Are kits going to be re-balanced?
thelee
Member Posts: 76
I asked this question because some kits are very unbalanced for low-level play. For example the totemic Druid is very powerful. On the other hand the Monk or Kensai might be extremely weak for low-level play (though I've never tried).
I guess I was just never one of those people who was into BGTutu. BG2 ecosystem is not really appropriate for the original Baldur's Gate.
I guess I was just never one of those people who was into BGTutu. BG2 ecosystem is not really appropriate for the original Baldur's Gate.
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and since many here have already played though the game more then once, im pretty sure balance isnt an issue, you already know were all the powerfull items are and you can get them almost when you want.
since this will only be my 2'nd playthough of bg1, im just gona go with the flow and roll something and stick with it.. im pretty sure i will be able to beat the game no matter what. and enjoy the story while i just wander around adventuring.
and if its your first playthough with an "op" kit im pretty sure its still gona be a challenge for you
so just enjoy it ; )
Low magic resistance and a near useless spell-disrupting ability along with limited magic item use. I would just tweak the Magic Resistance and add other abilities that can help with fighting mages without making it overpowered as well.
The monk is weak at low levels. They made a monk npc partner though... could mean that they will be getting some low level buff love.
there are other kits with problems like that - like the cleric kits whose special abilities will last for a stunningly low 1 round at start (there's a reason why Bless was tweaked to last 6 rounds flat in BG1), or the
stalker who is basically a hugely gimped fighter/thief until level 9 aka all of BG1 (no backstab bonus, no armor greater than studded leather), beastmaster who is also hugely gimped until level 8 aka all of BG1, etc.
and let's not forget the Kensai doesn't actually start getting to-hit and damage bonuses until level 3, and will be running around with ~10-14 health with worse AC than a mage with bracers and the only thing he can do is use Kai once/day.
when i think of a decent single-player experience, i tend to think that most of my basic character selection are valid choices, not "if i choose this class the game will be many many many times harder" or "if i choose this class the game will cease to be fun." the best example i can give of this is fallout 1/2, where virtually any character building decision led to a valid, balanced play experience (even if all you did was invest in charisma and chatting up people).
EDIT: the simple fact of the matter is Bioware designed kits to be played starting at level 7-9, not level 1.
Further, a lot of the classes have uneven power during their development. I've always felt that it was a bit cheap to play a common fighter in BG1 and then change to a kensai in bg2, when that kit starts to shine. Now you can "earn" the right to play a kensai or a monk in bg2. (Yes I know that tutu and bgt has been out there for years). In short, no rebalancing please. Let the totemic druids have their day in the sun.
People mention Totemic druids because their spirit animals are immune to most enemies in the first chapters. If you let those stay, you might as well just enable the cheat keys and CTRL+Y everything.
I was just reading the Oriental Adventures Handbook for the Kensai:
The kensai can use this power a number of times per day equal to his level. Thus a 5th-level kensai can use his ki power five times in a single day.
All kensai are immune to fear.
At 2nd level he causes one additional point of damage when using his specialty weapon. This increases
by one again at 5th, 8th, 10th, and 12th level, for a total damage bonus of + 5.
At 3rd level he gets a + 1 bonus on his dice rolls to hit. This also allows him to hit creatures that
normally can be hit only by magical + 1 weapons. Both of these bonuses increase by one when the character
reaches 5th, 8th, 10th, and 12th levels, for a total of + 5 to hit and the equivalence of a magical + 5 weapon.
At 7th level he can use two weapons simultaneously with no penalty. He also causes fear the same as a
samurai.
At 11th level the kensai can make a whirlwind attack.
-Certain other non-related details ommited. Now the above is pretty powerful, but if they can't use armour and other magical weapons (simulating loss of honour), this at least gives a straight Kensai a chance against a high level mage. Obviously it all goes out the window with use any item.
Also (maybe this deserves it's own thread) Kensai gained bonuses to initiative that allowed them to move before others in the party...
If you've ever played Tutu, you'll know one of the best parts of the game is taking a kit from the first level. Some kits get a lot of growth early on which you get automatically in SoA, so it can be fun to watch your character go through that. Monks as well. Especially Monks.
Some kits just won't be all that well balanced, and that's okay. The Cavalier, for example, is going to just be a crappier Paladin for 99% of BG1 (though when BG2 with its legions of demons and dragons come on, he'll be kicking butt).
But rebalancing them in general would be awesome. Let's see kits like the Beastmaster and the Wizard Slayer and the Jester become more viable options.
About the Cavalier, most people are of the opinion (and I agree with them) that the Cavalier is actually awesome in BG1 because it gains an immunity to fear, charm and poison, with resists to Fire and Acid at the cost of only losing ranged weapons.
Yeah, ranged weapons are great in BG1, but the fear and charm immunities are also great.
Here's how I see the balance issue:
BG is primarily a single-player game, so balance isn't a huge issue. Which is a good thing, because the game is far from it. A Swashbuckler will never be anywhere near the power of a Kensai -> Mage, for example.
But how balance should work is that every option should seem viable, and no option should be game-breaking. Right now, I look at Bards and one option is awesome (Blade), one is cool but not significantly better (Skald) and one is bloody awful (Jester). That shouldn't be the case. Make Jester more tantalizing.
So for me, singleplayer balance isn't about making everything equal, it's about making everything viable. It's about making everything interesting to play.
I've seen people say that Jester's are actually good in BG1 because its easy to stick their song on enemies. But I haven't tried it myself.
I think the same way though. I'm ok with some classes being stronger than others, but there should not be any auto-win buttons.
Add some Improved Invisibility and Iron Skin for extra fun... because Avengers can have both by level 9 XD
On top of that, cast petrifying chromatic orbs... Avengers can do that too! And Insect Plague if you feel extreme (which is a serial killer in BG1 if I might add)
I think Avengers are still at a reasonable level of overpowered though.
So, maybe having the Druid kits be a bit too strong in BG1 isn't a bad thing. Not as bad as they are now, certainly, but a boost, anyway.
It's only when they get to BG2 and get frozen at level 14 that they utterly suck. Once they hit 15 (and get a far superior high-level spell progression along with Nature's Beauty) things start to get better again. This is what I am getting at. Some imbalance is inevitable, even in the best of games. But I'm not talking about one ability being pretty good and one being bad, I am talking about a spectrum of kits that range from virtually unplayable to can-take-on-Sarevok-from-the-prologue.
The first spell Druids get that really compete with Clerics is Call Woodland Beings. From there things get even better, with Iron Skins, Insect Plague, Fire Elemental, Creeping Doom and possibly Nature's Beauty (depending on what you're fighting). But until then, Clerics rule. And even at that point, trading off rezzing spells is harsh if you've only got one Priest.
The issue is more, again, "Why on earth would I ever want to play as a Wizard Slayer?"