stuff which is mega useful sometimes... And without party - he is just a target for beating.

--- The mages in the game with SCS, have huge disadvantages.

--- I think the strongest - archers, they are most dangerous to any class. Very deadly indeed.

--- All another stuff of your is looks like a cheating, bug abuse, as for myself I do not using such things in the game.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 09, 2017 08:14 PM
Edited by Doomforge at 20:18, 09 Feb 2017.

I guess on some parts you disagree for the sake of disagreeing. And I honestly can't treat someone that says Archers are the best class seriously. Sorry And that stuff about the Diviner... let's not even go there.

But let me comment on two things:

Tweaks do not "screw the balance" because this game has no balance in the first place. Without mods, dual classed Kensai/Mage or Berserker/Mage is like 10x better than any other class bar Sorcerer or Wild mage and there's like 9001 various aspects of the game that make "balance" a moot point.

And I never said anything about "NPC pack". The "NPC project" mod adds banters, dialogues and music to existing NPCs.


Elvin said:
What happens if I try to mod the game DURING a playthrough?


It won't work, IIRC
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frostysh
frostysh


Bad-mannered
Famous Hero
WHY?
posted February 10, 2017 09:32 AM

The Strongest class
But you are probably missing a point, that I said - I do not take the strongest HitPoint class in the no-one-death-game-over RPG, such as BG-series.
And actually, as I said, I do not care the "strength" of a class, in BG I can play by any class with the same success. I just like my Diviner ^_^. But from my experience - Archers, indeed the most dangerous (along with summoners, perhaps). Yeah-yeah, "Time-Stop" and all those enhancements and stuff, but they all have a short duration, in the open space Archer can just stay away from a mage or something, until this stuff will be out of duration.
In addition exist some very powerful ammo, that can dispel, or do damage through almost any protection.
Usually my party fought against Archers that was within another party, so if the Archer protected by party - his/her danger is drastically increasing... In the any cases - Archers are dangerous.
I am not talking about multiplayer.

Mods
This Tweaks - Tweaks - gibberlings3.net most of this "tweaks" drastically changing the gameplay of BG-series, adding many cheats, etc, I think the game is no need for such changes.
NPC Project - adds many soap to the game, adult content and stuff - not my taste.
I think ARP + UB will be good, those mods when configured installation good, is not changing the game drastically, and adding a cool content, few sub-quests, some portraits etc.. I tried it, and it was good enough.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 10, 2017 09:44 AM

if you like archers, you should try a kensai/mage that mains daggers.

Why? well - BG:EE changed the rules. All non missile ranged weapons AND slings include damage bonus from Strength now. Non missile weapons = throwing daggers, throwing axes, throwing hammers.

The throwing daggers Boomerang Dagger+2 and Fire Tooth +3 have an unusually high 2d4 base damage and like all throwing daggers have a base of 2 attacks per round.

Bow damage (and crossbow damage) is mostly limited to what the arrow itself does and is significantly weaker than what the two unique daggers listed above do. Now, add strength bonus, which is up to 14 damage with 25 STR...

And that's just the damage dealing part. a Kensai/Mage also has all the arcane spells at his disposal while Archers get nothing



As for the tweaks, which ones don't you like? There are some questionable ones, I agree, but there are also some very good ones. ANd the cosmetic stuff is excellent, like getting rid of unnecessary spell effect icons on the character potrait or getting rid of Cloak of mirroring animation which is simply unbearable with that hissing sound effect.
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frostysh
frostysh


Bad-mannered
Famous Hero
WHY?
posted February 10, 2017 10:32 AM
Edited by frostysh at 10:41, 10 Feb 2017.

