Does anyone else dislike TotSC?
Silverstar
Member Posts: 2,207
I never got the expansion for BG when I was still playing it, so BG:EE was first time I got to "enjoy" the werewolf island. My brother had bragged quite a bit about TotSC, so I imagined I would like it too, but... no. No I did not. The story was fine and the loot was pretty sweet. But the complete lack of stores, an inn and the ludicrous difficulty of the last fight just made the whole thing frustrating. My most enjoyable moment in TotSC was hearing the narrator as I left that bloody island and that sweet FAI fanfare started playing. Admittedly I haven't been to that tower dungeon thing but from what I've read about it, it won't sell me either.
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I don't really have too much of a position on TOTSC. Its nice that you can cast Cloudkill thanks to it.
And you don't likely want/need the XP, and ypu can get perma-stuck on the island.
I think durlags was incredibly frustrating, but after having done it a second time around I actually appreciate the amount of work that probably went into designing it.
The ''half-assed'' portion for me is the events surrounding Aec'Letec and it's conclusion.
Haven't replayed werewolf island, but I can't recall anything that bothered me.
All things considered though, I have never played the base game of BG.
I've always done it through the BG2 engine, I think my first time around was using Baldurs gate trilogy. So I can't say if that's impacted my enjoyment a lot.
Durlag's Tower is awesome if you love puzzle solving, and actually has a very good accompanying story, massive sense of place, so I really recommend - it's a million times better than those horrible corridor dungeons: Firewine Ruins and Ulcaster School (can't stand going through them). I'm not a massive fan of dungeon crawling and the first time I entered it was basically just to do everything, but actually quality-wise this is the most polished and best executed part of the expansion.
The only rather pointless part of ToTSC is that ridiculous Ice Dungeon, which basically had nothing apart from some boring fights. However I almost see it as a testing pot for the awesome BG2 mage fights, just lacking all the good spells and scripts.
(1) The story is excellent!
(2) You don't get to solve everything, but you still leave with a great sense of accomplishment
(3) Great boss fights
(4) Loot that makes it worth it (Stat tome, the best plate armor in the game, the second best longsword in the game, both of the items visually look good as well...also comes with a second +2 scimitar if you can find it and a great buckler for thieves)
(5) A nice variety of fights. Some ones that stick out...
- The room of wyrvens
- The platforms of skeleton archers
- The ghoul maze (damned traps and that invisible enemy)
- etc
(6) The paranoia on your first time in.
There are so many traps. So many god damned traps. There are also a few times where you get ambushed. In your first playthrough, there are going to be reloads. Because Durlag's Tower is downright deadly. I've done it enough now that I know where everything is, so the danger is gone. But for your first time through? It's probably going to claiming the lives of a few adventurers.
I wouldn't go there without a thief with 100% find traps. And 100% open locks, for the sweet loot. And make sure you go through it slowly and methodically. Otherwise, you are going to have a bad time.
Ice Island is rather weird, but it's fairly short and simple, and has a couple of decent rewards (such as one of the only two Stoneskin scrolls in the game, which is great when I have two arcane casters), so I don't mind it.
The part of TotSC which I've never found entirely convincing is the Isle of Balduran (a.k.a. Werewolf Island). The style of it has never seemed to me to "fit" into the rest of the game quite so well, and the lack of a store is a pain ... but the main problem is that I find that the very specific requirements for defeating Karoug distort the whole game: either I have to clear all of Durlag's Tower (with the optional exception of the final battle) in order to obtain the only Longsword which can hit Karoug (which seems to me not the "natural" sequence in which I'd otherwise want to tackle the quests), or I need to develop a character with Bastard Sword proficiency (even when the party has no-one for whom that would be the best choice of weapon, which is quite often) in order to use the other weapons which are effective against Karoug. Well, yes, okay, a warrior-type can wield a weapon moderately-effectively even without proficiency, but I hate doing that ... and yes, it's just about possible to kill Karoug with only the Werebane dagger and some magic, but that's quite difficult ... so I always end up either doing the TotSC quests in what feels to me like the "wrong" sequence, or developing a character's proficiencies in a way which is dictated solely by that one battle instead of being the "right" development for that character.
