Energy blades
lololo555
Member Posts: 66
Are energy blades supposed be resisted by magic resistance?
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I fix this locally, nerf meteors to the ground (it is a 3rd lvl spell horribly overpowered!)
BG2 is not PnP, otherwise you wouldn't be able to stack Timestops. Believe me, if you want to open that can of worms then you will have something like 90% of the playerbase rallying against you.
Anyway, the way BG2 works is that each spell level has its "ol' reliable" spells. MMM is one of the level 3 ones, along with spells like Haste and Skull Trap. The rest are situational. You can argue that some situational spells should be more useful given the specific situation they were made for, but not the other way round.
In BG2 spell levels are also more like breakpoints, like level 3 has powerful offensive spells (Haste, MMM, Skull Trap) while level 5 has powerful utility/defensive spells (Stoneskin, Spell Immunity, Animate Dead).
It's not about balance between spell levels (this is not an MMO) and in any case enemies can use MMM too.
In games like BG2 enemies are capable of using the exact same skills that you are capable of using. Which means that the player ALREADY has a ton of tactical/strategic dos and donts to sort through.
Crappy game design is overloading your players with needlessly "balanced" options when they already have more than enough things to worry about anyway.
Ofcourse there are a lot of deviations from pnp in bg2, like horrid wilting being party friendly, but I can't fix that, because I don't know how to edit the projectile and it will break all of the enemy mage ai horribly, they will kill themselves with the spell. I editted it still, in pnp max damage is clearly 16d8 and I edited the spell to do just 16d8 damage. No touch to the projectile. If I can edit the projectile to hurt party members as well, I may also add an immunity to wilting spell for 2 seconds, caster only, effect as a workaround so enemy mages won't murder themselves. They will get it by their own spell but it will read -spell ineffective and won't disrupt them. Giving %100 magic damage resistance will also work but it will hit and may disrupt another spell. Ofcourse, another enemy wilting may hit at that 2 second window but the chance of that is pretty slim, I think. Anyway. It does not feel elegant and requires much work though so I never do that. But just editing/toning down MMMs work fine for my purposes, and I find the game more enjoyable that way.
They have +5 to hit which is good, but they are supposed to be used by spellcasters with horrible THAC0 anyway. Plus it is a spell, it should hit, Magic Missile in comparison hit every time, is a level 1 spell and is not overpowered.
If you have a good enough THAC0, like a Fighter/Mage etc you should not use MMM in the first place but your own weapons.
They are considered +5 to determine what they can hit. Great, but Magic Missile can also hit a mantled Mage or a Demon Lord and it is a level 1 spell. It is not OP in my opinion, because spells should deliver their effects reliably. MMM creates a magical weapon instead of doing some direct damage, so it needs the +5 enchantment to act "as a spell".
They do okay damage but nothing extraordinary, every fighters in a party should deal more damage, more reliably.
Finally as a side note, they are blocked by Minor Spell Deflection / Spell Deflection / Spell Trap and reflected by Minor Spell Turning / Spell Turning while it's supposed to be a physical attack. Definitely not overpowered in my opinion, I think Slow is a lot stronger.
Enemy casters aren't so lucky.
I'm not sure why I have to explain why arcane casters are considered OP defensively in BG2 to experienced players. It's ridiculous.
It doesn't help that everyone else can just stack missile AC or equip the Reflection Shield or cast Physical Mirror etc etc and they can ignore MMMs completely.
Ofc they are, cast dispell magic (or the offensiv one, dunno its english name), it take cares of it reliably, aswell as most of their protection
Obviously this is the poor man's version of the tactic. Higher level mages have considerably more options to play around with.
I ask again, why must I explain the reason why mages are considered OP defensively to "experienced" players?
And your invisibility point is out of topic, since it's not a reliable way to "fight" enemy mages. They waste a round trying to detect you, indeed, but everytime you recast invisibility, you waste a round hiding (except of course if you play with unnerfed Staff of the Magi, but who does and still consider him/herself experimented?).
This means invisibility is only available for one surprise attack and then you have to have other ways of defending yourself. And as we have said previously, only PfMW completely and reliably protects you from MMMs on a mage, because you can't equip reflection shield or cast physical mirror.
