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Baldur's Gate 1 No-Reload Challenge


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#13426
Grond0

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I'm not sure I'm that analytical, but in essence yes - I wouldn't want the game to feel there was no risk.

 

However, given our conversation I'm now thinking I should create a new install without all the tweak mods in my current one and run Rifft through to make sure that provides a fair evaluation of his abilities.  That should give me a chance to finish my current book while the mods are loading ...



#13427
Alesia_BH

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I'm not sure I'm that analytical, but in essence yes - I wouldn't want the game to feel there was no risk.

 

However, given our conversation I'm now thinking I should create a new install without all the tweak mods in my current one and run Rifft through to make sure that provides a fair evaluation of his abilities.  That should give me a chance to finish my current book while the mods are loading ...

 

That's funny. Because of our conversation, I'd rather you didn't- at least for this run. :P

 

As you may recall, I was mostly curious about a Swasbuckler's toe-to-toe melee potential in late ToB. And here's why that matters to me. I can get a lot of characters through the Ascension fight, but I've never felt comfortable doing it in toe-to-toe melee. I've beaten Mel and the Five with spells, I've beaten them with rogue tricks, and I've beaten them with range weapons. Now I'd like to beat them in straight up melee.

 

Arcadia was well positioned to be the one -that's actually why I built her- but when I got to the final fight, I chickened out and went for the easy victory with a sling. I can't run an F/M again so soon, obviously, so now I'm curious about non F/M builds that can defeat Mel and the Five in melee. The most appealing options that have occured to me are a barbarian, a F/C, a R/C, a F/T, a Swash and a Blade- with the Blade being the least appealing at the moment since it is so similar to a F/M.

 

Since I missed the Swash boat by retiring Amelie, Rifft is my chance to see if a Swash would work. So for me, the best thing would be to see Rifft power through SoA -doing what ever he needs to to get to ToB- but to then take a clean mod item free melee approach in the endgame. If the Cloak of Balduran and the Item Pack Greenstone Amulet, for example, would insure that Rifft will make it to ToB then, selfishly, I'd say sure, go for it. But, at the same time, I'd rather not see mod items used in ToB. There I'd prefer to see the vanilla item set used, since it would allow cleaner assessment in the stage that matter to me.

 

But whatever. You're not playing for my entertainment (I hope). You're playing for your enjoyment and to share that enjoyment with us all. My preferences are really not that important.

 

Best,

 

A.

 

(PS: I'm not sure why I've suddenly gotten all high maintenence. Sorry everyone! I'll stop.... :P )


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#13428
Grond0

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Well, I've got a new installation now, so I might as well use it :P.  Rifft has just left Candlekeep and installation seems fine so far.  He should make a fairly speedy run to get back to where he was in BG2 - all being well ...


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#13429
Alesia_BH

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Well, I've got a new installation now, so I might as well use it :P.  Rifft has just left Candlekeep and installation seems fine so far.  He should make a fairly speedy run to get back to where he was in BG2 - all being well ...

 

=]

 

I feel bad. I didn't want to slow Rifft down or inconvenience you.

 

Anyhoo. Hopefully Rifft will become a whirlwind of awesome soon. Go Grondo and Rifft!

 

Best,

 

A.



#13430
Blackraven

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Ay Grond0, I really think starting a new run wasn't necessary. (SCS Irenicus' Dungeon with aTweaks' Mephits is so risky for many types of characters that intelligent, careful gameplay alone isn't enough for them to survive. There's really nothing wrong with toning down the luck factor somewhat with a few items imo.) Or you could have at least reloaded from Irenicus' Dungeon. That, again imo, wouldn't have gone against the no-reload spirit. It would have made things harder, not easier for you. Here's hoping that Rifft will have safe journeys on the Sword Coast, and that he'll make it safely out of Chateau Irenicus.


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#13431
Alesia_BH

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Ay Grond0, I really think starting a new run wasn't necessary. (SCS Irenicus' Dungeon with aTweaks' Mephits is so risky for many types of characters that intelligent, careful gameplay alone isn't enough for them to survive. There's really nothing wrong with toning down the luck factor somewhat with a few items imo.) Or you could have at least reloaded from Irenicus' Dungeon. That, again imo, wouldn't have gone against the no-reload spirit. It would have made things harder, not easier for you. Here's hoping that Rifft will have safe journeys on the Sword Coast, and that he'll make it safely out of Chateau Irenicus.

