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Dragon Age....I hate to admit it, but derp roads killed it..

Volourn

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"When the next awesome game comes from Bioware will you also tell us how DA actually sucks and we should like the new one too? "

yeah, must explain why I feel JE, and ME are both better than BG2, right? Oh yeah, i didn't. Or, how awesome I think Sonic RPG is. Even though my careometer aboutt he game was so low, I didn't even bother with it.

Seriously, why are people so butthurt that they feel the need to lie?
 

FeelTheRads

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Seriously, why are people so butthurt that they feel the need to lie?

I don't know, you tell me Volourn. You tell me why every time Bioware releases a game (ok, a game you like) you're so butthurt that not everybody likes it and you start lying?
 

Volourn

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How do I lie? Everything I post is the truth. You, on the other hand, have already been rpoven to lie in your previous post.

You claimed that I beleive every new BIO game is better than all the ones that came before when - as I sure you read enough of my posts to know better since you were able to quote the 75% thing correctly - to know that simply isn't true.
 
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Vault Dweller said:
The combat is pretty good, better than BG2 in all aspects but the mage duels. The problem is too much filler combat.

Well if you like MMO combat in a single player game, I guess you can say it's better. But even then, the encounter design is so bad that it doesn't matter how good the combat system is.

It's been awhile so I don't really remember what was so awesome about BG design encounter? I really want to know.

It's not that BG2 had super-awesome encounter design. It's that it wasn't laughably bad like DA's.
 

hiver

Guest
Dajaaj said:
Vault Dweller said:
It's been awhile so I don't really remember what was so awesome about BG design encounter? I really want to know.

It's not that BG2 had super-awesome encounter design. It's that it wasn't laughably bad like DA's.
Well, you definitely pooched the poop with that last one Dajaaj.
You could have mentioned imaginative approach and attention to details in many of them.
Shadow dragon one for example. Thoguh fairly linear, effort was made into its presentation, from the village, to surrounding area, finding clues about weird deaths, checking the rangers cabin and reading her diary, finding tracks and blood, finding Valygar on the side which opens up Planar Sfere, negotiating between mercenary band of Ogres and the village - which can be solved in a few ways.
-and several smaller sidequests in the village-

Going into Shadow forest and getting all that lore about Sun god and Shadow lord, lore that actually helps dealing with the situation. The opening area, the entrance to the dungeon with the mirror thingie.
Dungeon itself is very interesting. The way you need to open section of it by learning about its lore, and how by taking items you need you actually create more dark thus causing more shadows to attack you (though it isnt anything terrible) and depending on dialogue options you can get a small stone with which you can bypass sleeping Shadow dragon and attack Shadow Lord himself then escape and come back for the Dragon when youre stronger. If necessary.
Find an additional NPC (little halfling) and her small side quest.

If your playing the Ranger or have All strongholds free mod installed then your actions and choices in specific Stronghold quests are judged and rewarded by the Spirit of the Forest. And... i believe , then you have several small sidequests dealing with the stronghold.

Yeah, i would call that interesting / imaginative area/encounter design.

Or Spellhold in contrast of Tower of Mages in DA.

Though most of you are missing that VD is talking about quality of quest design - rather then how interesting or imaginative quests are as in BG2.
He is speaking purely about your options inside quests, options in different ways of resolving them and what different outcomes they cause.
- Or largely about it, whatever. You get the point. Redcliff and Warewolf forest are certainly done in ways that i was satisfied with from imaginative and "interesting" side too.

There DA is in its own thing, compared to BG2.
Though as i noted above BG2 has its own strengths, to compensate in another ways DA is not that full off.
 

Grunker

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Vault Dweller said:
Grunker said:
I'm half-way through on my second playthrough, and it's definetely not near as good as BG2 or even BG1. Many have pointed out why; repetition of encounters, the same generic encounter-structure, and only a handful of different enemies.
BG2's linearity, lack of multiple solutions, and painfully simplistic quest design* are a much bigger flaw than DA's combat filler.

