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Any "non melee" ways to deal with spell immune creatures in IWD?

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Comments

  • SirBatinceSirBatince Member Posts: 723

    Can anyone confirm if Mordy's Sword indeed works against Belhifet? NearInfinity shows that it hits as a +5 weapon. (I never went upto that much of the game myself yet, but I'll like to use it if it works. ;))

    Besides, as it appears in NI, Mordy's sword is immune to many status effects (including Poison, Disease and Fear and most Mind-affecting spell-effects). How about casting Protection From Fire (the Level 3 Wizard version, not the Cleric one) on a bunch of those swords and see if they work against the bad boy? ;)

    M Sword is a useable weapon in IWD, rather than a overpowered summon like in BG2.

  • SomeSortSomeSort Member Posts: 812
    ThacoBell said:

    @SomeSort This is the kind of thing I was talking about.

    Yes, and a lot of those additional immunities were added in the Heart of Winter expansion to make up for the fact that you're getting a zillion extra levels and some super-OP gear from Lonelywood. Heart of Winter broke the balance of vanilla IWD the same way Throne of Bhaal broke the balance of vanilla SoA.

    But original, vanilla, straight-out-of-the-box IWD was not like this. This can be confirmed by reading some old pre-expansion faqs. Example 1: "Belhifet in my opinion is much easier than Yxunomei; though the dialogue box says that Belhifet has magic resistance, he easily succumbs to a barrage of magic missiles and magic stones. Just take his attention away from your party with whatever you summon and you'll be fine."

    Example 2: "An high-level Chromatic Orb can Hold or Stun Belhifet... if it penetrates Belhifet's Magic Resistance and saving throw. While Belhifet's Held/Stunned, Belhifet obviously can't attack, cast spells, or teleport. The party can attack and cast enough low- to medium-level offensive spells (Acid Arrow, Chromatic Orb, Flame Arrow, Ice Lance, Magic Missile, Magic Stone, &c) to destroy Belhifet before Belhifet becomes mobile again!"

    Heart of Winter did a lot of stuff to ruin the tight balance of Icewind Dale. Heart of Fury mode was a joke that supercharged level gains. When you first went to Lonelywood you were gifted with over 400,000 XP before you ever had to fight a single enemy. Having a level cap instead of an experience cap broke multiclass characters. Other than giving bards some worthwhile songs for a change, Heart of Winter contributed pretty much nothing to the game.

    Judging the balance of IWD based on changes made by Heart of Winter is like saying Shadows of Amn's final boss is a joke because Planetars, Spike Traps, and Greater Whirlwind Attacks tear him to shreds.

    (Similarly, IWD's balance definitely shouldn't be judged based on how it performs in the Enhanced Edition. Some of the best spells have been nerfed- Haste used to double your APR- fighter classes have gotten heavily buffed by the addition of true dual-wielding, sorcerors defeat the entire purpose of scroll scarcity, the game was never built with kits in mind, etc.)

    Rik_Kirtaniya
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 593

    Can anyone confirm if Mordy's Sword indeed works against Belhifet? NearInfinity shows that it hits as a +5 weapon. (I never went upto that much of the game myself yet, but I'll like to use it if it works. ;))

    Besides, as it appears in NI, Mordy's sword is immune to many status effects (including Poison, Disease and Fear and most Mind-affecting spell-effects). How about casting Protection From Fire (the Level 3 Wizard version, not the Cleric one) on a bunch of those swords and see if they work against the bad boy? ;)

    M Sword is a useable weapon in IWD, rather than a overpowered summon like in BG2.
    @SirBatince But the summoned Mordy's sword is wielding this same weapon as well. I checked it in EEKeeper and NearInfinity.

  • ThacoBellThacoBell Member Posts: 4,962
    @SomeSort I most certainly can judge a game based on its most up-to-date iteration. That is the supported version.

  • SomeSortSomeSort Member Posts: 812
    ThacoBell said:

    @SomeSort I most certainly can judge a game based on its most up-to-date iteration. That is the supported version.

    I'm sorry. I love Beamdog, I love the fact that they have brought these classic games to new operating systems (and especially to mobile!), and I love how they've reinvigorated the community. But IWDEE is not IWD. Icewind Dale didn't have Sorcerors or Undead Hunters or Archers or Skalds or dual-wielding speed weapons or Time Stop or Spell Trigger or whatever wimpy versions of Haste and Tenser's Transformation it wound up with. And if those additions and changes broke the balance of the original game, that shouldn't be held against the original.

    As someone who has logged dozens of playthroughs on the original (both with and without HoW), I consider IWDEE to be a really, really polished mod. And a fun one, at that-- I enjoy being able to take Sorcerors and Undead Hunters and Archers and Skalds out to the Spine of the World. But I'd no more blame IWD for any balance issues with IWDEE than I would blame BG2 for any balance issues with Weimer's Item Upgrade mod.

  • chimaerachimaera Member Posts: 497
    edited April 15
    SomeSort said:

    ThacoBell said:

    @SomeSort I most certainly can judge a game based on its most up-to-date iteration. That is the supported version.

    I'm sorry. I love Beamdog, I love the fact that they have brought these classic games to new operating systems (and especially to mobile!), and I love how they've reinvigorated the community. But IWDEE is not IWD.
    I agree, I like both games, but IWDEE certainly doesn't play like IWD. I wouldn't call it a "most up-to date iteration", it's just a different version, with the EE being much easier.

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