Nah, I do not need the Archer, and I do not need any subclass or dual class I good with my Diviner, his 5 STR, and 8 CON, and 8 DEX, and 30 or 50 hp, as I remembered on 17 level is good enough for me Well the situation was even worst, on the beginning with 6 DEX, or something, but after permanent bonuses from BG1, BG2 (till Illithid's City), the situation is little bit better. Still on the LoB difficulty, with SCS configured on the max difficulty too - usually my char falls by 1-3 blows that he get even from a rat . But it's ok...
He is honest, and good (Lawful-Good, balckskinned Half-Elf), never stolen anything fro innocents, never killed an innocent NPC (well, that was single accident in BG1, as I remembered, in the nasty fight with a very powerful Necromancer from the Graveyard of Boregost (I think it's Called Boregost), my char accidentally killed one wounded city-guard because of dramatic using spell with large area of effect, corious that regardless of the many guards has been killed by those Necromancer and his golems, but mr Noober was alive after the fight, despite that fact that he was in the epicenter , irony.....)


I am sorry, I just promote my char . I just like him. The problem of your daggers and throwing axes - the range. And the Arrows of Dispelling can do wonders with a lot attacks per round. It is very annoying, when somebody stand far from your party and in the difficult fight constantly hits your chars with those Arrows. On the open space - Bow much more dangerous than any throwing stuff. IMHO

Tweaks
As I thought, all of those are fixed in new versions of BG, and ahh Mirror effect from cloak, can be removed by SCS, there is such component.
What I do not like in "Tweaks", well I am play lot of time in BG1 (explored full map, every corner, tried to solve any quests that is not evil, etc..), so I can say that game with SCS and on max difficulty was enjoyable, and I do nto think, that this game is required for the any substain changes from anything that is not in the "Cosmetic Tweaks" . Also many of those stuff, I think fixed in the new version 2+ I mean. For an example " Rule Changes"

[code]
   Two-Handed snow Swords - nah
   Two-Handed Katanas - nah
   Two-Handed Axes - nah
   Universal Clubs - nah
   Description Updates for Universal Clubs Component - nah
   Weapon Styles for All - nah
   Delay High Level Abilities - nah
   Change Experience Point Cap - nah!
   Allow Stealth and Thieving Abilities in Heavy Armor per P&P - nah!
   Descriptions Updates for Stealth and Thieving Abilities in Heavy Armor Component- nah
   Allow Arcane Spellcasting in Armor - nah!
   Descriptions Updates for Allow Arcane Spellcasting in Armor Component - nah
   Expanded Dual-Class Options - what the hell is that
   Wear Multiple Protection Items - nah!
   Alter Weapon Proficiency System - I do not think so
   Cast Spells from Scrolls (and Other Items) at Character Level - hmm
   Shopkeepers Have Limited Identification Ability - Perhaps, okay
   Multi-Class Grand Mastery (Weimer) - nah
   True Grand Mastery (Schumacher, Weimer) - nah
   Change Magically Created Weapons to Zero Weight - nah
   Make +x/+y Weapons Consistent - I do not think so
   Description Updates for Make +x/+y Weapons Consistent Component- nah
   Un-Nerfed THAC0 Table - nah!
   Un-Nerfed Sorcerer Spell Progression Table - nah
   Alter Mage Spell Progression Table - nah
   Alter Bard Spell Progression Table - nah
   Alter Cleric Spell Progression Table - nah
   Alter Druid Spell and Level Progression Tables - nah
   Triple-Class HLA Tables - nah
   Add Save Penalties for Spells Cast by High-Level Casters - nah!
   Trap Cap Removal (Ardanis/GeN1e) - nah
   Remove Delay for Magical Traps (Ardanis/GeN1e) - nah
   Remove Summoning Cap - nah!
   Remove Summoning Cap for Celestials (Ardanis/GeN1e) - nah
   Alter Multiclass Restrictions - nah
   Remove Racial Restrictions for Single Classes - interesting
   Alter Dual-class Restrictions - nah
   Remove Racial Restrictions for Kits - sounds interesting
[/code]
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 10, 2017 11:10 AM
Edited by Doomforge at 11:15, 10 Feb 2017.

Arrow of dispelling are cheese. And SCS limits their amount. I don't use them myself. Too powerful. If you really want to, any bow user can use those - it doesn't have to be archer you can carry a bow on 2nd weapon slot and simply switch to it when necessary.

frostysh said:
On the open space - Bow much more dangerous than any throwing stuff. IMHO


Bows do very little damage, sadly. And the range can be reduced by movement. With haste and boots of speed, the bow has a range advantage for like 0.2 seconds   after that your character closes in.

frostysh said:
   Wear Multiple Protection Items - nah!