*Thieves questline (that's the main quest, btw):

Q1. Help a guy at the docks: go there at night, wait for the vampires to kill a guy you were supposed to help, defeat the vampires, report back to get 30k experience per party member.

Q2. Prevent thieves from leaving: go to some inn, talk to two thieves, they turn hostile, kill them, kill the contact, report back to get 30k experience per party member.

Q3. Clear the nest - straight dungeon crawler without any options. Report back to get 50k experience per party member.

You must be fucking kidding me. We're not talking about quest-design here - don't stray. We're talking encounter design. Even in on the fucking graveyard nest-clearing quest you have mobs trying to do a lot of different things to you, and most encounters differ. Urn-quest consists of people charging at you, the only difference being a wizard now and again (the only difference between a dragonling and a cultist being more hitpoints and a small flamie-attack).

And - surprise surprise - this is the way ALMOST EVERY FUCKING ENCOUNTER IN DA:O IS DESIGNED.

The main reason being there's much too little diversity in the monsters.

You're gonna lose if you choose to defend DA's encounter-design compared to BG2's.
 

Serious_Business

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Volourn said:
How do I lie? Everything I post is the truth. You, on the other hand, have already been rpoven to lie in your previous post.

You claimed that I beleive every new BIO game is better than all the ones that came before when - as I sure you read enough of my posts to know better since you were able to quote the 75% thing correctly - to know that simply isn't true.

Bullshit. Lies. Not as it should be. Roofled. MoraN

most definitely
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Dajaaj said:
Vault Dweller said:
The combat is pretty good, better than BG2 in all aspects but the mage duels. The problem is too much filler combat.

Well if you like MMO combat in a single player game, I guess you can say it's better. But even then, the encounter design is so bad that it doesn't matter how good the combat system is.

It's been awhile so I don't really remember what was so awesome about BG design encounter? I really want to know.

It's not that BG2 had super-awesome encounter design. It's that it wasn't laughably bad like DA's.
Proof? Arguments? Maybe I'm getting old and need glasses, but I don't see how the DA encounter design is any fucking different from that in any other IE game. You walk into a room, monsters attack you. The end. That's as much fucking depth as you normally get.

However, I'd LOVE to actually read some arguments and learn from such enlightened folks. What I'm getting tired of reading is the usual "i hate!" crap. It's your fucking right to hate whatever the fuck you want, but can you do everyone a favor and explain why you hate it so fucking much and maybe we'd join you and hate shit together. Won't that be something?
 

Warden

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So, Vault Dweller is the New Volourn...

Ah, so touching.. :cry:

OT, As most have been saying:

-Idiotic and imbalanced combat ruleset. GJ Goerge Zoeller!
-Everything level scales, enemies and items (and the scaling span is so big it's actually the same shit as limitless scaling). Which is even more idiotic than the idiotic combat system. As if encounter level scaling isn't atrocious enough. GJ Goerge Zoeller!
-Lacking if you like side quest stuff.
-Boringly DEAD little cities. Even Lothering is more interesting than the capital, Denerim. Empty tavern in the center of Denerim? Yay!
-Forest design.. well, lets just say that vegetation levitates instead of being attached to the ground.
-So fucking much filler combat against the same enemies WITH this idiotically imbalanced and uninspiring combat ruleset.
-Sometimes; idiotic and unexpected reactions to certain dialog options (approval stuff). GJ David Gaider!
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
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So... Warden, I presumed you pre ordered ME2 just so you can bitch about it, too, right?

What a pathetic tool.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Grunker said:
Vault Dweller said:
Grunker said:
I'm half-way through on my second playthrough, and it's definetely not near as good as BG2 or even BG1. Many have pointed out why; repetition of encounters, the same generic encounter-structure, and only a handful of different enemies.
BG2's linearity, lack of multiple solutions, and painfully simplistic quest design* are a much bigger flaw than DA's combat filler.

*Thieves questline (that's the main quest, btw):

Q1. Help a guy at the docks: go there at night, wait for the vampires to kill a guy you were supposed to help, defeat the vampires, report back to get 30k experience per party member.

