Malakal said:The Feral Kid said:I think encounter design was, generally, better in Baldur's Gate 1 with all the adventuring parties that were out to get you. In BG 2 you mostly fought against hordes of monsters which is kinda boring. With the exception of 2-3 encounters including the Guarded Compound one in Athkatla which is the most memorable (and probably the toughest but also most rewarding) battle in the entire series. Also the abundance of magic items ruined a lot of the fun in BG 2. BG 1 was far more balanced in that aspect.
BG1 offers such gems like endless combat with Xvarts, kobolds, gnolls and other trash mobs. Just read the LP that we have here for accurate description.
Xor said:Most interesting fight is probably the ascension version of the dragon bhaalspawn in TOB. It's fucking impossible.
VentilatorOfDoom said:1) My point was that the encounters - even trashmobs - offered variety
2) While most of the encounters I listed are easy, some are challenging too btw prebuffing ie preparing is also a form of tactic
VentilatorOfDoom said:You have a point with those self-imposed limitations, of course you can ruin the experience by using all those cheater methods, spike traps, scrolls of pro magic/undead, the anti beholder shield etc and since "winning" encounters that way isn't rewarding you can then complain. Bio is certainly to blame for even including that shit. But as it so often happens mods can fix it! SCS2.
Flemeth, Spider Queen, Revenants are actually relatively hard fights, if you encounter them early on (pretty much like Firkraag).VentilatorOfDoom said:No, one couldn't.
I fail to see the difference.Needles said:I'd rather call it encounter scaling. The enemies don't scale, there are just more powerful enemies added.
Very few RPGs don't have trash mobs. Ever played Arcanum, Wiz8? At least in BG2 real trash mobs are a matter of seconds, cast a skulltrap and move on.Needles said:1) Well yes, to a point. However, at least for me, their variety couldn't mask the fact that they were trash mobs.
That's the charm of it, for every spell there is some other spell that can protect you.Needles said:2) Prebuffing is a controversial topic... and while I think it can be interesting, I don't think it was implemented that well in BG2 (I remember several encounters like this: Fight starts -> enemy uses insta-gib spell on my main character -> game ends -> reload -> prebuff against that spell -> kill enemy easily)
I merely mentioned it as an alternative to restrain yourself from using cheese.Needles said:Of course they can -and do- but I think this should not be used as an argument when judging the quality of a game.
Boss fights in DA were silly. Beefed up massive HP pools on the bosses, who obviously don't play by the rules, and arcade-style encounters like the broodmother, where everytime you hit a certain HP threshold some event happens like the spawning of a new wave of minions. Lame.Needles said:Flemeth, Spider Queen, Revenants are actually relatively hard fights, if you encounter them early on (pretty much like Firkraag).
But yeah, you're right, BG2 wins through quantity alone.
And there's no herping in the derp roads.
Well, there is a difference. Kobolds don't magically become epic kobolds with 500HP for instance. Just some more powerful monsters spawn to provide a bit of a challenge for higher level parties. On a few selected spots. What's the alternative anyway? Make the game completely linear so that encounters can be balanced properly? Level-scaling is not always a bad idea in my opinion.Needles said:I fail to see the difference.
VentilatorOfDoom said:Very few RPGs don't have trash mobs. Ever played Arcanum, Wiz8? At least in BG2 real trash mobs are a matter of seconds, cast a skulltrap and move on.
Mysteries of Westgate didn't have trash encounters. Worked very well in that game.
VentilatorOfDoom said:That's the charm of it, for every spell there is some other spell that can protect you.
VentilatorOfDoom said:Boss fights in DA were silly. Beefed up massive HP pools on the bosses, who obviously don't play by the rules, and arcade-style encounters like the broodmother, where everytime you hit a certain HP threshold some event happens like the spawning of a new wave of minions. Lame.
VentilatorOfDoom said:Well, there is a difference. Kobolds don't magically become epic kobolds with 500HP for instance. Just some more powerful monsters spawn to provide a bit of a challenge for higher level parties. On a few selected spots. What's the alternative anyway? Make the game completely linear so that encounters can be balanced properly? Level-scaling is not always a bad idea in my opinion.