This one is very convenient. There's a sub-option to make it faithful to PnP - in a way that only your highest protection counts but you can wear the rest without restrictions.

frostysh said:
Multi-Class Grand Mastery (Weimer) - nah


This one is great. There's literally zero logic behind restricting multiclasses this way while allowing Dual classes to have access to Grand Mastery. Think of it: a level 2 fighter dualed to a mage (so let's say Fighter 2/Mage 31 in the end) can become a grand master of a weapon but a multiclass Fighter 20/Mage 20 cannot!? That's just ridiculous.

And the idea to restrict mastery, of all things? multi and dual classes are overpowered because they get unlimited access to spells. If anything, multis and duals should be limited i.e. to 6th level of arcane spells only. That kinda follows the idea that a dual/multiclassed character cannot properly focus on mastering an aspect because he divides his attention to magic and physical (for example). i guess someone from Black Isle noticed that multiclasses and dual classes are overpowered, but decided to half-@ss things by restricting the physical side ONLY - and ONLY for multiclasses.

Removing this restriction is also fair to PnP and makes Multi class comparable to Dual Class. Without this fix, Dual Class is superior because a dual classed Kensai->Mage ends up as a better fighter AND a better mage than multiclass Fighter/Mage.

frostysh said:
Make +x/+y Weapons Consistent - I do not think so
   Description Updates for Make +x/+y Weapons Consistent Component- nah


The inconsistence of those weapons may as well be assumed a bug. I enable this one by default, the +x/+y weapons are not very well thought of in the vanilla game.

frostysh said:
   Alter Druid Spell and Level Progression Tables - nah


This one I actually highly recommend. The Druid progression in this game is JACKED because it was originally meant to follow PnP (which ends at 15th character level IIRC, and there can only be ONE level 15 druid in the whole world), resulting in a VERY steep curve between levels 14 and 15 (1,5 milion exp to 3 milion IIRC), but then, with ToB added, Black Isle decided to give Druids "proper" high levels, in a messy way - a level every 50 000 exp or so - which makes you wait VERY long between 14 and 15 and then gain a level every few enemies. Bad game design if you ask me.
Using Clerical progression of exp makes much more sense in a videogame like this.


I don't use the rest of the rule changes, IIRC. I like the game to stay true to the original developer's vision - except things that are just highly illogical, like the ones I described above.
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frostysh
frostysh


Bad-mannered
Famous Hero
WHY?
posted February 11, 2017 12:29 PM

Nah, unfortunuatelly I have not used AoDispelling by too often, I have deleted them from stores by SCS. But this arrows used against my party, and I know how the powerful and annoying...

Well, yes you can, bu you sub-double class without "buffs" will be much more weaker than Archer, in adition archer in the open space, can use Bow from large range, and it will have a much more attack per-round than your double-sub caster. At least it will be annoying ...

speed why do you think, that Archer in the open space will be slower than any of your char? Of course if Archer will have those Boots of Speed too.

PnP - is this a "Paper and Pen" ? - PC RPG is not a paper and pen, it's required a different rules, not wearing multiple protective stuff with a lot of bonuses even without AC stuff - is one of those rules. IMHO

Mutli-Dual and Mastery - I do not know, I never used such multi-dual classes for myself, and I have not pay too much attention to that. But I think it's make a sense, Multi- is training both, Might and Magic, so its cannot focus of most powerful stuff from both schools. And dual class, "changin" his/her life, from 100% Magic train to 100% Might, for an example. So it can learn a most powerful stuff from Might, and than switch his/her life to Magic. IMHO.

But I think there is some sense in your words, I do nto remember how situation with those stuff in the v 2+, I think "release notes" may help.

+x/+y Weapons - I do not know, but I think the power of weapon in my build of BG2EE was just right.