 

Yeah. That's totally not what I had intended. :(

 

Between my questions about the mod items in BG1 and the Item Pack/Item Import components in BG2, it may have seemed like I was playing install cop, but that totally wasn't what was going on. I just wanted to understand Rifft's adventure and get some some perspective. I was a little worried that the Cloak of Balduran and the Item Pack Greenstone Amulet could create balancing issues, and may have wanted to nudge Grond0 away from over use of those, but I get why someone would want the Greenstone Amulet (Item Pack version or otherwise) available in the aTweaks Chateau. In the absence of it, the number of classes that can safely navigate the Chateau decreases, canalizing gameplay options. The "use it, don't abuse" approach to those components made perfect sense to me in the context of an aTweaks install. I could see myself doing that.

 

Anyhoo. I just hope Rifft has a super-awesome run- especially now that I've unintentionally caused him grief. Forward to Amn, Rifft!

 

Best,

 

A.


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#13432
Blackraven

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I know you weren't disqualifying Grond0's run, Alesia. You made that clear in your previous posts. I'm sorry if I made you think otherwise.
Btw I agree with you on the Greenstone Amulet. Permanent status effect immunities is way over the top. The Cloak of Balduran seems less unbalancing to me. Maybe with UAI and Carsomyr, 100+ MR could become too easy to obtain, but otherwise I don't think it's that big a deal, but that's probably because imo relying on anything less than 100 MR against enemy magic is not the way to go.


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#13433
Alesia_BH

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I know you weren't disqualifying Grond0's run, Alesia. You made that clear in your previous posts. I'm sorry if I made you think otherwise.
Btw I agree with you on the Greenstone Amulet. Permanent status effect immunities is way over the top.

 

Yeah. I didn't think you thought that, but given Grond0's decision, I feared that he may have thought that. And if he may have thought that, it occured to me that others may have thought that. I was just clarifiying for the sake of anyone who might have been under that impression.

 

To be clear I always respect the choices of players -even if they aren't choices I'd make myself. This is about fun. There are many ways to have fun. That's good.

 

 

Btw I agree with you on the Greenstone Amulet. Permanent status effect immunities is way over the top.

 

Agreed. That thing is crazy.

 

 Maybe with UAI and Carsomyr, 100+ MR could become too easy to obtain, but otherwise I don't think it's that big a deal, but that's probably because imo relying on anything less than 100 MR against enemy magic is not the way to go.

 

The Cloak of Balduran can be an issue. I personally find 100% magic resistance unbalancing. I wouldn't want it, except with a monk or a wizard slayer. With rogues especially, I like having to juggle to survive magic. That's in part why I don't allow rogues heavy use Carsomyr and never forge the Human Flesh Armor. That's just me though.

 

Best,

 

A.


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#13434
Aasim

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Greenstone Amulet. Permanent status effect immunities is way over the top. 

Why? You can't use it to protect more than one party member, nor  swap it for another amulet when using the charge. I find it more balanced this way. 

There are things I do find very imbalanced in this game and wouldn't use, but Greeenstone which grants "per equiped" immunites isn't really one of them.

 

I personally find 100% magic resistance unbalancing. I wouldn't want it, except with a monk or a wizard slayer. With rogues especially, I like having to juggle to survive magic. That's in part why I don't allow rogues heavy use Carsomyr and never forge the Human Flesh Armor. That's just me though.

I find 100%MR pretty useless in No-Reloads. SCS mages will nullify it, and a number of spells simply go through it. +, it fills your item slots with subpar items. It's neat, but nothing to rely on.



#13435
Blackraven

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Why? You can't use it to protect more than one party member, nor  swap it for another amulet when using the charge. I find it more balanced this way. 

There are things I do find very imbalanced in this game and wouldn't use, but Greeenstone which grants "per equiped" immunites isn't really one of them.

 

You're not using any charges as you seem to suggest. You simply equip the Amulet, and for as long as you're wearing it, you get a set of immunities that will protect you against many common spells, some of which normally difficult to counter and quite deadly, spells that even SCS priests and mages won't stop casting. As you know, I'm more a soloist than a party man. My previous comment must be seen in that perspective as well. But even in parties there's only one character you'd have to equip with the Amulet to make a large portion of no-reload SoA a complete breeze: Charname.



#13436
Alesia_BH

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Why? You can't use it to protect more than one party member, nor  swap it for another amulet when using the charge. I find it more balanced this way. 

There are things I do find very imbalanced in this game and wouldn't use, but Greeenstone which grants "per equiped" immunites isn't really one of them.

 

The items that one finds unbalancing will hinge on your playing style, since some playing styles leave characters more open to certain vulnerabilities than other.

