EE companions interjection dialogue
xiaoleiwen
Member Posts: 199
Do EE companions (Neera, Rasaad, Dorn etc) have interjection dialogues for the side quests?
I brought Rasaad and just finished Nalia's keep quest and quests in Waukeen's Promenade. The original companions had many things to say (as usual) but Rasaad surprisingly remained silent...No interjections in quests or with named / random npc...
If they do not talk as much as the original companion, I may consider to leave them out of the party except their own quests..
I brought Rasaad and just finished Nalia's keep quest and quests in Waukeen's Promenade. The original companions had many things to say (as usual) but Rasaad surprisingly remained silent...No interjections in quests or with named / random npc...
If they do not talk as much as the original companion, I may consider to leave them out of the party except their own quests..
Post edited by xiaoleiwen on
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the thing is they have about as much dialogue as the other npcs in sod. it's bg 2 where it becomes weird. neera for example has maybe 4 interjections through out the whole game thats not from her quest.
1. her asking you not to help edwin
2. you losing your soul
3. the tree of life scene and the final interjection in hell before the last battle
4. before you make the last choice in tob.
all the vanilla npcs has something to say when you get a quest. but not the ee npcs so it sticks out like a sore thumb.
Yes there are banters with the other companions, but for me interjections are more important because this make them talk in the whole game.
The EE companions do have inter-party banter, but the OP was referring specifically to interjections, or the NPCs piping up during conversations with non-party NPCs during quests and such. To which, yeah, they're a lot more quiet in BG2 outside of key quests and their own personal quests, which is a shame. Given her history, I was totally expecting Neera to have something to say during the meeting with the Dryad Queen in Firespear Hills, but nope.
it is disappointing. you'd think beamdog would have done more. but in both bg 1 with npc project and in bg 2 the ee characters stick out like a sore thumb as they just don't have as muck dialogue as the vanilla npcs.
i think that beamdog went a little, or maybe not a little, too far in having them special and desirable.
huge personal quests, special powerful items (the one that lowers the wild mage surge chance alone i very OP, making a wild mage much more viable without abusing on reload, and in original you had to use item mods like BoM item pack, stuffed with OP items, to have something equivalent).
and from what i read the whole poison ability was toned down, nerfed, quite a bit, making the assassin kit way less interesting (as in a 6 people party he reaches high stab multipliers right when stabbing becomes way less effective), just to allow the new blackguard kit, tailored for dorn, to be not too op.
so if beamdog had some restrain at least in the interjections i can see it only in a positive way, the EE npcs are already way overdone.
and don't get me wrong, i love to play neera, and rasad is not bad at all imo, and probably also the evil ones are interesting for those that like to play evil.
hexxatt's immortality apart, a npc that can not die, that even if chunked is automatically resurrected just resting? no please, this is probably the only aspect of a EE npc that imho is an utter crap...
if anything i would not call neera a special snow flake. the whole start of her arc is her not liking her powers and wanting to get rid of them, her wild magic is treated like bad thing she is not some mary sue. if anything neera is very selfish in bg 1 and sod. it's not until bg 2 that she becomes a better person and starts defending other wild mages.