Two Handed Axes, etc - Well I reconsider my thoughts, and I think even despite a fact, that BG have a LOT of weapons, - the more weapon, the better! Just need to make the enemies that can use such new weapons too.

Druid level - I do not know, I remember that with druids in my builds was anything fine. But Okay, still I do not think that it is a huge problem.

Racial restrictions - In this case, I think the system as in the "The Elder Scroll" is much more better, i.e. in Oblivion you can choose what do you want, despite what kind your char is. You can choose a Mage profession, by Orc character, and you will be fine, even regardless of restriction by effectiveness. !

I will make such idea on forums, a request for mod, or something.
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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted February 11, 2017 02:51 PM

frostysh said:
Well, yes you can, bu you sub-double class without "buffs" will be much more weaker than Archer, in adition archer in the open space, can use Bow from large range, and it will have a much more attack per-round than your double-sub caster. At least it will be annoying ...


What do you mean by "weaker" ? It will do 2x more damage with each attack. That's stronger, not weaker. And it can also cast spells...

the attack per round number is the same if you dual at 13.

frostysh said:
why do you think, that Archer in the open space will be slower than any of your char? Of course if Archer will have those Boots of Speed too.


What, we're talking PvP now? Monsters don't use boots of speed.

frostysh said:
is this a "Paper and Pen" ? - PC RPG is not a paper and pen, it's required a different rules, not wearing multiple protective stuff with a lot of bonuses even without AC stuff - is one of those rules. IMHO


Yes, Paper and Pen.
Pretty much every rule you see in the PC RPG is directly transfered from PnP.
The changes, such as this one, make no sense because it only makes the game more annoying.

frostysh said:
I do not know, I never used such multi-dual classes for myself, and I have not pay too much attention to that. But I think it's make a sense, Multi- is training both, Might and Magic, so its cannot focus of most powerful stuff from both schools. And dual class, "changin" his/her life, from 100% Magic train to 100% Might, for an example. So it can learn a most powerful stuff from Might, and than switch his/her life to Magic. IMHO.


It would make sense if it was like that. But current game rules are:

- multiclass has no spell restrictions despite he's focusing on both might and magic, and cannot reach grand mastery even though he can reach fighter HLAs
- dual class CAN reach grand mastery EVEN if you dual at a VERY low level. You will learn the grand mastery when leveling up as a Mage. Looks like an engine flaw to me, as this makes no sense.
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frostysh
frostysh


Bad-mannered
Famous Hero
WHY?
posted February 11, 2017 06:45 PM
Edited by frostysh at 18:50, 11 Feb 2017.

Well, I have doubts that any dual class with throwing weapon will be much more useful against monsters than Archer. Again, because of range. On the setting that I am playing it is not matter how protected your char, monsters will annihilate he/she very fast, if you will just stand and hit .
The range of Archers and their attack speed combing with powerful ammo - is superior in this case.

============ SPOILER ============

For an example, - the last battle in the BG:EE - The Black Pits! With crazy frigging Sorcerer, on max possible difficulty with all those SCS and stuff, also on max. diff.

The archer from my party managed to do some damage from a long range (the fight starting at that range), even before the lot of deadly spell start their path into side of my party.

In the end of the fight, the archer from my party have managed to damage so horrifically those frigging Sorcerer, and his followers, from the large range where he was almost immune to the some spell. Till that time, other party was truly out of HP, out of spells, out of anythings... And most of the just tried to survive .

With low range, you need to move, to change your location many times. With a large range, you can just position your archer - cover the archer by other, and just look how his/her Arrows/Bolts sending enemies back again from where they come from. Very good imho.

But the same happens with powerful monster parties . they just cover their archers, and that making a fights drastically tougher - for an example "The Lich from Docks" by Tactics for EE with above mentioned my setting. That is good example, why Archer can be very dangerous in the small rooms, if you cannot rich him fast.