 

I find that countering disablers is one of the main challenges in no reload play. Often it is the challenge. A Greenstone Amulet which grants immunities permanantly and is undispellable goes a long way toward eliminating that dimmension of the game.

 

There are a lot of unbalancing items in the vanilla game, some of which I avoid. In solo play, I honestly can't think of one that I would find more unbalancing than the Item Pack Greenstone Amulet. But again, that's a function of my playing style.

 

I find 100%MR pretty useless in No-Reloads. SCS mages will nullify it, and a number of spells simply go through it. +, it fills your item slots with subpar items. It's neat, but nothing to rely on.

 

It can be very helpful, depending on the situation. If you relied on it exclusively, you could run into problems, but if you use it as one angle in a more comprehensive defensive strategy, then it helps.

 

Of course this is all ultimately a matter of preference. What counts, in the end, is what makes the adventure enjoyable for the player.

 

Best,

 

A.


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#13437
Aasim

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But even in parties there's only one character you'd have to equip with the Amulet to make a large portion of no-reload SoA a complete breeze: Charname.

Well, go fight a SCS/aTweaks Balor in melee without PfMW (or any decent mage with Necromancy/Invocation spells) with it on your neck, and feel the breeze. :D  Second, when playing with a party loosing a member permanently isn't really advisiable (it's not a breeze you shake off) - not everyone can be easilly replaced, and the replacements are usually underpowered, underleveled or simply unavailable.

I limit myself with forbidding the usage of several things - dual-classes,  traps, Wish casting , XP exploits , running away from spells, Boots of Speed + Haste,  swapping equipment with immunities in midst of combat to avoid disables, dispel-on-hit equipment, Mislead/Simularum/Project image , physical resistance stacking  and using non-enchanted weapons vs PfMW.

I wouldn't avoid Greenstone (with IR, it works the same as Grond0's version, but you have to buy it in Ust Natha).

 

I find that countering disablers is one of the main challenges in no reload play. Often it is the challenge. A Greenstone Amulet which grants immunities permanantly and is undispellable goes a long way toward eliminating that dimmension of the game.

It offers about the same ammout of protection (you  only lack Fear) as a Ring of Free Action (which has slow/web/entangle etc. immunity as well) + Harmony shield. I use both the ring and the shield on my party cleric 99% of times; and he/she eventually gets something with fear immunity as well.

So, my clerics usually have more undispellable immunities then Grond0' Greenstone offers. :D  

Finally, you won't get dispelled in every battle (even Ilithids won't use dispels, nor will most demons use spell removals) - even if it happens, one can simply use Greenstone charge after dispel has landed (and given that it can be used to protect everyone in your party, including those blessed with the ability to cast SI:Abj making dispellability moot altogether, I find "when equipped" immunites a fair bit more balanced.  



#13438
Alesia_BH

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Again, part of this comes down to differences in playing style. Solo versus party play makes a big difference as well. When you are solo, you can become over-leveled in certain stages of the adventure, but you also have a small margin for error, particularly in the endgame. Tiny little details start to make a big difference.

 

I'll also suggest that if you think through the details of certain end game Ascension battles, you may recognize the benefits of a permanent duration undispellable Greenstone Amulet. 

 

I'll respond to some of your points in turn below. But bear in mind that many may only be relevant in the context of my playing style, not yours. Power and balance depend on usage and context.

 

It offers about the same ammout of protection (you  only lack Fear) as a Ring of Free Action (which has slow/web/entangle etc. immunity as well) + Harmony shield. 

 

Free Action + Harmony is nice. But you're crowding out a ring slot (which is a big deal) and the Reflection Shield (which can also be a big deal in Ascension). For dual wielders, you're crowding out Belm. For others, you're crowing out the Defender or Crom -or whatever other off-hand weapon you prefer.

 

If you're using another item for fear immunity, then you're crowding out yet another item slot. In the vanilla item set, most of the items that grant fear immunity are weapons, canalizing your weapons choices. Importantly, none of them are ranged weapons. The non-weapon option is the Cloak of Bravery, which crowds out the crucial cloak slot and isn't available to many characters. 

 

And you're still missing Sleep, which is critical against certain late game enemies, especially Tamah. 

 

Further, if the Ring of Free Action cancels haste (which it does in my instal) it is far less useful.

 

Having all the crucial immunities from one slot (without preventing haste if that's applicable) is much better than using three slots, limiting your weapon slot choices, and still missing Sleep. And in the necklace slot the opportunity cost is relatively low.