This is not experience-related, this is a fact. Yes, you may combine other spells (MGOI+stoneskin for example) but the more spells you need, the more annoying it is to sustain your defenses.
I'm being patronizing because people seem to be conveniently leaving out extremely obvious and simple options (like the one I pointed out above) just to strengthen their argument. Force enemies to fight you in a more favorable location, preferably where your enemies can easily lose Line of Sight vs your casters? Nope. Abuse Haste movement speed to draw the enemy mage out while your caster gleefully casts AoE spells just out of MMM attack range? Nope. Have all your arcane casters break invisibility by expending wand charges/using a powerful nuke (possibly sequencers) at the same time, effectively starting the fight by killing the enemy mage? Nope.
Let's forget all that, start combat by walking up to our enemies and saying "Hi, I'm going to kill you now" and then try to tank MMMs for the sheer hell of it.
Excellent example of all the points I brought up (use of Invisibility/haste movement speed/repositioning/evading enemy Line of Sight/using powerful AoE nukes). Granted, they couldn't do enough damage to kill the mage outright but they did enough to keep him busy. Observe the lack of "I'm just going to stand here, cast spells and tank MMMs like an idiot."
He did move two enemies downstairs, but it did not keep Sion from being able to target any of the player's party members, as that successful Remove Magic showed. Nor did the party use haste to escape enemy attacks; the player said in the on-screen comments to the video that he re-cast Haste to maintain pressure on Sion (it was Sion that was running away, not the player). The AoE spell, Cloudkill, that the player used was not done to deal damage, but to interrupt a spell, and to scare Sion away.
The reason why the player did not do these things was because they wouldn't have worked very well given that he was playing SCS. Enemy mages in SCS will seek you out if you're out of their line of sight, whether by walking around or using divination spells. SCS enemies are very attentive to line of sight. In fact, in that very video, Sion showed remarkable awareness for a computer by slipping into another room during Time Stop and casting Shadow Door, trying to escape the player's line of sight. It didn't work, but it was a decent move considering Sion was artificially removed from his environment (normally, had he not been forced from the second floor, that move would have allowed his enemies to work on you while he renewed his defenses from safety). Likewise, if your caster uses AoE spells (most of which will not penetrate SCS pre-buffs) from afar, the enemy will stop chasing you if they cannot reach you. The enemy will instead drink potions, summon monsters, and re-cast buffs. Hit-and-run tactics work very well, but not as well against SCS spellcasters.
Plus, many mages throughout the game appear in tight spaces, and you cannot always escape their line of sight.
Also, SCS mages will often summon Planetars and demons for the specific reason that they will see through your invisibility.
Striking enemy mages with multiple wand charges and sequencers at the same time, "effectively starting the fight by killing the enemy mage," is indeed highly effective even in SCS. But this means you attack them before their pre-buffs activate, in which case you're not fighting them at full strength. That's fine, but most people on these forums prefer to let those pre-buffs activate unless they're backstabbing a mage with a solo thief, as we find it more fun to let the enemy fight back.
Also, the Shield of Reflection and Physical Mirror have not bounced Minute Meteors in my experience.
Also, even if you are frustrated by other people disagreeing with you, being patronizing does not help anyone understand your point. Condescension does not aid comprehension.
And at one point he does move one of his party mates away from enemy LoS + use an invisibility potion. Judging from their quickbar slots, both of his mages also have invisibility potions ready for use. Except I'm not being patronizing to everyone, only to specific people who are selectively ignoring the obvious in order to strengthen their argument. You do not reason with such people - you respond to them with either indifference or some degree of spite.
I distinctly remember the Reflection Shield bouncing MMMs. I've not tested Physical Mirror, but it's basically the same effect.
Which then makes them feel more comfortable acting like jerks to others, and the forum as a whole suffers from a decreased standard of politeness. I have yet to see anyone improve their behavior when being treated rudely, even if they're the ones who started it.
In fact, I've actually made a point of being polite to some people I had a previous disagreement with, and they responded very positively to that, and we stopped arguing. People react surprisingly well when they're treated well.
Isn't that right, @T2av?