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The Black Wyrm's Lair Terms of Use |
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#1
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Forum Member Posts: 2 Joined: 6-August 05 From: Denmark ![]() |
I just found this mod a few weeks ago, and I've been playing this mod for about a week. In my current game I've just left the Underdark with my Evil Party (m/f, Korgan, Edwin, Viconia and Valen(without her lvldrain)) everyone have at least 4-5 high-level abilities and so far I've enjoyed the mod. The scripts are well done and make most battles more challenging. The upgrades are really cool, and the components from “harder” enemies makes them seem deserved.
But even though I like the mod I won't be using it after I'm done with this run-through. This is mainly due to the way you have made the enemies more challenging. You seem to have taken the use of resistances to the hearth, and that is ofcause one way of making the game harder, but I must admit I dislike it. At the moment the only spells Edwin and Viconia gets to cast are “pre-battle-buffs” and dispel effects since almost every (challenging) enemy I'm meeting are very resistant, not only to magic, but to most elemental and magical damage as well. For me that drastically cuts down on the “fun”, since it takes away the “group feel” where every class is needed to win a battle and have something to do during the battle... other then standing in a corner hiding so they won't die. My suggestions to improve the feeling of the mod is to cut down on some of the 100% resistances this mod adds especially on “none-boss-fights” (ie insane dwarf, Firkraag-party ect.) and give them 75% resistances if you still want them to be “hard” or perhaps 50% with one or two 100% so the player have to try a bit before finding the right type of magic. Another way to do it could be to build up the resistances though the use of “forcecast” scripts on certain hp percentages. Ie; the opponent starts with 25% resistances to none melee damage, and then builds up to 50% at 75% hp and so forth. The constant use of regeneration also bugs me a bit, especially in groupbattles where you it foceres you to focus on one target at a time, but it keeps the pressure on the player, since it means no more running out of combat to get healed, and that is a good thing ![]() Well, I think that is about all I have to say, unless I find anything to add at a later time ![]() |
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#2
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Forum Member Posts: 100 Joined: 25-April 07 ![]() |
QUOTE Yes a Swashbuckler with those items is indeed overpowered. But if you think that it unbalances your game you could not use them wink.gif . Usually players complain about the difficulty of IA, so Sikret has done well to leave these options for those players. The same is true for W.Keep. If you do it in ToB you will have a much more challenging SoA part. Yes, I completely agree. This is more an exploration run for me more than anything as I wanted to experience the new story lines from NPC's i've always disregarded in the past. At the same time I could share my experiences and give feedback for you guys to make this awesome mod even awesomer ![]() For my next run through (IA v5), I'm most likely going to omit installation of any other mods aside from banterpack, ease-of-use, and IA. As great as these supplement mods are, it negatively alters balance of encounters by giving you so much extra experience points. An alternative is that I might try to find a mod that cuts experience gain by 20% or so to compensate. Worse comes to worse with my current run through, I'll just reload back to after I finished the planar sphere, and just get on my way to saving Imoen. She's been hanging out in a jail cell for quite a while now =P QUOTE Is Improved Anvil the last mod you have installed, luan? You can look at the Wiedu.log file in your BG2 main folder to make sure. Improved Anvil must be the final mod in the list. Yes, it is the last mod i've installed, I'll PM you my log. Edit: Did you receive my PM? I don't want to send a duplicate but my "sent" box records no messages This post has been edited by luan: May 16 2007, 09:06 AM |
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Lo-Fi Version | Time is now: 10th September 2025 - 04:46 AM |