 

 

 

Finally, you won't get dispelled in every battle (even Ilithids won't use dispels, nor will most demons use spell removals) - even if it happens, one can simply use Greenstone charge after dispel has landed (and given that it can be used to protect everyone in your party, including those blessed with the ability to cast SI:Abj making dispellability moot altogether, I find "when equipped" immunites a fair bit more balanced.  

 

I'll suggest that you may be underestimating the significance of dispellability and a limited duration. Many enemies with disabling abilities do use dispel of course, and the limited duration forces you to keep track of another variable in combat. Additionally, you can't always safely use your aura. In the final Ascension fight, for example, you often have to maintain a clear aura in order to counter Mel's Time Stop-Melee. Having your aura free for timely counters can be critical throughout the adventure. Avoiding aura usage bottlenecks is often the crux of the challenge in solo play. Further, even if you have a clear aura -and even if you can use it safely- there is a slight delay between activation of the Greenstone Amulet and time to effect. That delay can be critical when solo.

 

 

and given that it can be used to protect everyone in your party, including those blessed with the ability to cast SI:Abj making dispellability moot altogether, I find "when equipped" immunites a fair bit more balanced.  

 

Only some characters can cast SI:A and SI:A has a limited duration. SI:A can be taken down. Maintaining SI:A and protecting SI:A can be a challenge. You have to keep track of incoming spell protection attacks and you also have to allocate spell slots to the task.

 

The spell slots and/or aura usages and/or items slots required to protect yourself from disablers in the absence of an undispellable Greenstone Amulet add up. 

 

If you're worried about multiple party members using the limited charge Greenstone Amulet, then just don't pass it around. If you're worried about the possibility of swapping it for another necklace after the charge has been used, just don't do it. You can also restrict item recharge.

 

Careless mishaps can happen, but for most of my characters, there are only two encounters that are genuinely risky in BG2: the Final Ascension fight and Tougher Abazigal with Tamah. With an undispellable Greenstone Amulet, the final Ascension battle would become a lot easier. The amulet would eliminate most constraints on aura usage. Mel's save lowering on hit effect would matter far less. It would grant greater freedom with item slots. Those are ingredients of an easy risk free win for many characters. In the Abazigal/Tamah fight, the main threat is Remove->Sleep (via Tamah's breath weapon or claws). An undispellable permanent duration Greenstone Amulet solves that. For me, it would trivialize the only two high risk encounters in BG2. It would be genuinely game breaking.

 

Now, will this be true of everyone? No. Again, power and balance depend on usage and context. I'll merely suggest to you that in the context of certain battle strategies a permanent duration undispellable Greenstone Amulet can be very powerful.

 

Now, would it bother me if others used it? No: It's their game. We all make our choices and I respect everyone's choices. I took an interest in Grond0's case simply because his run was motivated by our discussion of how Swashbucklers would fair in the ToB endgame. I'm interested in the show, and I'd find that show more interesting with the canonical item set: That's all. But if he decided to use the item tweak mods he had -and any number of other ones- he'd definitely still have my blessing. As I said before, I have my preferences in this particular run, but they are not really that important. What matters is what will make Grond0 happy. 

 

Best,

 

A.


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#13439
Blackraven

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Well, go fight a SCS/aTweaks Balor in melee without PfMW (or any decent mage with Necromancy/Invocation spells) with it on your neck, and feel the breeze. :D  Second, when playing with a party loosing a member permanently isn't really advisiable (it's not a breeze you shake off) - not everyone can be easilly replaced, and the replacements are usually underpowered, underleveled or simply unavailable.

I limit myself with forbidding the usage of several things - dual-classes,  traps, Wish casting , XP exploits , running away from spells, Boots of Speed + Haste,  swapping equipment with immunities in midst of combat to avoid disables, dispel-on-hit equipment, Mislead/Simularum/Project image , physical resistance stacking  and using non-enchanted weapons vs PfMW.

I wouldn't avoid Greenstone (with IR, it works the same as Grond0's version, but you have to buy it in Ust Natha).

Hold on there friend, I said a large portion of SoA would become a breeze. :) Permanent Greenstone protection makes e.g. Yuan-Ti mages, Rayic Gethras, Umber Hulks, Mae'Var, TorGal, Vampires, Mind Flayers, plenty of traps et al signfificantly less dangerous.
I agree that the amulet is less likely to make the same impact against really tough mages like Lavok, Tolgerias or Perth, and generally in late SoA (though the Stun protection alone would make it very useful even in those stages), or if you all apply restrictions such as those you mentioned.



#13440
Alesia_BH

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Here's how I'd sum it up. Woody Allen once said that 90% of life is just showing up. In solo no reload play, I find that 90% of the challenge is just staying in control. For me, a permanent undispellable Greenstone Amulet in the Chateau would take care of 90% of the 90%. That would be unbalancing. Could it be different for others? Sure. And that's great. Everyone should go with what works for them.