Q2. Prevent thieves from leaving: go to some inn, talk to two thieves, they turn hostile, kill them, kill the contact, report back to get 30k experience per party member.

Q3. Clear the nest - straight dungeon crawler without any options. Report back to get 50k experience per party member.

You must be fucking kidding me. We're not talking about quest-design here - don't stray.
Selective memory, Grunk?

Grunker: "I'm half-way through on my second playthrough, and it's definetely not near as good as BG2 or even BG1. Many have pointed out why; repetition of encounters, the same generic encounter-structure, and only a handful of different enemies."

If you're having problems understanding your own arguments, let me help you. You said that both BG1 and BG2 are better than DA and supported your claim with another claim - the encounters are better in the BG games.

Now, had you limited your post only to claim #2, any non-encounter comments would have been out of place, but because you decide to draw the conclusion that the BG games are superior to DA, you've invited everyone and me in particular to poke holes in your arguments by comparing other aspects of both games.

Even in on the fucking graveyard nest-clearing quest you have mobs trying to do a lot of different things to you...
Like what? I realize that arguments like "well, a lot of different things, really" sound much better than anything specific, but I'd have to ask for some details.

And - surprise surprise - this is the way ALMOST EVERY FUCKING ENCOUNTER IN DA:O IS DESIGNED.
*gasp*

You're gonna lose if you choose to defend DA's encounter-design compared to BG2's.
I'm not defending it. I merely fail to see what was so exciting and awesome about the BG encounter design. A thorough explanation will be appreciated.

Also:

...and only a handful of different enemies [in DA compared to BG]
You'll be pleasantly surprised to learn that DA has 32 different monsters (not counting humans and not counting different variations like Genlock, Genlock Alpha, and Genlock Emissary). BG1 had under 40 monsters. BG2 had more, of course, but that's a different story since it had monsters from two games.
 

Kaanyrvhok

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Vault Dweller
I just want to thank you for being the second person to argue that DA is better than BG. Its not that I agree with you but it damn sure is entertaining.
 

Mantiis

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I am playing on Hard, for what it's worth my thoughts (DA vs BG2):

Encounter after encounter of bland enemies which get demolished by AoE spells gets old real quick. Magic is incredibly broken vs the other talents. This is compounded by fighters and rogues having to specialise in a fighting style - if you go down a two handed route you cannot switch to sword and board for a particular encounter and still be useful.

Getting teleported for conversation is annoying - I don't recall being teleported in BG2 for a conversation. Having said that I am playing a mage MC so it doesn't matter that much as I have many 'I win' buttons in the hotbar. See the first point.

I don't care about the plot - there is no desire for me to end the blight apart from 'u r a warden so you have to lol'. And quite frankly I really don't see how I am more uber than the next dude so why warden's are the only ones that can do it is beyond me but I am getting off the point. In BG2 I gave a shit because I was effectively raped by Irenicus and he needed to pay. The betrayals along the way gave me more want and desire to end him and the fact that I wasn't 'saving the world' made it more of a personal story so I cared more.

Incredibly dull sidekicks, shale is somewhat interesting as is sten but for the most part they are quite dull. This is a personal preference I guess not a valid point.

Level scaling can go fuck itself in the arse. I entered an area (I think it was the andraste ashes area) got bored with it and did some more interesting quests then came back and one shotted everything. From what I have read this is because the level locked to when I first went there. So I guess I should really say fuck level locking in the arse.

Dragons are way too easy to kill, on hard I haven't died to one yet. This is partially because magic is broken.

No loot whoring - at least in rpgs that suck at least you can be a loot whore. Not so here, just because you have killed a dragon doesn't mean you are going to get anything good. And what is with the fucking models for robes/helms, seriously people were paid to fucking come up with the ugliest models ever. I can understand what they were trying to do but with the helmets on my MC looks like a fucking dildo.

