BG2 Spells in BG1
MilesBeyond
Member Posts: 324
I'm assuming that BG:EE will incorporate all the BG2 spells into BG1. I certainly hope so. This was one of the best parts of Tutu, being able to take those useless new level 1 and 2 spells from BG2 and put them to good use. Spook and Reflect Image are surprisingly good spells to have for a level 1 mage wandering the Sword Coast.
Unfortunately, as I'm sure many discovered as soon as they loaded up Tutu, others can be game-breaking. The most jarring example, in my mind, is Find Familiar, and not even the beasts themselves so much as the HP bonus, which for that point in the game is huge.
I'm wondering if anyone knows how BG:EE is going to integrate this. Because man, it would be a shame to see all those cool new spells stay locked away until Amn, but at the same time, perhaps some of them should be...
Unfortunately, as I'm sure many discovered as soon as they loaded up Tutu, others can be game-breaking. The most jarring example, in my mind, is Find Familiar, and not even the beasts themselves so much as the HP bonus, which for that point in the game is huge.
I'm wondering if anyone knows how BG:EE is going to integrate this. Because man, it would be a shame to see all those cool new spells stay locked away until Amn, but at the same time, perhaps some of them should be...
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Then again, you hit spells like Melf Minute Meteors on level 5 mage and then things get nasty... as in nastily easy. Those things can kill Sarevok with ease, even though I like the Vampiric touch approach more.
Also, I believe that Chromatic Orb could be overpowered with the Avenger druid. A level 10 avenger is able to cast X number of Chromatic Orbs... with petrifying effect. That is a DEVASTATING spell in Baldur's Gate 1, so powerful that I wouldn't wonder if you could go around happily petrifying late in-game monsters!
With the raised XP cap, I wouldn't wonder mages would hit level 10 too (only 250,000 XP after all)
The few that do have a noticeable impact on game balance such as the totemic druid spirit summons and find familiar are well known and toned down in TuTu etc. I'd say the designers will probably do something similar for EE.
And MMM is another devastating one. As is Chromatic Orb at a higher level... Though that's devastating in BG2 as well. Greater Malison + level 12 Chromatic Orb = Instant death. That's actually how I killed Firkraag back when I was rubbish at the game and he kicked my butt.
I suppose the other issue is getting to unreachable areas, but if you're using DD to try and break the game, you can't really be surprised when, well, you break the game.
On the other hand sleep is, and has always been, stupidly overpowered in the early game and I haven't seen anyone mention it. I think Temple of Elemental Evil and Icewind Dale handled it much better, at least I don't remember it being as overpowered. I can't remember the details though.
On the flip side, there are a bunch of spells that are just plain useless or weak in comparison to other spells of the same level. There is a mod for that though: http://www.gibberlings3.net/spell_rev/
A better solution might just be to have Find Familiar not available anywhere outside of Baldur's Gate. Throwing it in the Candlekeep Libraries or Catacombs might be even better.
IWD handled Sleep by having the enemy wake up as soon as it took damage. So it was still useful for forcing the enemy to fight on your terms, but you couldn't just butcher them without fear as you can in BG