End Game Balance Concern
Linkamus
Member Posts: 221
With the addition of BG2 kits, extra content, and a higher level cap (has the higher level cap been confirmed?) won't the final fight in BG be a complete joke? It's already not hard enough imo.
Has this been addressed?
Has this been addressed?
6
Comments
However, I can't view this as too much of a problem - most of us veterans have played it so many times that it wont be a challenge unless we hamstring ourselves anyway
For people playing for the first time: Well kids these day wouldn't know what a hard game looked like if it hit the in the face with a petrification ray, so it'll still be a challenge for them.
I do believe that the raised experience cap might be for the new expansion only (which MIGHT take place after Sarevok's defeat for all we know!)
Besides, Baldur's Gate 2 gets slightly tougher just when you reach the Slaver Compound in the slums I suppose. Everything before that is noob friendly
I've been doing that battle for years, and I still get nervous when I'm about to do it. And yes, I know a lot of the tricks to get through it. But I kind of wonder if there wasn't some update somewhere along the way that made it tougher than it was on release, such that we're not all playing the same final battle?
I know that the GoG.com version of the vanilla game has the up-to-date final battle with all the bells and whistles.
Despite that the final battler was a joke. Collect all summoning wands on the way. Animate dead until your cleric's hands bleed. Nuke the bad guys from far. Cloudkill + Skeletons on Sarevok and range him. In BG2 it didn't get better.
i didn't try all those mods so can't tell if the balance/AI was improved. But it surely won't get easier to balance things with a higher level cap.
Be careful what you wish for lol.
Personally I try to avoid cheese because I do already find most parts of the game too easy (having played through far too many times and experimented with various options). But I shouldn't have to do this just to get a decent challenge out of it. (That's why I added more difficulty through mods, much of which includes providing resistance to cheese tactics. )
Which makes sense - you can't think of everything, players will always come up with creative combinations of actions that have more synergy than expected. But third parties have already created additions to the game that make it function the way I want it to in the vast majority of cases. Any cheese remaining in a tactically modded game is quite residual.
Also, it's irritating to have those undisarmible traps in the center of the room as well, they should either make them disarmable or just something that you walk over to get hit rather than tempt you with frustration IMO.
If you want to look at how "to balance" computer games based on D&D just have a look at DDO. D&D 3.5 rules offer a lot more build options than 2nd ed. rules. Instead of improving the AI of computer opponents the easier way for devs was/is to introduce blanket immunities + beefed up stats for computer opponents or plainly nerf magic (e.g reduce duration of CC spells).