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Didn't IWD used to be harder?

Last time I played was from the CD version, around 2005 I think. I might not remember much, but I distinctly recall feelings of frustration that the game just isn't giving me at the moment. Maybe it was harder, or maybe I was just very bad at the game back then?

Comments

  • bob_vengbob_veng Member Posts: 1,641
    edited May 27
    yes, it was significantly harder because of a lack of bg-specific mechanics, kits and spells which permits for more tactical freedom. there are some new items too.
    however nothing has been made more difficult to counterbalance this.

    edit: there's a more detailed explanation here ("difficulty comparison") https://lilura1.blogspot.com/2016/12/Icewind-Dale-Enhanced-Edition-Review.html
    Lilurarede9Quartz
  • ArctodusArctodus Member Posts: 323
    Can't agree more with you @SomeSort. That's exactly how I'm playing IWD right now, aka Insane difficulty, no damage bonus for enemies, no bonus XP. Plus, no kits, no Sorcerers, no weapon style, and no reallocation of stats on character creation (as many roll as I want though). Also, just for bonus, no reload : I missed learning Invisibility with my bard, so my cleric/thief can't backstab effectively, because she's invested her points in traps and locks. Since scrolls are hard to find in IWD, that miss has a real consequence on my playthrough.

    Let just say that, played that way, IWD is much harder than if you go in it with min-max Dwarven Defenders, Sorcerers and Archers.
    Gate70JuliusBorisov
  • sarevok57sarevok57 Member Posts: 2,900
    @unavailable if you're interested, I made a mega mod for IWD ( and it effects How and ToTLM ) which completely revamps the whole game and one of the major features of the mod I made was that the difficulty not only dictates tougher enemies on higher difficulties but on higher difficulties enemies will use better spells, items and abilities

    the only down side is that I didn't make a weidu version for it, so if you have other mods you will have to install them over top of mine ( since my mod is just a copy paste to the override folder )
    JuliusBorisov
  • unavailableunavailable Member Posts: 144
    edited May 28
    sarevok57 said:

    @unavailable if you're interested, I made a mega mod for IWD ( and it effects How and ToTLM ) which completely revamps the whole game and one of the major features of the mod I made was that the difficulty not only dictates tougher enemies on higher difficulties but on higher difficulties enemies will use better spells, items and abilities

    the only down side is that I didn't make a weidu version for it, so if you have other mods you will have to install them over top of mine ( since my mod is just a copy paste to the override folder )

    I might want to restart for this... I'm about to go to dragons eye... how much have I completed so far?
    SomeSort said:

    Yeah, if you avoid all the BG-specific stuff that got added when the engines were merged, the game will become more difficult again. No kits, no weapon styles, none of the new spells, etc. (Actually, this should make it even harder than pre-EE IWD was, because the 3rd-level haste spell was heavily nerfed in the transition. Haste used to double APR for everyone, now it just adds +1 APR for everyone like it did in BG2.)

    Also, difficulty has always ebbed and flowed in IWD. If you're in the Vale of Shadows or the Severed Hand, it's no surprise that things aren't feeling very tough. If you're in Dragon's Eye or Dorn's Deep and things still feel easy... well then, the game has gotten substantially easier for you, because those sections were *hard* in the original.

    The best part of Icewind Dale, in my opinion, is just how cool and tactical the spawns become when you set the difficulty to Insane. That should help alleviate your boredom, just make sure you turn off the bonus XP option so you don't wind up overleveled for the content (and find the game getting easy again). If going to insane makes things *too* hard, you can turn off the damage bonus on the enemies, too.

    (That's actually my favorite way to play IWD: Insane difficulty, no damage bonus for enemies, no bonus XP. You're basically just getting the better spawns, which make the game much more tactical.)

    I think I'm playing fairly enough. Most of us are multiclasses, only arcane casters are a bard (pure) f/m and f/m/t. Three of us are dual weilding, one of us has a pip in 2h style for the crit chance bonus our only kit is an undead hunter. There are many ways of varying the difficulty besides the exp and damage scaling, both of which I have turned on. If things get too easy, I will lower some attributes with ee keeper. I haven't really had to try my best since that one corner in the south west of the first bandit cave with the 4 ogres, and what might have been 7 or 8 orcs with mixed ranged and melee. I've not used a lot of magic spells since then.
  • SomeSortSomeSort Member Posts: 658
    edited May 28

    I'm about to go to dragons eye... I haven't really had to try my best since that one corner in the south west of the first bandit cave with the 4 ogres, and what might have been 7 or 8 orcs with mixed ranged and melee. I've not used a lot of magic spells since then.

    If you'll forgive my selective editing, I think this is perhaps a large part of it. The section from the Ogre cave to Dragon's Eye is one of the easier sections of the game. I'd recommend trying to play through Dragon's Eye first and seeing if things were still easy before restarting or changing things, because Dragon's Eye is much more punishing than the Vale of Shadows. (Well, level 1 is kind of a cakewalk, but level 2-5 is one of the toughest stretches in the game.)
  • BelgarathMTHBelgarathMTH Member Posts: 4,291
    An undead hunter kit and three dual wielders are *enormous* bonuses in power over the original game. There were no undead hunters and dual wielding didn't exist.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 11,876
    I can recommend using https://forums.beamdog.com/discussion/65184/version-1-of-the-tweaks-anthology-now-available to change the proficiency system to how it was in original IWD. You can also purposely not use kits and classes from BG, and not dual-wield weapons.

    Taking rolls for your characters as they are, without any adjusting (and thus min-maxing) will also make your game fairer. Really, it will make you actually look at the stats and not their total. No 18-18-18 characters does really make a difference.

    Also, don't reload on learing spells and level-ups, take the results of these things no matter if they're positive or not. Missing on several spells will add to the challenge.

    Actually, don't reload at all. If you have party members killed, it will make you spend money, and thus limit your overall resources to buy items. Resurrecting elves will make it even more difficult (as it costs hugely). If you don't reload and think about those risks, fights will suddenly become more interesting to you.

    This is how I've played IWD:EE the last time and greatly enjoyed it.

    So my views share the same points @SomeSort and @Arctodus have given, althouth I add Insane damage to the mix. Even the Vale of Shadows and the Severed Hand will be difficult this way.
    tbone1ArctodusBelgarathMTHineth
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