#13441
Grond0

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Rifft - dwarf swashbuckler (update 1)
 
As signalled above I decided that Rifft should restart his run in an installation without the various tweak mods he was using before.  This is the slimmed down Weidu log - essentially Ascension, Oversight and Strategems.
Spoiler
 
He made quite quick initial progress this morning, but only had enough time to do the bulk of his early learning work.  He'll crack on with the main quest next time.
Record%20L8_zpsn7b4e4ax.jpg
 
Points I noted were:
- he lost the girdle of piercing when he dropped it on the ground while shuffling inventory and didn't pick it up again :(.
- Mutamin's spells and speed normally make it difficult for Korax to take him on, but this time a single blow proved decisive.
Spoiler
- Korax also did well against Kirian's party and quickly paralysed both Kirian and Lindin.  Rifft was trying to help finish Kirian off quickly and was targeted with a hold person by Peter as a result.  That caused him to burn an invisibility potion (though he saved anyway).
Spoiler

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#13442
Alesia_BH

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Cool! Glad to see Rifft in action! 

 

(And thank you from saving us from all the Greenstone Amulet talk! Hooray for that!)

 

Best,

 

A.

 

Btw. Do the Oversight Sendai and SCS Improved Enclave Sendai mods play nice together?



#13443
Aasim

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Free Action + Harmony is nice. But you're crowding out a ring slot (which is a big deal) and the Reflection Shield (which can also be a big deal in Ascension). For dual wielders, you're crowding out Belm. For others, you're crowing out the Defender or Crom Fraeyrs -or whatever off-hand weapon you prefer.

I think this is where it's at - the fact that you are limited in ring and shield slot if you go Harmony/RoFA. 

 

The non-weapon option is the Cloak of Bravery, which crowds out the crucial cloak slot and isn't available to many characters. 

Why is cloak slot crucial? 

 

 

Further, if the Ring of Free Action cancels haste (which it does in my instal) it is far less useful.

I don't know how can it "cancel" Haste; likewise, I doubt equiping it would cancel Slow. It could forbid it from working, yes - but if you haste before you equip the ring, I doubt it would cancel your haste once you put it on. 

 

 

I'll suggest that you may be underestimating the significance of dispellability and a limited duration. Many enemies with disabling abilities do use dispel of course, and the limited duration forces you to keep track of another variable in combat. Additionally, you can't always safely use your aura. In the final Ascension fight, for example, you often have to maintain a clear aura in order to counter Mel's Time Stop-Melee. Having your aura free for timely counters can be critical. Avoiding aura usage bottlenecks is often the crux of the challenge in solo play. Further, even if you have a clear aura -and even if you can use it safely- there is a slight delay between activation of the Greenstone Amulet and time to effect. That delay can be critical when solo.

I'd say such things are a part of the challenge - not everyone should succeed, and some simply have a better chance than others. 

 

Careless mishaps can happen, but for most of my characters, there are only two encounters that are genuinely risky in BG2: the Final Ascension fight and Tougher Abazigal with Tamah. With an undispellable Greenstone Amulet, the final Ascension battle would become a lot easier. The amulet would eliminate most constraints on aura usage. Mel's save lowering on hit effect would matter far less. It would grant freedom greater freedom with item slots. Those are ingredients of an easy risk free win for many characters. In the Abazigal/Tamah fight, the main threat is Remove->Sleep (via Tamah's breath weapon or claws). An undispellable permanent duration Greenstone Amulet solves that. For me, it would trivialize the only two high risk encounters in BG2. It would be genuinely game breaking.

Well, I haven't seen Tamah/Asc in a while (grrrr.... :angry: ) but in my game, there are no less than *5* exellent amulets.

One (which I give to my PC usually) gives immunity to death magic (vorpals included) and level drain. 

Second would be Greenstone, which makes one far less prone to disables (usually for Sarevok or a fighter of sorts).

Third would be the one which gives immunity to Petrification and Disintegration.

Fourth would be Amulet of Spell Warding (+2 to all saves, Deflection 1xday). 

Fifth is Metaspell Influence - +1 to casting speed, immunity to Silence.

 

The competition is rather grand for neck slot, as you can see. When you put Greenstone in between these, it's not that much powerful - especially since it's in Ust Natha. By the time you're done with this, Charm/Hold/Confusion aren't really an issue anymore unless  you're soloing.