Why do they have to be balanced "properly", what ever that means? You put enemies with appropriate capabilities in the logical place and that's pretty much it. Didn't games do that for most of their history? Having encounters perfectly balanced all the time actually kills any sense of progression - hence the hate for levelscaling.
Who complains about Bugbears in ToEE constantly? Darth Roxor? Besides, it's true that ToEE had just not enough challenging encounters. Of course it had some cool fights like the Balor or the salamanders in the fire temple but it just wasn't enough. Generally speaking the encounter difficulty went down the shitter as soon as you got Fireball.Needles said:You're right, most RPGs do have trashmobs, but I see people constantly criticising.. say ToEE, for epic amounts of bugbears.
You mean it's ok in Arcanum to fight absolutely identical encounters with wolves/assassins again and again because you can switch on realtime-mode and it goes fast then, whereas trash encounters in BG2 which do actually differ and go by equally fast are a problem? As for enduring empty animations: do you mean after you have used up your attacks per round and don't want to move/cast a spell/use an item - which you could do in the remaining seconds of that round - but keep on attacking the game shows some fake attack animations until the next round starts? Yes, waiting the remaining 2 seconds watching this animation can be very taxing on one's endurance. Especially considering that you have a whole party to manage. Of course once you have a couple attacks per round it will hardly happen anyway but whatever.Needles said:So it's bad to have filler combat, but it's okay if the critters look differently (or use flaming arrows which do small amounts of damage as oposed to +1 arrows which do small amounts of damage).
And moreover, at least you can switch on RT mode in Arcanum and zip through dungeons very fast - you don't have to endure empty animations while waiting for the next 6 sek round.
Frankly, I do not like insta-gib spells being cast at the party, at least not if they destroy a character permanently. It sucks because it enforces reloads. Normally you would just raise the char afterwards but you can't. I prefer it like in IWD where Finger of Death etc just kill characters normally and you can resurrect them.Needles said:Which is good, of course, but it really encourages either savescumming (in case of insta-gib spells) or being perma-buffed in dungeons, which is kind of lame.
What bothered me in DAO is that bosses don't play by the rules. Irenicus might be a difficult foe to defeat but he's still a DnD wizard with the HP of a wizard casting spells like a wizard etc. Of course, considering the sorry excuse of a spell system in DA it might be pretty much impossible to have a caster like that, so they probably did what they could and just gave them awesum resistances and super-HP instead.Needles said:Well-implemented boss fights based on phases are in my opinion a very valid approach to tactical combat. Not the only one obviously, and I do think that in DA:O these phase transitions don't happen very naturally/dynamically. While this is probably a bit of-topic: I believe that current RPGs could learn a bit about encounter design from MMOs...
Take KotC for example, or IWD. Those games are linear. You do area A after which you progress to area B etc. That way it's easy to balance the encounters in a given area to provide a decent challenge for a party of a level that's to be expected at that point. You still have a sense of progress in those games, also not every single fight has to take you to the limits.Needles said:Why do they have to be balanced "properly", what ever that means? You put enemies with appropriate capabilities in the logical place and that's pretty much it. Didn't games do that for most of their history? Having encounters perfectly balanced all the time actually kills any sense of progression - hence the hate for levelscaling.
Xor said:Irenicus does have more HP than he should by the book rules IIRC.
But then I pull that crap all the time on my villains when running D&D.
oneself said:Don't know about Irenicus, but Wraith Saverok in Hell had 560 HP.
Within the rules? Unlikely.
Malakal said:oneself said:Don't know about Irenicus, but Wraith Saverok in Hell had 560 HP.
Within the rules? Unlikely.
Templates perhaps? Insane CON (if it works on undead anyway)? But yes, some enemies have gotten stronger than normal rules would suggest. But Irenicus did suck dry the tree of life and Warath is met in goddamn HELL. Special rules apply too.