Having said all that it is better than NWN2 OC/NWN1 and BG1

Edit: that should be fighters and rogues in the first point.
 

Lesifoere

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Messages
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Vault Dweller said:
Lesifoere said:
Not Kingston, but I'll bite.

Take Irenicus' dungeon. Yes, we're probably sick to choking of that dungeon because most of us have replayed BG2 quite a few times, but even then it's got quite a bit of variety. The genie, the dryads, the pocket plane, the doppelganger on the second floor....
BG2 had a shitload of monsters. Got it.

Do you deliberately miss the point or are you genuinely that obtuse? Hint: all the things I've listed talk to you, i.e. they're more than boring cannon fodder to mow through. The dryads give you a quest; the doppelganger pretends to be a human; the genie in the pocket plane gives you a quest; the other genie gives you that silly test and summons an ogre, etc etc.

Must be a chick thing.

Ooh, I'm told. Let me pinch your cheeks. Puberty is something people are supposed to outgrow, you know.

I agree that Athkatla is probably the best RPG city ever and that Denerim doesn't even come close. However, a city, no matter how well done, does not a game make.

Cute. Athkatla isn't the only thing that makes BG2 good. Pretty much every single side-area--Trademeet and all--has DA's main-quest areas beat, if only by virtue of not forcing you into yet another way-too-long dungeon stuffed to the brim with idiotic quantities of trash mobs.

Subjective.

R00fles! FFS! Bullshit! WHY DO YOU LIE.
 
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Vault Dweller said:
Dajaaj said:
Vault Dweller said:
The combat is pretty good, better than BG2 in all aspects but the mage duels. The problem is too much filler combat.

Well if you like MMO combat in a single player game, I guess you can say it's better. But even then, the encounter design is so bad that it doesn't matter how good the combat system is.

It's been awhile so I don't really remember what was so awesome about BG design encounter? I really want to know.

It's not that BG2 had super-awesome encounter design. It's that it wasn't laughably bad like DA's.
Proof? Arguments? Maybe I'm getting old and need glasses, but I don't see how the DA encounter design is any fucking different from that in any other IE game. You walk into a room, monsters attack you. The end. That's as much fucking depth as you normally get.

However, I'd LOVE to actually read some arguments and learn from such enlightened folks. What I'm getting tired of reading is the usual "i hate!" crap. It's your fucking right to hate whatever the fuck you want, but can you do everyone a favor and explain why you hate it so fucking much and maybe we'd join you and hate shit together. Won't that be something?

The main reason has to do with the incredibly large amounts of trash combat. For example, in the evil temple place when you're looking for the urn, almost every battle is the exact same: a bunch of cultists, some are warriors, some are fighters, some are mages. That particular battle isn't a bad thing, in fact the first time you do it it's quite fun. The problem comes in when you spend the next hour doing the exact same battle again and again. Even when you get different enemies, like with the dragonlings, they're basically just warriors with a breath attack. Your strategy to defeat them is the exact same as it is to defeat all the other battles. There are a couple of cool encounters: the one where you fight the supermage, a few cultists, and a few drakes was well done and is fun. But you have to do so much of the same old same old to even get there it becomes tiring, boring, and most important just not fun. A game shouldn't be about getting through a lot of boring, repetitive stuff to make it to a small amount of good stuff.

The worst part is, though, that it's not just in that temple. Most of the other parts of the main quest are like that. The forest? It's not terrible until you get into the temple where the werewolves are, but once you do it's a long trek fighting either a bunch of spiders, a bunch of wraiths, or a bunch of werewolves. The fact that there are 3 separate fighting groups there would normally be fine, except that these same groups show up again and again with very little variation. It's just a lot of repetition, and, for the most part, each battle plays out the same way. The mages' tower is also like this, for the most part, just fighting the same abominations or blood mages over and over. Except for the fade part. The fade part there was really awesome and well done, it's just a shame that it was a chore to get to.