 

. An undispellable permanent duration Greenstone Amulet solves that. For me, it would trivialize the only two high risk encounters in BG2. It would be genuinely game breaking.

I don't know how a battle vs 2 dragons + drakes can be made trivial, Ascension even less so. Then again, I haven't fought these in ages. :D

 

 

Now, will this be true of everyone? No. Again, power and balance depend on usage and context. I'll merely suggest to you that in the context of certain battle strategies a permanent duration undispellable Greenstone Amulet can be very powerful.

Greenstone would indeed be powerful in certain encounters. In others, it would be genuinely useless and sub-par. Hence, I really don't see this as OP. Grond0 could very likely meet his demise vs a triple Skull Trap sequncer/vorpal hit or similar. 

 

What matters is what will make Grond0 happy. 

Agreed.

 

 

Hold on there friend, I said a large portion of SoA would become a breeze. :) Permanent Greenstone protection makes e.g. Yuan-Ti mages, Rayic Gethras, Umber Hulks, Mae'Var, TorGal, Vampires, Mind Flayers, plenty of traps et al signfificantly less dangerous.
I agree that the amulet is less likely to make the same impact against really tough mages like Lavok, Tolgerias or Perth, and generally in late SoA (though the Stun protection alone would make it very useful even in those stages), or if you all apply restrictions such as those you mentioned.

Hmmm..

Yuan-ti mages can kill one very quickly, regardless of Greenstone, since they love MGoI + Web, and can have Prismatic Spray which can kill you. Unless you have uber-low saves (which in most cases nullify Greenstone use anyway apart PW:Stun), you won't be safe.

Rayic has a random kit with random spellbook - unlike some other mages, he doesn't always have a specific kit (Lavok is always a Necromancer, Jon is a Conjurer etc.). Until Grond0 meets him for the first time, he has no way of knowing other than an editor which shall it be. If he's an Invoker or Necromancer, Greenstone will do jack s***, since Rayic could easilly kill him with sequencered Skull traps/Fireballs or FoD. 

Umbers are a joke for a high-level swashbuckler regardless (buy Aeger if you're worried, but even a confused swashbuckler has a fair chance to kill them if not completely outnumbered).

Vampires can still  drain (I don't know if Grond0 uses SCS buffs to them - if yes, their Charm is the very least of your worries since you can save vs it and have numerous charm-immunity items avaliable - Constitution drain otoh doesn't allow a save.)

Traps shouldn't bother a swashbuckler anyway.

Mind Flayers - again, save is allowed. I doubt Grond0 would fight them without paying attention to saves.

 

Be that as it may - it's probably a much more powerful item when you're soloing then playing with a party. If you have a dedicated cleric with numerous CC castings, Greenstone is convinient, but hardly a must unless you get everyone hit by dispel - in that case, you probably deserve to fail :D .

 

Anyways, GL Grond0, whatever you choose. :)


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#13444
Alesia_BH

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(Quick replies. See the underlined note at the end)

 

Why is cloak slot crucial? 

 

To complement Gaxx + Claw of the Kazgaroth  with the Cloak of Protection +2. I typically play with non-shorties to avoid trivializing the game with early access to highly negative saves. The Gaxx + Claw of the Kazgaroth + Cloak of Protection combination allows non-shorties to make their saves after a dispel. Malisons just have to be countered with a potion.   

 

I don't know how can it "cancel" Haste.. I doubt it would cancel your haste once you put it on. 

 

It does. And that's how Free Action should work in my opinion. I like that dynamic. 

 

Well, I haven't seen Tamah/Asc in a while (grrrr....  :angry: )

 

Her breath weapon applies the sleep effect with no save offered. Eleven racial bonuses won't stop it. The Greenstone Amulet is the only way that many characters can foil it. The times I've lost that fight it has been because of sleep. Remove->Sleep in particular. With an undispellable Greenstone Amulet, that problem is solved.

 

But in my game, there are no less than *5* exellent amulets.

 

As mentioned earlier, context matters. I'm speaking within the context of my install and playing style. I can't comment on the balancing of IR items within the IR context. I've never attempted to do so.

 

I don't know how a battle vs 2 dragons + drakes can be made trivial, Ascension even less so. Then again, I haven't fought these in ages.  :D

 

I've soloed the Ascension battle many times with many classes. Undispellable Greenstone Amulet + Reflection Shield + Movement Rate advantage + Elemental Resistances would basically solve it. Using a variant of that approach, I've soloed it with a beastmaster and an unkitted cleric amongst others. Aside from Mel's Bone Blades at the end, the crux of the challenge was protecting against Implosion Hold and Power Word: Stun without nerfing the movement rate or clouding aura at a time when it might be needed to counter a Mel Time Stop. A permanent undispellable Greenstone Amulet would take care of that.

