It's a great map. Up there with Old Sycamore.Oh I cheked my notes and there's one party of exiled druids in a far corner of the map. It's obvious you don't have to fight them because they're right on the edge, not blocking your path to anything. Just an out-of-the-way challenge. The rest of the map is animals, trees, and a few demons.The druids are encountered way before then, you are thinking about the scripted encounter but there are random ass druids + their buddies
waiting to fuck you up just dotted around the map
Honestly the ancient treant is way worse than the druids
Edit: Oh, I did play with standard enemies and not increased. If increased adds more druids everywhere, then you're getting what you opted into.
Symbol of Revelation works.You can buff with mind blank to deny divination-based concealment negation. I don't remember things having true sight until late act3. Until you get it on a caster you can use scrolls, pretty sure they are sold. Only thing that can truely break through concealment is echolocation.ok many mobs have true sight but its usually the bosses if i remember correctly.
Also worth noting a lot of bosses with concealment also have mindblank (like playfull dorkness) so only way to break through their concealment is either dispelling the mindblank or echolocation from a UMD scroll or shared by an alchemist/BFT
Oddly, in my last playthrough, I couldn't understand the ghost. It was only through previous play-throughs that I knew what was going on (and kept the whip, because I wanted the sweet xp from 6 or 7 high level spectres)When you pick up the item, a ghost pops up to start yelling at you. I put it back because I knew if it was an encounter I was expected to manage without too many problems it'd just trigger automatically instead of giving me a warning.To be fair it is natural behaviour in CRPGs to kill everything you come across. It isn't immediately obvious when you encounter those spirit druids, that you can actually just skip past them.
Imagine if, for example, one of your party members commented, upon entering the area, something like 'this place looks dangerous' etc
Oh I cheked my notes and there's one party of exiled druids in a far corner of the map. It's obvious you don't have to fight them because they're right on the edge, not blocking your path to anything. Just an out-of-the-way challenge. The rest of the map is animals, trees, and a few demons.The druids are encountered way before then, you are thinking about the scripted encounter but there are random ass druids + their buddies
waiting to fuck you up just dotted around the map
Honestly the ancient treant is way worse than the druids
Edit: Oh, I did play with standard enemies and not increased. If increased adds more druids everywhere, then you're getting what you opted into.
The gargoyle cave is overtuned considering how early it is in the game. This mission should definitely be somewhere after the leeper's smile.Unfair TB is really hard on squishy MC. Nothing like a wave of gargoyle spawning and double boneshaker your squishy ecclesitheurge before you can act. I came prepared for hold person in the cave with a FoM scroll but I guess I will need to bring more stuff and probably pop a bunch of summons to prevent the final wave to gang my MC. I somehow always forget how brutal early act2 is. My MC has to camp in invis every 1st round of scripted fights or it just get murdered before it can act, and my entire party has imp.initiative.
Improved Initative is helpful, but far from sufficient on Unfair. You need high Dex, Initiative boosting class abilities (inquisitor, instinctual warrior, Divination Wizard, Sword Saint, Sohei) or, barring that, stacking also Inspiring Leader Mythic Ability, Mythic Improved Initiative and items like Wind Helmet too.Unfair TB is really hard on squishy MC. Nothing like a wave of gargoyle spawning and double boneshaker your squishy ecclesitheurge before you can act. I came prepared for hold person in the cave with a FoM scroll but I guess I will need to bring more stuff and probably pop a bunch of summons to prevent the final wave to gang my MC. I somehow always forget how brutal early act2 is. My MC has to camp in invis every 1st round of scripted fights or it just get murdered before it can act, and my entire party has imp.initiative.
There is like two gargoyle (the two clerics which are part of the entrance wave at the end) that aren't ''half-fiend'' in the whole fight what are you even on about ?volklore As I am writing here for the umpteenth time, the Gargoyle Cave is one of the few places in the whole WotR where Delay Poison, Communal + Stinking Cloud work. Read monster descriptions.
This was my plan pretty much. I have Saint woljiff, Sohei seelah, my ecclesi was going to eventually pick warrior priest + mythic warrior priest(TTT) and has the pickpocket BG. But some of those abilities aren't going to be online until laterImproved Initative is helpful, but far from sufficient on Unfair. You need high Dex, Initiative boosting class abilities (inquisitor, instinctual warrior, Divination Wizard, Sword Saint, Sohei) or, barring that, stacking also Inspiring Leader Mythic Ability, Mythic Improved Initiative and items like Wind Helmet too.Unfair TB is really hard on squishy MC. Nothing like a wave of gargoyle spawning and double boneshaker your squishy ecclesitheurge before you can act. I came prepared for hold person in the cave with a FoM scroll but I guess I will need to bring more stuff and probably pop a bunch of summons to prevent the final wave to gang my MC. I somehow always forget how brutal early act2 is. My MC has to camp in invis every 1st round of scripted fights or it just get murdered before it can act, and my entire party has imp.initiative.
What is really helpful there is an Intimidation character with a Thug dip.
Damning praise, indeed.Oh sweet god.Let's not sugar coat it, the companions in Kingmaker were way more likeable and behaves less like cunts than the ones in WOTR.