In BG2 there was variation. You would have the exact same encounter twice at the most in any given questline or location, and for the most part each quest was a number of totally different encounters that you had to use different tactics to win. For example, Firkraag's dungeon place. At the beginning you fight a group of orcs, then there's ogrillons and vampiric mists, followed by a rakshasa and two exploding kobolds. That's just one part of the dungeon, and unless you're just way overpowered you have to use different tactics to succeed in each fight due to the abilities and immunities of the various enemies. On the next section of the map you fight orcs again, except this time they are behind secret doors with murder holes shooting at you. Then there's a troll, some hobgoblins, and an otyugh: your tactics don't change too much here, but it's not just more orcs doing the exact same thing. Then there's the room full of vampires, and if you use the tactics you used to kil the orcs here you are going to have a tough time. After that is the little mask quest, where you have to fight a number of efreet, followed by a whole party encounter (if this were DA you'd have had about 4 of these types of encounters already, since most of the enemies are basically the same). After that you get the wolfweres, who have their own set of immunities which makes it hard to just pretend they are orcs. Then there are the golems, though these are completely optional they are a fun and challenging (in a way that hasn't been done yet in this specific dungeon) fight. Then there are the orogs, which are basically just orcs, so that's a boring encounter. Then Tazok arrives, which is basically like one of DA's mini bossfights, with him and a bunch of orogs. Finally you fight the age and the dragon, or do them one at a time. Neither of those encounters is like anything else in the dungeon so far.

If that dungeon was in DA, I would expect the orcs to be boosted and basically made to be the equivalent of your party, with a strong mage and a couple of thiefs. Then most of the enemy variation would be taken out and replaced with the orcs save for maybe two groups, let's say the wolfweres and the vampires. Unfortunately, they would also basically be just like the orcs, with one or two ability differences, and you would fight them in the same general way. I would expect the Tazok fight and the last fight to not change very much, though you probably wouldn't fight the mage by himself, and Tazok would be helped by orcs, not orogs. You would lose most of the variation that you got, and for the most part each battle would be fought like the last.

The fact that I can go into detail about each fight in the Firkraag dungeon, but for the urn temple one in DA it's pretty much a bunch of cultist encounters, then a few dragonling or drake encounters, and 2 unique ones, shows me how BG2 is more varied and less boring than DA. If you don't see it that way, that's your prerogative, and I'm not really trying to change your mind or tell you that DA is a horrible game and you should stop playing. In fact, I don't think DA is a horrible game. I genuinely enjoy playing it which is why I've been able to stomach the combat and encounter design that I find boring. I just wish it were better in this area because it would move DA from simply the "good game" category to the "excellent game" category. But as it is, with such a big flaw (in my opinion) in such a large part of the game, it can't be better than BG2, which devoted a large part of the game to combat as well, but it was done better.
 

Grunker

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First, I'd like to reinforce this:

That particular battle isn't a bad thing, in fact the first time you do it it's quite fun. The problem comes in when you spend the next hour doing the exact same battle again and again. Even when you get different enemies, like with the dragonlings, they're basically just warriors with a breath attack. Your strategy to defeat them is the exact same as it is to defeat all the other battles.

'cause it's a good argument. Furthermore:

Proof? Arguments? Maybe I'm getting old and need glasses, but I don't see how the DA encounter design is any fucking different from that in any other IE game. You walk into a room, monsters attack you. The end. That's as much fucking depth as you normally get.

This makes it pretty obvious you're looking at DA in rose-tinted glasses. I'm sorry VD, but in BG2, each monster fight had to be tackled differently, depending on what kind of attack they used, how they were positioned, how your party was structured, which defenses they had. In each of these cases there were much bigger variety of options. Some examples for your reading pleasure:

In DA, a wizard might have arcane shield or spell shield when you meet him. In Baldur's Gate, he might have Stoneskin/Mirror Image/Shield/Spirit Armor/Mantle/Protection from Weapons or he might have one of the 11 spell protectors. If he has mantle, you know the spell is going to end soon which gives you a whole different tactic that just PoW.

