Did the new areas meet your expectations in terms of difficulty?
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- Did the new areas meet your expectations in terms of difficulty?41 votes
- The difficulty of the challenges in the new areas should be increased!34.15%
- The difficulty of the challenges in the new areas is adequate.46.34%
- The difficulty of the challenges in the new areas should be reduced...  0.00%
- Ya lil' monkey-spanker19.51%
2
Comments
The black pits was fairly challenging. As I'd expected really
Dorn feels the best integrated, because it doesn't involve new areas. So the fights... Kryll is ridicolous, but I don't think she's meant to be tough. Assuming you recruit Dorn during his cutscene, complete Nashkel Mines and once there, Prism and a few ghouls, with a full party, everyone is ~ level 2 - 3. Kryll usually doesn't even get a spell out and her skelly friends fall apart once she's dead. So umm... she could be a bit tougher. I don't even know what she tries to cast, so maybe have her skellies stick around after her death to make the fight last at least longer than 10 seconds.
The Simmeon fight is alright. Not the biggest challenge ever, but at that point in the story, it feels ok. Maybe a bunch of henchmen would be good, since I often have random Flaming Fists join the battle and outnumber the group if I like it or not.
Neera... First, while the new map looks nice and has nice music, I hate the long walking and nothing happening. Not sure if there is a way to make the kobolds hostile and have fights along the way. I was polite the first time, insulted the guide kobold the second time - same result. Anyway, in the cave... What's up with the body I can leave exposed or bury? Drives me nuts that nothing happens or changes. The fight itself is on the challenging side if you go as soon as you can. I got the conversation to open the map when my party wasn't even all at level 2. It's hard to say if the fight itself is challenging and fits the stage of the game; unlike Dorn and Rasaad, there is no clear point when you are supposed to go there.
Although if we are at the topic: I have found that particular area a bit boring, as nothing really happened there until the cave. And the ranger guys quest was also disappointing. At first I kinda thought that I've missed something, that's why I'm not getting any reward. The cave itself was fun though
My second play through I didn't go there until my party was level 5-6. I wiped the floor with everyone. Mainly because the second it started I had Vicky cast silence on the main mage. Without the ability to cast spells he was hacked to death by my wizard slayer.
Pc:Do something you blasted monk!
Rasaad: I am good dwarf!
Pc:.....
Neera:.....
On the way UP THE MOUNTAIN, we randomly encountered some imps that plane-shifted our entire party to Sigil. Which sent us off on what then became the campaign's main quest. We delved into dungeons for artifacts, fought dragons and demons and gods and even killed Tiamat once, helped facilitate--albeit by accident--the massacre of an entire elven village and its subsequent revival, raised an army, fought in the Blood War, and earned our very own duchy on the Prime (and a Divine Realm in heaven).
Then, some four years (real-time) later, one of us looked around and said, "Hey, remember that cult we were supposed to deal with?"
The DM hardly remembered, but he found it in his notes, and--yes, there it was, our very first quest, left unfinished. He asked us if we were really going to go for it, and we all agreed that it was time. We trekked up the mountain, preparing ourselves for the hardest fight of our lives--after all, those cultists had the equivalent of eight years to gain power, sacrifice children to old dead gods, obtain artifacts and relics of unimaginable power...
Our fighter had Great Cleave. Did I mention that? Thirteen cultists--the whole fight lasted about two rounds.
Our DM had decided not to level up the cultists. Which, in hindsight, made absolute sense; just because a group of people is seeking power doesn't mean they necessarily will find it. It became a scenario where we were proving our commitment to our principles--that "no problem is too small for us to handle, if no one else will". We took our 120 XP at level 16 with pride, and marched all the way down the mountain singing songs with the children (some of whom were probably now better classified as young adults) to their parents, waiting with tears in their eyes and open arms.
Sometimes a cake-walk is better, I guess is what I'm saying.
It's well designed, showing that the old areas could had a better work on the graphics. Besides that, that area sucks.
The difficult was imbecile, and the possibilities with an new area where wasted on 2 simple quests (shortly and badly worked also) that didn't even need a new are on the map, could be done easly with an underground cave or by using one of the old areas (that where also wasted in terms of space, too).
Again, the new content disappoint for being too shallow.
Just hope to be luck and saved from read a reply with an:
"but that was to make the new area alike the old area...", the same stupidy used to justify the new muted NPCs in terms of random banters.
Rasaad's area is great, very proper in difficulty. Although considering how late it comes in the game to unlock it, I suppose it could be found to be rather easy. Around level 5 it's about right.
The Black Pits were pretty balanced.
It reminded me of a classic cartoon duo and it's really fun!
Dorn
New areas? ? No, but seriously, his encounters were reasonably challenging, and for artificial challenge, I directed a Flaming Fist Mercenary who was patrolling the area to the last fight, and protected him! Not a good idea, at all.
I'd like to see where he leads us, later on.
Neera
/sigh Goblins? On the one hand, it's cool that Adoy managed to hoodwink the goblins and hobgoblin (by association), but on the other hand, I hope that Neera's possible new areas in BG II: EE are a little bit more interesting.
Rasaad
Not played with him yet~