Summoners is also - one of the most annoying foes,


============ SPOILER ============

For an example the little house near the house with those maniac, for BG2:EE . If your party will enter those house, the hard battle awaits! There is Lich and his follower (well nonsense symbolic stuff it, anyway...), one of his (or her, I do not know) followers is a Summoner equipped with eh "Staff of the magi" as I remembered.
Those frigging summoner, can easily ruin any tactics by her summoned creature . The reason of the many reloads of my own.
For an example, some Summons don't give a darn about any invisibility, they have a lot of resistance, and autoattack to mages/healers, and the dead cleric druid, or anything else that healing/protecting your party - this is almost 100% reload. The hell annoying indeed.
Especially the bad situation was in my case - my avatar have only 30 HP, 10 Armor - so anybody can kill him with a single hit, especially those frigging autoattack summoned creatures.  

PnP - Nah, I think PnP is only a basis of BG, but this is not a paper and pen anymore, this is a dynamical virtual world - which is imho, much more interesting. It is require for many changes in PnP.

Dual/multi - Well my solution, I ban those Grandmastery for both! But perhaps, if I will not forget, I will try to find some information about that.
Still I do not realizing why Powerful fight, can change his/her mind, and become a mage. But the experience of battles will still be available, and not forgotten.
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AlHazin
AlHazin


Promising
Supreme Hero
النور
posted February 11, 2017 06:53 PM

Hey doomforge friend, if I may say leave the boy as you will likely start bleeding too and go rather check the calligraphy thread where I wrote your username which came out quite beautiful, your welcome my good sir.

Sorry for off top.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 12, 2017 11:36 AM

F/m/t works great. I got -8 AC early on and axe with shield has proven very reliable. Soon after Irenicus dungeon you get access to a +3 undead insta-killer(that can also be thrown!) and a +3 axe with fire damage which made troll quest easier. Quick progression with counters for everything. Not to mention how handy pickpocketing and disarming traps is ^^
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frostysh
frostysh


Bad-mannered
Famous Hero
WHY?
posted February 12, 2017 12:28 PM

Elvin said:
F/m/t works great. I got -8 AC early on and axe with shield has proven very reliable. Soon after Irenicus dungeon you get access to a +3 undead insta-killer(that can also be thrown!) and a +3 axe with fire damage which made troll quest easier. Quick progression with counters for everything. Not to mention how handy pickpocketing and disarming traps is ^^
What is means F/m/t ?
I do not know, on what build of BG2EE you are playing, and on which difficulty. But as for myself, those village and little castle with trolls was a hard, regardless of what weapons you have. There is not only trolls - the powerful mages and summoners, looks like a lizards. As for myself, only a lot (a huge amount of magic, bottles, scrolls, etc) of magic helped me to win that battle, my fighters was almost useless there, regardless of the powerful armor and attack - the enemies from that castle if too powerful and in too large numbers.
Fire-spells, attacking magic, AoE, sometimes is the only things that can do some damage along with saving your party from a very fast death .  
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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted February 12, 2017 12:52 PM

Haven't played the game myself, but I suspect it means fighter / mage / thief.

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frostysh
frostysh


Bad-mannered
Famous Hero
WHY?
posted February 12, 2017 02:02 PM

OhforfSake said:
Haven't played the game myself, but I suspect it means fighter / mage / thief.
Thanx.

I never understands this sub and double classes.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 12, 2017 05:42 PM

Playing on hard. Double enemy dmg isn't necessarily harder it just forces you to rest more often. Artificial difficulty like bonus enemy dmg/hp is annoying.
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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted February 12, 2017 06:36 PM

Resting is something I generally don't like in video games. I remember from early Morrowind that after every fight I would have to rest up, not so much to regain hp, but to regain mana.
I found it rather cheap, since I was more used to Diablo 2 (though there I really disliked if I had to tp to town to fill my mana bulb, something that fortunately went away as they made it possible to actually buy mana potions).

I managed to finish MM7 before I realized it was possible to rest outside of taverns, so iIRC there I finally found a different use of food than to avoid being weak after travelling by foot.

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frostysh
frostysh


Bad-mannered
Famous Hero
WHY?
posted February 13, 2017 12:21 PM

Elvin -

Just try SCS (max difficulty set), with Big World Fixpack fixes, and do not bother yourself .