This is so for almost every creature or type or creature, not only spells. I'll give you an example as you asked (vampires) below, but I have tons and tons more, just ask baby.

If you're having problems understanding your own arguments, let me help you.

Don't be sarcastic, you're not very good at it.

Like what? I realize that arguments like "well, a lot of different things, really" sound much better than anything specific, but I'd have to ask for some details.

Vampires had dominate, level drain, and the 1 or 2 special vampires were spellcasters. These spellcasters were entirely different from other spellcasters, in that they mainly focused on symbols and holding you in place or making you flee before taking you out with minor damage spells (meaning a saving throw-focused wizard battle). This meant tackling vampires in a whole other way - avoiding melee combat as much as possible, taking them out with undead focused attacks and archery.

I have sooooo many examples on this. Going through BG2 was so, so much more than just next room, next monsters. In fact, this is true of almost every goddamn RPG I've ever played. DA is horrible in this aspect. Every monster is almost entirely the same, just with a new skin. And on top of the encounters are designed thusly: Place a handful of monsters and a wizard, and you're done!

You'll be pleasantly surprised to learn that DA has 32 different monsters (not counting humans and not counting different variations like Genlock, Genlock Alpha, and Genlock Emissary). BG1 had under 40 monsters. BG2 had more, of course, but that's a different story since it had monsters from two games.

Source? 'cause I can't find it :/

Anyway, should you be right, it doesn't really take the punch out of any of my other arguments. On top of that I'd like to again mention the very, very small difference between these 32 monsters.

You know, sometimes I think it's as simple as: Why the fuck did they create their own retarded system? It's fun to play around with and all that, but it has nothing on diversity of established systems.

You may not be defending it, by the way, your claim just seems so outright absurd to me that's what it seems like. Excuse me for using some demagorgy; the claim that DA's encounter-design is the same or better than BG2 is on par with Skyway/Volourn-statements - it's something most people would object to, and you state so without providing any sort of argument. There are many things I have mentioned such as positioning and alot more of the factors that BG's system had a lot more options. DA is basically the same combat repeated in the same way through the entire game. This cannot be said of BG.
 
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Vault Dweller said:
Now, had you limited your post only to claim #2, any non-encounter comments would have been out of place, but because you decide to draw the conclusion that the BG games are superior to DA, you've invited everyone and me in particular to poke holes in your arguments by comparing other aspects of both games.

Like the crippling flaw of MMORPG combat wasn't enough, now you want to devastate DA further by comparing it's other flawed aspects to BG2.
 

kris

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baronjohn said:
So it seems more and more people are realizing that Dragon Age is intolerable shit.

Too bad it took you so many hours to get the same conclusion I came to after playing for 10 minutes. Imagine what you could've done in that wasted time when you cry yourself to sleep tonight.

Next time, listen to me. I'm smarter than you.

The only one crying is you and for some reason you continued playing and crying and now comes her to cry again. I enjoyed it instead, I feel I got the better deal. Although I guess I didn't get to be "smart" as you.
 

Grifthin

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Well in Buldurs gate 2 every battle went exactly the same way.
Party had tanks, casters, support.
So usually Rogue/Fighter/Paladin/Cleric/Wizard/Wizard.
Party gets buffed preferably with mindblank/death wards etc.
Fighters fight, wizards debuff enemy, Rogue uses bow, Cleric heals. There was no need to change tactics. Every single fight could be solved in that way. Half the Time to rogue was useless (no backstab against undead/constructs/etc) so was only good out of combat. This was fine. The fighter was the biggest money sink due to trying to get his THAC0 to something decent. The Cleric pretty much didn't care about equip other than some decent armor and the wizards didn't need shit to be effective. Anything from Golems to Dragons to humanoids could be solved in exactly the same way.

So baldurs gate 2 had a larger variety of enemies, but the battles boiled down to the same thing at the end of the day even though there was a variety of enemies they all died pretty much the same. But then again all RPG's boil down to that at the end of the day so I don't see what the point is about complaining about Crpgs. They can never be as varied as pnp.
 

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