Should we re-balance BG:EE?
Silence
Member Posts: 437
As any discussion about BG:EE continues on this forum, the probability of the term 'game balance' being mentioned in that discussion approaches 1. This property I have named Beamdog's Law, which is oddly similar to Godwin's Law (http://en.wikipedia.org/wiki/Godwin's_law).
It appears to me that balance is a major issue for this community and for BG:EE (and for any other party-based, isometric RPG that comes after). Some people feel we should balance to the hilt whereas others just want to power-game in peace.
I figure it would be great if we could actually poll this and see what the numbers are. Who is for balance? Who isn't?
It appears to me that balance is a major issue for this community and for BG:EE (and for any other party-based, isometric RPG that comes after). Some people feel we should balance to the hilt whereas others just want to power-game in peace.
I figure it would be great if we could actually poll this and see what the numbers are. Who is for balance? Who isn't?
- Should we re-balance BG:EE?107 votes
- Balance just spoils my fun and is not true to the spirit of 2nd edition, leave my BG:EE as is!22.43%
- The best gaming experience is a balanced one. Fix the broken parts of BG:EE!22.43%
- A little re-balancing is fine. But don't go all George Lucas on my classic!42.99%
- Balance is irrelevant, I'm just playing for that kick@$$ story anyway.12.15%
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Comments
Its ok for some classes to be better than others, the only adjustments that I think are really needed is stuff that is simply broken.
Because part of the appeal to me is how I can totally make the game my b**** if I want. If anything, add more content that expands my ability to meta-game.
If I want to make the game "challenging," I already have to go out of my way. With a little AD&D and game know how, you can comfortably defeat every challenge in BG1 with clever use of potions, scrolls and wands. Chances are, that isn't going to get touched.
AD&D is and always will be horribly imbalanced. Even if you make druids and clerics on par with each other, or you tweak Kensais, or blah blah blah. Doesn't matter. Without reworking arcane magic, mages will always ALWAYS reign supreme.
Some of the things I see people asking to get rebalanced, I just scratch my head. People want X nerfed because it makes X encounter too easy. Then I think, "Uh that encounter is already mega easy because you just use this spell once and instantly the dangerous part of that encounter is already negated."
I am in favor of making things that are clearly underutilized and UNDERpowered to get buffed.
I am against nerfing things that are "too powerful."
I'm all for buffing things too in BG2, the same kits as mentioned above strangely enough, which all become a bit rubbish.
The thing that always annoyed me in BG2 was the druid's level and spell progression from 14-15. I know there is some D&D lore which explains it but in the context of the game it makes for a horrible character build. This is a shame because I otherwise love druid spells.
Underpowered weapon proficiencies obviously need new, more powerful variants. +2 halberd being the pinnacle of halberd technology? Absurd. Make one that's +3 and grants fear immunity. Clubs aren't magical? Unacceptable. UNACCEPTABLE! Needs a +1 and +2 generic, as well as a +3 with extra fire damage or something. Etc.
Anyway, yes, IR's Harbinger is as follow:
Equipped Abilities:
Hellfire: 5% chance on each hit wielder must save vs. spell or suffer 20 points of fire damage
Combat Abilities:
Banishing: summoned creatures must save vs. spell or be dismissed
Demon Bane: additional +2 bonus to THAC0 and +8 to damage against demons
Starmetal: inflicts 4 additional points of damage against extraplanar creatures
THAC0: +1 bonus
Damage: 2D6 + 1
The 5% chance to drop a fireball has been replaced with another drawback (still appropriate for the weapon's background) because the random fireball was making this greatsword unplayable for most players. Protecting the entire party from random fireballs isn't easy, and this weapon is obtained very late in the game (Underdark), when players have access to much better items.
Sarevok and the demon in Durlag's actually raped my totemic spirits when I tried that. (though the rest of Sarevok's posse was ridiculously easy, Tazok apparently doesn't evne have a magic weapon, lol).
I don't want every NPC to join my party with exactly the same XP as me.
I don't want Mages to level up at the same rate as Thieves.
I don't want every class to have their own version of Carsomyr/Staff of the Magi.
I don't want my level 1 Mage to be gifted with one thousand magical items to make him as valuable as my level 1 Fighter - I mean.. What's the fun in that? Then my Fighter can't enjoy the low level frivolity of cutting a Mage's head off without a second thought (or a first, in the case of Barbarians)!
At low levels, Mages are a modest investment. At high levels, they slam a meteor in the face of any moron with a battleaxe that tries to chop their legs off. It all balances out if you really think about it! :P
I'm not really sure. I know that I manage to kill the demon in Durlag's without much trouble in my BGT game, but I always play with Core rules.
If between classes, then yeah, the game should be more balanced.
If between party and environment(mobs, traps...), then it is fine the way it is.
Yay, Jaheira!
Hm, that's a bit different than how I remember an item rebalancing mod functioning, where it didn't add any of those other abilities and replaced the fireball drop with a 15% chance for like 4d6 fire damage on the enemy only. I do like the proposed change that still gives the wielder a chance to be smacked with some fire damage, because I like using the Harbinger with Ring(s) of Fire Protection/Control, Red Dragon Plate, and the Dragon Slayer helm so that not only will my PC be a crimson badass with an amber sword, but the fireball will heal me when it goes off. I liked the idea of turning the PC into a rolling hellball of a tank, casting fireballs at him from a safe distance. The other changes seem a bit TOO powerful, though.
@reedmilfam
I'm told the best spell to use on Alec'Letec is Otiluke's Resilient Sphere, which will take him out of the fight completely for a time. Kill all the cultists, and then surround Alec'Letec with melee fighters. Have all of your characters use Potions of Mirrored Eyes, since Alec'Letec's kill move is a gaze attack, IIRC.
Why do you have to protect your entire party? I dunno about you, but I rarely had more than 2 devoted melee guys. I find it difficult in the infinity engine to roll with more than that because often my 3rd guy spent most the time jockeying for position rather than actually helping significantly.
So that leaves just 2 guys. Give the guy holding the sword the Red Dragon Scale, give your other guy fire-resistance rings, shields, helmets, etc. Pretty easy to do. Now your guy randomly causes AOE havoc! Yay havoc!
Having "much better items" I'll buy. But doesn't that mean give it a buff instead of making it worse?
@reedmilfan: I'm not Tanthalas, but maybe I can help. For Aec Lectec, I posted a blurb on how to beat him in an earlier thread, as have many others it seems:
http://forum.baldursgate.com/discussion/comment/44017/#Comment_44017
Someone there probably wrote about how to rock the battle. There was enough strategy in this thread for people to suggest a separate 'strategy' category to the forum. You can find out about other battles too.