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  • NihilusNihilus Member Posts: 192
    Artona said:

    47. The most stupid thing Irenicus ever did was not buying casting license in Alkhatla. I mean, did he *really* need those 10 000 gold pieces so badly?

    I don't think it would have mattered. It makes more sense to think that he was taken in for the destruction he brought on the Waukeen's Promenade. If he had been sent to Spellhold for merely casting spells, Charname could have easily reproduced the event and followed him there without ever bothering with the guild war in Athkatla.
  • ButtercheeseButtercheese Member Posts: 3,766
    I think the new rule that large images have to be put into spoiler tags ruins the purpose of gallery threads.
    If someone's internet connection is too slow to process all those images, they wouldn't be browsing the thread in the first place.
  • dok0zhivagodok0zhivago Member Posts: 82
    Related to Baldur's Gate EE: Dorn & Neera should have their stats nerfed. Compared to the original NPCs their stats are just to optimal. As if they were added by a user made NPC mod.
  • JarrakulJarrakul Member Posts: 2,029
    Neera's stats seem remarkably in-line with other BG1 mages, in terms of relevant stats (Dex, Con, Int). Dorn's relevant stats (Str, Dex, Con) are mostly in the same ballpark as Minsc, Kivan, and Shar-Teel. His strength is somewhat higher, so I can see maybe nerfing him on those grounds, but overall I think people tend to overestimate the power of his stats. Dorn and Neera are both strong NPCs, but that's because they both have very strong kits, not because their statlines are especially high.

    Speaking of which, I think Dorn's statline is absolute garbage in BG2. Dunno if that's an unpopular opinion, but there it is.
  • justfeelinathomejustfeelinathome Member Posts: 353
    edited May 2016
    ^^^ Now, that proved to be a rather unpopular opinion. :lol:

    EDIT: What I'm trying to say is "Now that's a post appropriate for this thread!"
  • dok0zhivagodok0zhivago Member Posts: 82
    @Abi_Dalzim

    I agree that the NPCs have powerful kits, therefore their characters should have been adjusted/nerfed. Compared to other BG1 tanks, Dorn is a Half-orc Blackguard as opposed to other vanilla classes. This particular Blackguard also comes equipped with a magic sword :smile: Beamdog shoud have added a magic armor as well and a bag of holding in his inventory

    @Jarrakul

    I don't like comparing Neera with Imoen, since Imoen is a single class thief with an option to dual class her into mage. The player can but doesn't have to go that route (devs obviously adjusted her stats so it is a a viable option, especially since there is a large choice of thieves in BG). And dual classed Imoen was the only non specialist mage NPCs (other than maybe charname). And then we get to Neera. Wild mage, basically a specialist mage from the start, just no forbidden schools. And wild surges, unless you are playing a no-reload game, are really not that big of a deal.
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428
    Fire Shield won't beat an Iron Golem actually, as they're immune to fire IIRC.
  • ArtonaArtona Member Posts: 1,077
    I didn't know that - thanks, @Abi_Dalzim. It seems that as soon as PfMW wears off, wizard is lost - well, unless he has Polymorph Self and will be able to cast it.
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428
    Artona said:

    I didn't know that - thanks, @Abi_Dalzim. It seems that as soon as PfMW wears off, wizard is lost - well, unless he has Polymorph Self and will be able to cast it.

    If a wizard wants to solo an Iron golem, they need Mordenkainen's Sword or Imprisonment. I guess a combination of Stoneskin/Mirror Image, Enchanted Weapon, and Tenser's Transformation might work as well, although it's kind of beneath a mage's dignity to go to such lengths to be a fighter.
  • ArtonaArtona Member Posts: 1,077
    If a wizard wants to solo an Iron golem, they need Mordenkainen's Sword or Imprisonment. I guess a combination of Stoneskin/Mirror Image, Enchanted Weapon, and Tenser's Transformation might work as well
    I guess that would work - but still, only when wizard is prepared. If I was to have my wizard remember spells before encounter with unknown enemy, I'd maybe choose Wail of Banshee over Imprisonment - or another Fireball in place of Enchanted Weapon.
  • justfeelinathomejustfeelinathome Member Posts: 353

    I know its a super old engine but it bugs me how all the woman anims have short hair.

    The courtesan and siren hairstyles should have been options to choose from

    As well as selecting no hair: The new colors make an approximation to the skins color easier, but there's still a difference between a bald and a skin-color-hair character.
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428

    Burning Hands is a pretty aight spell. The animation freeze is annoying, but it does good damage, has a fast cast time and is nice to finish off an enemy with high AC when your fighters can't land a hit. I generally have a couple casts memorized and three of them in a sequencer.

    Weighing the merits of that vs. Magic Missile:

    1. It does more damage on average: a max of 21-23, or 22 average...if they fail their save for half. Magic Missile caps out at 10-25, or 17.5 average, better if they're gonna save since it has no saving throw.

    2. But Magic Missile also lets you keep more distance, doesn't freeze you in place, and has a better energy type compared to fire which is easier to resist. Honestly, I think this clinches it, especially since a lot of tough enemies will probably save anyways.
  • mf2112mf2112 Member, Moderator Posts: 1,919
    Burning Hands could hit 2 enemies if targeted well.
  •  TheArtisan TheArtisan Member Posts: 3,277

    Burning Hands is a pretty aight spell. The animation freeze is annoying, but it does good damage, has a fast cast time and is nice to finish off an enemy with high AC when your fighters can't land a hit. I generally have a couple casts memorized and three of them in a sequencer.

    Weighing the merits of that vs. Magic Missile:

    1. It does more damage on average: a max of 21-23, or 22 average...if they fail their save for half. Magic Missile caps out at 10-25, or 17.5 average, better if they're gonna save since it has no saving throw.

    2. But Magic Missile also lets you keep more distance, doesn't freeze you in place, and has a better energy type compared to fire which is easier to resist. Honestly, I think this clinches it, especially since a lot of tough enemies will probably save anyways.
    Well, so maybe I've been using Xan a lot lately so MM wasn't an option. But it's actually not a terrible spell. Enchanters are pretty awesome so I recommend giving them Burning Hands for some emergency damage.
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428
    mf2112 said:

    Burning Hands could hit 2 enemies if targeted well.

    Which would require careful maneuvering and probably put them at even more risk. Also note that I compared the two after level 10, when their damage is maxed out. By that point, Stoneskin will protect you while you cast. If you're comparing at, say, level 5, they're about even on damage before the saving throw is taken into account. Now, if you're using an enchanter like Xan, then it's a decent substitute. I'll admit, I've never really bothered with him before because I usually have a mage already (or have committed to not using a mage) by the time I do the Nashkel Mines.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Why bother with a level 10 Burning Hands when you can cast a level 10 Sunfire?

    Besides, who cares if it roasts your entire party?
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