I do enjoy the additional linkages which TotSC provides with BG2 - meeting Dradeel again in Spellhold, and Hurgan Stoneblade's cameo appearance in Nalia's personal quest.
I think my distaste for the Isle of Balduran quest would be significantly ameliorated if only the devs would just give one more weapon - a blunt weapon (perhaps Aule's Staff?) - the "cold iron" property, so that it could hit Karoug. Then it'd be far less necessary to distort the whole game's party selection and development to suit that one battle.
It's really quite random that I was able to get through that boss encounter. If I hadn't hung onto those fire wands due to their low sell price (only few charges left) I don't think I could've won with my party and spell selection being what it was. In most cases you can just wander off and gear up and/or swap party members, but wolfy island doesn't let you. I can appreciate a challenging fight (I still think the last one in main story is hard, not sure if I should be embarrassed about that), but this one requires an unfair bit of meta-knowledge imo.
I'm appreciating the input you guys are giving! Durlag's Tower sounds like it's well made too, but not quite my idea of a fun time probably. It's a good thing I never bought TotSC originally as I'd feel guilty about not "finishing it".
Durlag's Tower is a mixed bag for me. On the one hand it has a great story and fights. On the other hand it gets tiresome after a while, especially the middle part. I'm not a fan of dungeon crawling, but I must admit that if I were to choose the best dungeon crawling experience, it would probably be the Durlag's Tower. Very interesting story and the way it is presented, you can almost feel the insanity of the place. The fights are one of the best in the game. I might be the only one that prefers the Demonknight fight to the Aec'Letec.
Ice Island was a bit disappointing for me, it's ok I think. I wish that there was a bit more story to it and some other ways to approach the inhabitants rather than straight fighting. I wonder what could've been if they wouldn't cut the second level of it.
Overall I like Tales of the Sword Coast as a whole. It stays true to BG1 approach, in that you have freedom when to visit the additional places and in what order. It could've been a bit longer, but doesn't bother me as much.
All the more reason, I reckon, why the devs really ought to re-balance this by slightly widening the availability of the "cold iron" property. As I've already suggested, just granting cold iron to (say) Aule's Staff would probably be enough to restore viability to a much wider variety of parties.
Durlag's tower is tough and slow, but apart from that brutal final fight I enjoy it.
All in all I think TotSC is a worthy addition.
I have mixed feelings with the werewolf island. I don't even dislike Karoug that much (probably because I don't tend to solo), but I just find the whole thing kind of... predictable. I dunno, I don't have any constructive ideas on how to make it better, but I just don't feel it.
Also the storyline for how you get there is flawed - a shipwreck and the party manages to swim ashore? Whilst wearing full platemail? A slightly more convincing explanation for how you get stuck on the island is needed.
At least in vanilla TotSC, there was a "bug" where it took no time to get from werewolf island back to Ulgoth's Beard which again is a bit unconvincing. Feels a bit cheesy to go into fights in Ulgoth's Beard with potions still active from the final fight on the island.
I do like the Ice Island though. A short and sweet quest that you can complete without feeling like it is a major diversion from getting on with the story.
Enjoy Werewolf island except for the Karoug fight, which I need CLUA to get past.
Only ever did Durag's Tower completely once.
Never did the cult thing in Ulgoth's Beard. (Though I suppose my all EE team will.)
Lost Island has a nice story but it is poorly executed and I would skip it completely if I didn't need the nice staff available there.
That's why I like TotSC, you can do those storylines anytime you want. The same goes for many wild locations in the original game, as you don't have to visit them. The expansion fits with the game really well for me.
So yes, it fits when you have the time for a detour, but it's grossly out of place when you have some imagined deadline, which is quite a lot of the time.