 

Unless you have uber-low saves (which in most cases nullify Greenstone use anyway apart PW:Stun), you won't be safe.

 

Now you're getting it. Using potions, items and spells, I can always make my saves. The only real threat throughout much of BG2 for my characters is PW:S. For many characters, the only way to stop it in my install without nerfing movement rate are the Sword of Arvoreen and the Greenstone Amulet. Arvoreen is only available to halfling and UAI rogues. The vanilla Greenstone Amulet is in the Underdark and its limited duration, dispellability, and activation delay limit its utility. An undispellable Greenstone Amulet in the Chateau would take care of that threat.

 

Rayic has a random kit with random spellbook - unlike some other mages, he doesn't always have a specific kit (Lavok is always a Necromancer, Jon is a Conjurer etc.). Until Grond0 meets him for the first time, he has no way of knowing other than an editor which shall it be. If he's an Invoker or Necromancer, Greenstone will do jack s***, since Rayic could easilly kill him with sequencered Skull traps/Fireballs or FoD. 

 

I can't comment on Grond0, but I can comment on how those situations play out in my games. Basically, they're not an issue. I fight mages at range and maintain a clear aura, which allows me to put counters in play before spell effects hit. I collect a comprehensive potion collection early in the game, and then drink the one I need the moment I need it. Power Word: Stun is the biggest threat by far, since it casts fast, grants no counter window, and doesn't offer a save. When mage battles become dangerous, its typically when hitpoints get low enough to bring Power Word: Stun into play and there are pursuing demons on the field. In that situation, equipping a Free Action item would slow me down, making me vulnerable to the demon. An undispellable Greenstone Amulet would solve that problem while freeing me to use my aura for another counter. 

 

The BoIB + negative save +(or Potion of Magic Shielding, if necessary) stops Skull Trap sequencers. The Reflection Shield stops Flame Arrow sequencers. FoD offers a save. I've never had problems with those.

 

Be that as it may - it's probably a much more powerful item when you're soloing then playing with a party. 

 

It is more powerful when solo. But in the context of my install and playing style it goes beyond that. There is a small number of things that are actually a threat and an undispellable Greenstone Amulet solves or simplifies those problems. It basically fills the last holes in the defenses and that's what would make it unbalancing in my game.  Additionally, it would simplify the task of taking care of the other manageable threats by freeing up cognitive bandwith. If I didn't have to worry about my disabler defenses -and didn't have to worry about my disabler defenses being dispelled- then all I'd have to do is focus on my movement and elemental resistances. Most of the crucial game decisions I face would be solved or substantially simplified by having that item.

 

Again, it differs from player to player. For others the item would be insignificant, in the context of my playing style it would be a huge deal to have that item in the Chateau. I can't comment on how it would play out in your install with your playing style.

 

I think we can put this to rest. I take your word for it that you don't find it unbalancing in the context of your playing style and in your install. You should take my word for it that I would find it seriously unbalancing in the context of my playing style and in my install. We should all do whatever we like. I don't think there's much more to say. It was fun talking to you though Aasim!

 

Best,

 

A.



#13445
Alesia_BH

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Ok. I'm ready to start a new character. Enter Ariel, Halfling F/T

 

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Proficiencies: Short Bows, Quarterstaves, Single Weapon Style, Darts

Mods: Enhaced Edition, SCS v30, aTweaks Enhanced Bhaalspawn Powers(*)

Personal Item: undecided

 

Like Rifft, Ariel has completed some but not all of her early game tasks. She collected the rings, bought the Wand of Sleep, calmed Marl, cleared the spiders, ruined Miriam's day, and then went south to the Carnival. She then went to the basilisk area for early exp before going west to do some item hunting. She is now heading south again after shopping at Ulgoth's Beard. She has a few more items to collect, but she should be ready to start the storyline soon. I'll post again once she makes progress on the main quest.

 

Best,

 

A.

 

* Ironically, I had installed the aTweaks enhanced Bhaalspawn powers to see what they were about after noticing them in Rifft's run. Now Rifft is no longer using them...


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#13446
Aasim

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Movement Rate advantage 

The BoIB

negative save

or Potion of Magic Shielding

Just to comment on a portion of this; and why I can't use any of these strategies:

 

1) I  can't have any move speed advantage over enemies to juke them (dragons, Sarevok and the like  actually outrun my characters) - so shoot&run isn't possible.