OhforfSake -

Ahh, Morrowind - very old but very cool game, in terms of the fiction world and story - MUCH more better (have a less amount of nonsense) than BG series. Bloodmoon is ice too. But when I have completed Oblivion, I realized that the guys from Bathesda failed in term of gameplay there - maximum possible difficulty, pure warrior (coz in the previous series I was pure mage) is totally unbalanced, is totally useless . Only mages is powerful in Oblivion. So what a pain it was to explore a full Oblivion large world, complete all quests etc... with a warrior .



Also they have downscaled a very powerful guys - King of worms, but at least a satisfaction .
Imho BG series must change its role-playing system, and delete that ridiculous restriction - and make like in Morrowind, you can choose any class by any race, but you will have some disadvantages, i.e. Orc-Mage. etc  
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 13, 2017 01:49 PM

Turns out I had scs after all, which is a relief. Enemies avoid aoe effects, mages use contingencies and insta-kill summons etc. No particular jump in difficulty, just less cheesy tactics.
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OhforfSake
OhforfSake


Promising
Legendary Hero
Initiate
posted February 13, 2017 01:53 PM

Well I never played Oblivion so I won't know, but in Morrowind everything could be ridiculous OP thanks to lack of limits, which I kind of liked, but it also meant one had to limit oneself to not make the game extremely ridiculous.

I recall some stuff I liked was to carry a lot of Sujamma which gave +50 str. pr. potion. Or applying enough temp bonus to enchant to take it over 100, so every time I would cast a spell from an item, it'd only spend a single point (or zero points? I don't remember).

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frostysh
frostysh


Bad-mannered
Famous Hero
WHY?
posted February 14, 2017 12:34 PM

Elvin -

SCS have components like "Improved Dragons" - which is making dragons have +50% HP and the pre-cast .  I think even on "Hard" difficulty it will be hard, also there is a lot of stuff from "Bg2 tactical challenges" component . for an example, this is my SCS-log of installed comps.
[code]
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2040 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy Harm spells reduce target to 1 hit point; player Harm spells do 150 hp of damage: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2050 // Allow individual versions of Spell Immunity to be placed into Contingencies and Spell Triggers: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2111 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at their level (not twice their level): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3020 // Replace +1 magical weapons with Fine ones: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3040 // Reduce the number of Arrows of Dispelling in stores -> Remove Arrows of Dispelling from stores: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3050 // Remove the Shield of Balduran from the game: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3060 // Remove the invisibility power of the Staff of the Magi: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3070 // Move Vhailor's Helm into Throne of Bhaal: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3080 // Move the Cloak of Mirroring: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3090 // Move the Robe of Vecna into Throne of Bhaal: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3110 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4093 // Decrease the rate at which reputation improves -> Reputation increases at about 1/4 the normal rate: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4164 // Increase the price of a license to practise magic in Athkatla -> License costs 50,000 gp: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4174 // Increase the price asked by Gaelan Bayle -> Gaelan wants 120,000 gold pieces: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4210 // Randomise the maze in Watcher's Keep: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from certain areas -> Remove all ammo from random containers: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6024 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal and Shadows of Amn get HLAs (very challenging and not really recommended!): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6104 // Potions for NPCs -> All of the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6552 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6561 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids can see through invisibility (matches Tactics mod): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8043 // Increase difficulty of level-dependent monster groupings -> Maximum difficulty: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8061 // Improved de'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8081 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 BWP fix + K4thos' EET compatibility
[/code]

I so want to play . But I need to wait before downloading of SOD will complete (this will take a ~week), then I will finish SOD, and then on LOB + SCS + Tactics for EE , again BG2 . Ice! .

OhforfSake -

Morrowind was very difficult in the beginning (max possible difficulty, Mage), then it became easy. But "Bloodmoon" DLC for Morrowind, was difficult (max possible difficulty setup) even with a full explored world of Morrowind and full experienced char. especially in the end.

But in the any case - gameplay of BG is much more good (D&D system is ok) than Morrowind and especially than Oblivion. For an except of character creation, bonuses and stuff - in this case Elder Scroll is MUCH more better.
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