I was OK with this scenario, though I agree it's overtuned--even for Core. My only real complaint is that the second wave doesn't just come through the cave entrance, but also spawns behind the player. That's justifiable for winged creatures outside, but not in a cave.The gargoyle cave is overtuned considering how early it is in the game. This mission should definitely be somewhere after the leeper's smile.Unfair TB is really hard on squishy MC. Nothing like a wave of gargoyle spawning and double boneshaker your squishy ecclesitheurge before you can act. I came prepared for hold person in the cave with a FoM scroll but I guess I will need to bring more stuff and probably pop a bunch of summons to prevent the final wave to gang my MC. I somehow always forget how brutal early act2 is. My MC has to camp in invis every 1st round of scripted fights or it just get murdered before it can act, and my entire party has imp.initiative.
I did it once on Unfair and that's enough for me. I'd rather drink the invisibility potion and hide in the corner, waiting for Regill to kill all the gargoyles.
Well, read again. Also, count.There is like two gargoyle (the two clerics which are part of the entrance wave at the end) that aren't ''half-fiend'' in the whole fight what are you even on about ?
Marching Terror works, too. Will saves are not that high for most of the grunts.What is really helpful there is an Intimidation character with a Thug dip.
It’s either bugged or over-designed since the HK Magic Weapons don’t bypass the Garg DR/Magic, making them largely useless if you do the fight conventionally.The gargoyle cave is overtuned considering how early it is in the game. This mission should definitely be somewhere after the leeper's smile.Unfair TB is really hard on squishy MC. Nothing like a wave of gargoyle spawning and double boneshaker your squishy ecclesitheurge before you can act. I came prepared for hold person in the cave with a FoM scroll but I guess I will need to bring more stuff and probably pop a bunch of summons to prevent the final wave to gang my MC. I somehow always forget how brutal early act2 is. My MC has to camp in invis every 1st round of scripted fights or it just get murdered before it can act, and my entire party has imp.initiative.
I did it once on Unfair and that's enough for me. I'd rather drink the invisibility potion and hide in the corner, waiting for Regill to kill all the gargoyles.
P:K and Wrath give inactive companions EXP (unlike BG) for a reason. The game isn’t designed to be played straight through with the same six-man party. Gargs Smite Good is a massive bonus, especially on Unfair, but not vs non-Good companions.This was my plan pretty much. I have Saint woljiff, Sohei seelah, my ecclesi was going to eventually pick warrior priest + mythic warrior priest(TTT) and has the pickpocket BG. But some of those abilities aren't going to be online until laterImproved Initative is helpful, but far from sufficient on Unfair. You need high Dex, Initiative boosting class abilities (inquisitor, instinctual warrior, Divination Wizard, Sword Saint, Sohei) or, barring that, stacking also Inspiring Leader Mythic Ability, Mythic Improved Initiative and items like Wind Helmet too.Unfair TB is really hard on squishy MC. Nothing like a wave of gargoyle spawning and double boneshaker your squishy ecclesitheurge before you can act. I came prepared for hold person in the cave with a FoM scroll but I guess I will need to bring more stuff and probably pop a bunch of summons to prevent the final wave to gang my MC. I somehow always forget how brutal early act2 is. My MC has to camp in invis every 1st round of scripted fights or it just get murdered before it can act, and my entire party has imp.initiative.
What is really helpful there is an Intimidation character with a Thug dip.
I wouldn't call that a good argument, given that the AI ignores everything except the main character in this fight anywayP:K and Wrath give inactive companions EXP (unlike BG) for a reason. The game isn’t designed to be played straight through with the same six-man party. Gargs Smite Good is a massive bonus, especially on Unfair, but not vs non-Good companions.This was my plan pretty much. I have Saint woljiff, Sohei seelah, my ecclesi was going to eventually pick warrior priest + mythic warrior priest(TTT) and has the pickpocket BG. But some of those abilities aren't going to be online until laterImproved Initative is helpful, but far from sufficient on Unfair. You need high Dex, Initiative boosting class abilities (inquisitor, instinctual warrior, Divination Wizard, Sword Saint, Sohei) or, barring that, stacking also Inspiring Leader Mythic Ability, Mythic Improved Initiative and items like Wind Helmet too.Unfair TB is really hard on squishy MC. Nothing like a wave of gargoyle spawning and double boneshaker your squishy ecclesitheurge before you can act. I came prepared for hold person in the cave with a FoM scroll but I guess I will need to bring more stuff and probably pop a bunch of summons to prevent the final wave to gang my MC. I somehow always forget how brutal early act2 is. My MC has to camp in invis every 1st round of scripted fights or it just get murdered before it can act, and my entire party has imp.initiative.
What is really helpful there is an Intimidation character with a Thug dip.
Which Dragon Age? If you are mixing Origins and Inquisition here, then...newer Bioware games like DA or ME
Why? It is the consequence of the player's choices. C&C should be heavy and hard-hitting, not a reprimand in high school.if you couldn't replace them it would be stupid and problematic
It doesn't matter, the emphasis on companions (with better or worse results) has been put by bioware for years.Which Dragon Age? If you are mixing Origins and Inquisition here, then...newer Bioware games like DA or ME
You don't design games that way, at least if you have bigger ambitions than being a niche studio. Owlcat learned this from Kingsmaker, where one wrong choice meant you could practically restart the playthrough. Of course you found out 20 hours later.Why? It is the consequence of the player's choices. C&C should be heavy and hard-hitting, not a reprimand in high school.if you couldn't replace them it would be stupid and problematic
This is incorrect. On the default experience sharing setting all experience is divided by six and all companions get it. Sucks when you don't have six yet (which is why people play with it), but once you have more than six they still all get it whether they're in your party or not.Pathfinder is probably the only game that for some reason only allows exp for active companions (which causes some problems with exp)