 Hence if by "trivial" you mean you can outrun them, and keep yourself safe with keeping distance, using slings and having missile/elemental immunity - I can't do it. :( 

They need to be locked in melee somehow, either by super-tanky PCs or powerful summons. I don't think soloing Ascension on my install is possible (there are a few possible exceptions, but Cleric and BM aren't those, granted :D  ). 

2) Belt of Inertial Barrier doesn't prevent magic damage. One ring offers 20% and an amulet extra 10.  Enough to survive, but at a high cost of ring and neck slot, not  a belt slot.

3)  Potions of MS last for 1 turn only, and there is but 10 of them in the entire game, ToB included. Spending those on every possible sequencer will leave you lacking in the end.

4) on my install, saves are weaker, save penalties are generally harsher (up to -6 for some HLAs), shorties gain +3 bonus over  normal-sized ones, and different kinds of spells force different save type (Evocations breath, Necromancy Death, Enchantment spell). 

(example: while Claw is outstanding item in vanilla setup, on my game it makes one save vs FoD or ADHW with an additional -3 penalty, making it a very risky choice.)

 

 it would be a huge deal to have that item in the Chateau. I can't comment on how it would play out in your install with your playing style.

It's a late-BG2 item (Underdark).  I can't say what I'd do with it if I found it in the dungeon; haven't really given it much tought.

 

 

Haste

It does. And that's how Free Action should work in my opinion. I like that dynamic. 

What I'm saying is that I don't understand how this is possible. I've tried it now on EE (1), which has Fixpack's stuff included.

Equip ring, drink potion of speed, Haste hasn't got effect. All fine for now.

Take ring away - drink potion - you're hasted. Now put ring on, haste  stays.

EE2 - same deal. It does prevent MS bonus from Boots of Speed (if that's what bugs you), but that's not Haste.

It's not possible in BG engine to remove Haste effect without a custom secondary type. You can prevent it , but you can't remove it other than outright dispelling it. Try it out - I'd be very surprised it RoFA would remove Oil of Speed effect. 

 

Anyhow, best of luck to Ariel! 

Oddly enough, I can't see her picture.



#13447
Alesia_BH

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Just to comment on a portion of this; and why I can't use any of these strategies:

 

I understand that it's different in your install. I've always been commenting on my install, and the effect that the Item Pack + SoA Item Import Combination would have via introducing a undispellable Greenstone Amulet to the Chateau.

 

 

What I'm saying is that I don't understand how this is possible.

It's not EE. I have Fixpack v 9. If I drink a Potion of Freedom or equip a Free Action item, my movement rate is reset to base. In my old Baldurdash setup, I could use movement rate bonuses + Free Action together by applying the movement rate effect before applying Free Action. I can't in this one. I've dealt with this issue many times in combat. 

 

If you'd like to discuss this further, we can do so in PM.

 

Best,

 

A.

 

Btw. I'm not sure why you can't see Ariel's picture. I can see it. Can everyone else see it?



#13448
Blackraven

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Wow Alesia, a Fighter/Thief, one of my preferred classes, awesome! (I still think I could have gone a long way with Glorydd, further than with Scintilla, if it weren't for my blunder with the space bar.) Have a blast with Ariel :D

Edit: yes I can see Ariel :)


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#13449
Alesia_BH

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Wow Alesia, a Fighter/Thief, one of my preferred classes, awesome! 

 

Yeah. I'm kind of excited about her (or at least I'm trying to get excited about her I really want to play Alesia or Amelie :P ).

 

I've never done an F/T. Like the F/M and C/R, I've historically avoided it for fear that it would be overpowered. But given that I have a new setup, that I need to test, I think it makes sense to use a class that will give me a chance of seeing a lot of content.

 

We'll see how it goes.

 

Best,

 

A.


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#13450
Grond0

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* Ironically, I had installed the aTweaks enhanced Bhaalspawn powers to see what they were about after noticing them in Rifft's run. Now Rifft is no longer using them...

Best of luck (not that I expect she will need it) with Ariel.

 

The altered Bhaalspawn powers are fun to play and the shorter casting time means they are viable for use in combat as well as outside.  In most cases the revised powers are either identical or a clear upgrade to the originals, but that's not the case for the evil second stage power.  That has a chance of causing poison / cursing type effects by touch on enemies, but my experience has been:

- any enemy you would want this to be successful on is almost bound to save

- on the rare occasions it works the impact on enemies is minimal

 

For a soloer horror is so much better than this power it's not funny.  It would be a bit more balanced if the effects did not offer a save and that would be my preferred option - that power would then be a bit more useful than the level 1 evil drain life effect instead of much less useful as at present.