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6/16/2025, 10:08:29 PM
>>527671170
I think the issue is the last statement I made -- there are a lot of enemies that employ techniques which basically don't have a counter available to the player. Ghost of Ashburry Homlet is a great example, since it's a fight that really shouldn't be taken until Act III, but you're forced to do it in Act II severely under leveled and under geared if you want Sadistic Game Design. An enemy immune to death effects, poison, movement-impairing, mind-influencing, paralysis, negative energy, and has +20 saves across the board to boot. Oh, and is an 18th level spell caster. And has backup with comparable immunities and damage output.
And you're L7. *Maybe* L8.
Vescavor Swarms require AoE energy damage to defeat efficiently which you probably have a limited number of, and ideally negative energy at that, or immunity to sonic attacks -- which you won't have unless you rolled a bard, hired a merc, or butchered a pre-existing character into a shitty bard (instead of a skald, which is vastly superior *except* to provide immunity to sonic attacks).
Gargoyle cave is an encounter that you'll either be L6 for (if you don't cheese the experience game settings) or barely L7 for. On Unfair, the gargoyle high clerics have access to seventh level spells, can deal 50+ points of AoE negative energy per cast, and are basically immune to CC spells with the exception of Hypnotic Pattern, which you can't cast unless you've got a L7 mage, and even if you *can* cast, they're rocking a +13 Will save, which means they're gonna make their save unless they roll low, even with a Court Poet AND optimized Nenio in the group.
I certainly get what OwlCat was going for, but fuck me there's a LOT of bullshit in Act II. The player better have an airtight battle strategy for 80% of the fights if they do Hard/Unfair or your going to be a slave to the dice, which is always frustrating.
I think the issue is the last statement I made -- there are a lot of enemies that employ techniques which basically don't have a counter available to the player. Ghost of Ashburry Homlet is a great example, since it's a fight that really shouldn't be taken until Act III, but you're forced to do it in Act II severely under leveled and under geared if you want Sadistic Game Design. An enemy immune to death effects, poison, movement-impairing, mind-influencing, paralysis, negative energy, and has +20 saves across the board to boot. Oh, and is an 18th level spell caster. And has backup with comparable immunities and damage output.
And you're L7. *Maybe* L8.
Vescavor Swarms require AoE energy damage to defeat efficiently which you probably have a limited number of, and ideally negative energy at that, or immunity to sonic attacks -- which you won't have unless you rolled a bard, hired a merc, or butchered a pre-existing character into a shitty bard (instead of a skald, which is vastly superior *except* to provide immunity to sonic attacks).
Gargoyle cave is an encounter that you'll either be L6 for (if you don't cheese the experience game settings) or barely L7 for. On Unfair, the gargoyle high clerics have access to seventh level spells, can deal 50+ points of AoE negative energy per cast, and are basically immune to CC spells with the exception of Hypnotic Pattern, which you can't cast unless you've got a L7 mage, and even if you *can* cast, they're rocking a +13 Will save, which means they're gonna make their save unless they roll low, even with a Court Poet AND optimized Nenio in the group.
I certainly get what OwlCat was going for, but fuck me there's a LOT of bullshit in Act II. The player better have an airtight battle strategy for 80% of the fights if they do Hard/Unfair or your going to be a slave to the dice, which is always frustrating.
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